<?xml version="1.0" encoding="UTF-8"?>
<book title="Extending Flash" directory="ExtendingFlash">
<page href="00003797.html" title="Introduction" text="Introduction As a user of Adobe&#174; Flash&#174; CS3 Professional, you may be familiar with ActionScript&#8482;, which lets you create scripts that execute at run time in Adobe&#174; Flash&#174; Player. The Flash JavaScript application programming interface (JavaScript API) described in this document is a complementary programming tool that lets you create scripts that run in the authoring environment.  This document describes the objects, methods, and properties available in the JavaScript API. It assumes that you know how to use the documented commands when working in the authoring environment. If you have a question about what a particular command does, use other documents in Flash Help, such as Using Flash, to find that information. This document also assumes that you are familiar with JavaScript or ActionScript syntax and with basic programming concepts such as functions, parameters, and data types.  This section contains the following topics: Overview of the Adobe Flash JavaScript API What's new in the JavaScript API The Flash Document Object Model Sample implementations Introduction As a user of Adobe&#174; Flash&#174; CS3 Professional, you may be familiar with ActionScript&#8482;, which lets you create scripts that execute at run time in Adobe&#174; Flash&#174; Player. The Flash JavaScript application programming interface (JavaScript API) described in this document is a complementary programming tool that lets you create scripts that run in the authoring environment.  This document describes the objects, methods, and properties available in the JavaScript API. It assumes that you know how to use the documented commands when working in the authoring environment. If you have a question about what a particular command does, use other documents in Flash Help, such as Using Flash, to find that information. This document also assumes that you are familiar with JavaScript or ActionScript syntax and with basic programming concepts such as functions, parameters, and data types.  This section contains the following topics: Overview of the Adobe Flash JavaScript API What's new in the JavaScript API The Flash Document Object Model Sample implementations Introduction As a user of Adobe&#174; Flash&#174; CS3 Professional, you may be familiar with ActionScript&#8482;, which lets you create scripts that execute at run time in Adobe&#174; Flash&#174; Player. The Flash JavaScript application programming interface (JavaScript API) described in this document is a complementary programming tool that lets you create scripts that run in the authoring environment.  This document describes the objects, methods, and properties available in the JavaScript API. It assumes that you know how to use the documented commands when working in the authoring environment. If you have a question about what a particular command does, use other documents in Flash Help, such as Using Flash, to find that information. This document also assumes that you are familiar with JavaScript or ActionScript syntax and with basic programming concepts such as functions, parameters, and data types.  This section contains the following topics: Overview of the Adobe Flash JavaScript API What's new in the JavaScript API The Flash Document Object Model Sample implementations Introduction As a user of Adobe&#174; Flash&#174; CS3 Professional, you may be familiar with ActionScript&#8482;, which lets you create scripts that execute at run time in Adobe&#174; Flash&#174; Player. The Flash JavaScript application programming interface (JavaScript API) described in this document is a complementary programming tool that lets you create scripts that run in the authoring environment.  This document describes the objects, methods, and properties available in the JavaScript API. It assumes that you know how to use the documented commands when working in the authoring environment. If you have a question about what a particular command does, use other documents in Flash Help, such as Using Flash, to find that information. This document also assumes that you are familiar with JavaScript or ActionScript syntax and with basic programming concepts such as functions, parameters, and data types.  This section contains the following topics: Overview of the Adobe Flash JavaScript API What's new in the JavaScript API The Flash Document Object Model Sample implementations " />
<page href="00003798.html" title="Overview of the Adobe Flash JavaScript API" text="Overview of the Adobe Flash JavaScript API The Flash JavaScript API lets you write scripts to perform several actions in the Flash authoring environment (that is, while a user has the Flash program open). This functionality is different from the ActionScript language, which lets you write scripts to perform actions in the Flash Player environment (that is, while a SWF file is playing). This functionality is also different from JavaScript commands that you might use in pages displayed in a web browser. Using the JavaScript API, you can write Flash application scripts 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.  The Flash JavaScript API is designed to resemble the Adobe&#174; Dreamweaver&#174; and Adobe&#174; Fireworks&#174; JavaScript API (which were designed based on the Netscape JavaScript API). The Flash JavaScript API is based on a Document Object Model (DOM), which allows Flash documents to be accessed using JavaScript objects. The Flash JavaScript API includes all elements of the Netscape JavaScript API, plus the Flash DOM. These added objects and their methods and properties are described in this document. You can use any of the elements of the native JavaScript language in a Flash script, but only elements that make sense in the context of a Flash document will have an&#160;effect.  The JavaScript API also contains a number of methods that let you implement extensibility using a combination of JavaScript and custom C code. For more information, see C-Level Extensibility.  The JavaScript interpreter in Flash is the Mozilla SpiderMonkey engine, version 1.5, which is available on the web at www.mozilla.org/js/spidermonkey/. SpiderMonkey is one of the two reference implementations of the JavaScript language developed by Mozilla.org. It is the same engine that is embedded in the Mozilla browser. SpiderMonkey implements the core JavaScript language as defined in the ECMAScript (ECMA-262) edition 3 language specification and it is fully compliant with the specification. Only the browser-specific host objects, which are not part of the ECMA-262 specification, are not supported. Similarly, many JavaScript reference guides distinguish between core JavaScript and client-side (browser-related) JavaScript. Only core JavaScript applies to the Flash JavaScript interpreter. Overview of the Adobe Flash JavaScript API The Flash JavaScript API lets you write scripts to perform several actions in the Flash authoring environment (that is, while a user has the Flash program open). This functionality is different from the ActionScript language, which lets you write scripts to perform actions in the Flash Player environment (that is, while a SWF file is playing). This functionality is also different from JavaScript commands that you might use in pages displayed in a web browser. Using the JavaScript API, you can write Flash application scripts 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.  The Flash JavaScript API is designed to resemble the Adobe&#174; Dreamweaver&#174; and Adobe&#174; Fireworks&#174; JavaScript API (which were designed based on the Netscape JavaScript API). The Flash JavaScript API is based on a Document Object Model (DOM), which allows Flash documents to be accessed using JavaScript objects. The Flash JavaScript API includes all elements of the Netscape JavaScript API, plus the Flash DOM. These added objects and their methods and properties are described in this document. You can use any of the elements of the native JavaScript language in a Flash script, but only elements that make sense in the context of a Flash document will have an&#160;effect.  The JavaScript API also contains a number of methods that let you implement extensibility using a combination of JavaScript and custom C code. For more information, see C-Level Extensibility.  The JavaScript interpreter in Flash is the Mozilla SpiderMonkey engine, version 1.5, which is available on the web at www.mozilla.org/js/spidermonkey/. SpiderMonkey is one of the two reference implementations of the JavaScript language developed by Mozilla.org. It is the same engine that is embedded in the Mozilla browser. SpiderMonkey implements the core JavaScript language as defined in the ECMAScript (ECMA-262) edition 3 language specification and it is fully compliant with the specification. Only the browser-specific host objects, which are not part of the ECMA-262 specification, are not supported. Similarly, many JavaScript reference guides distinguish between core JavaScript and client-side (browser-related) JavaScript. Only core JavaScript applies to the Flash JavaScript interpreter. Overview of the Adobe Flash JavaScript API The Flash JavaScript API lets you write scripts to perform several actions in the Flash authoring environment (that is, while a user has the Flash program open). This functionality is different from the ActionScript language, which lets you write scripts to perform actions in the Flash Player environment (that is, while a SWF file is playing). This functionality is also different from JavaScript commands that you might use in pages displayed in a web browser. Using the JavaScript API, you can write Flash application scripts 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.  The Flash JavaScript API is designed to resemble the Adobe&#174; Dreamweaver&#174; and Adobe&#174; Fireworks&#174; JavaScript API (which were designed based on the Netscape JavaScript API). The Flash JavaScript API is based on a Document Object Model (DOM), which allows Flash documents to be accessed using JavaScript objects. The Flash JavaScript API includes all elements of the Netscape JavaScript API, plus the Flash DOM. These added objects and their methods and properties are described in this document. You can use any of the elements of the native JavaScript language in a Flash script, but only elements that make sense in the context of a Flash document will have an&#160;effect.  The JavaScript API also contains a number of methods that let you implement extensibility using a combination of JavaScript and custom C code. For more information, see C-Level Extensibility.  The JavaScript interpreter in Flash is the Mozilla SpiderMonkey engine, version 1.5, which is available on the web at www.mozilla.org/js/spidermonkey/. SpiderMonkey is one of the two reference implementations of the JavaScript language developed by Mozilla.org. It is the same engine that is embedded in the Mozilla browser. SpiderMonkey implements the core JavaScript language as defined in the ECMAScript (ECMA-262) edition 3 language specification and it is fully compliant with the specification. Only the browser-specific host objects, which are not part of the ECMA-262 specification, are not supported. Similarly, many JavaScript reference guides distinguish between core JavaScript and client-side (browser-related) JavaScript. Only core JavaScript applies to the Flash JavaScript interpreter. Overview of the Adobe Flash JavaScript API The Flash JavaScript API lets you write scripts to perform several actions in the Flash authoring environment (that is, while a user has the Flash program open). This functionality is different from the ActionScript language, which lets you write scripts to perform actions in the Flash Player environment (that is, while a SWF file is playing). This functionality is also different from JavaScript commands that you might use in pages displayed in a web browser. Using the JavaScript API, you can write Flash application scripts 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.  The Flash JavaScript API is designed to resemble the Adobe&#174; Dreamweaver&#174; and Adobe&#174; Fireworks&#174; JavaScript API (which were designed based on the Netscape JavaScript API). The Flash JavaScript API is based on a Document Object Model (DOM), which allows Flash documents to be accessed using JavaScript objects. The Flash JavaScript API includes all elements of the Netscape JavaScript API, plus the Flash DOM. These added objects and their methods and properties are described in this document. You can use any of the elements of the native JavaScript language in a Flash script, but only elements that make sense in the context of a Flash document will have an&#160;effect.  The JavaScript API also contains a number of methods that let you implement extensibility using a combination of JavaScript and custom C code. For more information, see C-Level Extensibility.  The JavaScript interpreter in Flash is the Mozilla SpiderMonkey engine, version 1.5, which is available on the web at www.mozilla.org/js/spidermonkey/. SpiderMonkey is one of the two reference implementations of the JavaScript language developed by Mozilla.org. It is the same engine that is embedded in the Mozilla browser. SpiderMonkey implements the core JavaScript language as defined in the ECMAScript (ECMA-262) edition 3 language specification and it is fully compliant with the specification. Only the browser-specific host objects, which are not part of the ECMA-262 specification, are not supported. Similarly, many JavaScript reference guides distinguish between core JavaScript and client-side (browser-related) JavaScript. Only core JavaScript applies to the Flash JavaScript interpreter. " />
<page href="00003799.html" title="Creating JSFL files" text="Creating JSFL files You can use Adobe Flash&#160;CS3 Professional 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 panel menu. The command (JSFL) file is saved in the Commands folder (see Saving JSFL files). 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 panel menu. To view JavaScript commands in the History panel: Select View &gt; JavaScript in Panel from the panel menu. Creating JSFL files You can use Adobe Flash&#160;CS3 Professional 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 panel menu. The command (JSFL) file is saved in the Commands folder (see Saving JSFL files). 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 panel menu. To view JavaScript commands in the History panel: Select View &gt; JavaScript in Panel from the panel menu. Creating JSFL files You can use Adobe Flash&#160;CS3 Professional 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 panel menu. The command (JSFL) file is saved in the Commands folder (see Saving JSFL files). 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 panel menu. To view JavaScript commands in the History panel: Select View &gt; JavaScript in Panel from the panel menu. Creating JSFL files You can use Adobe Flash&#160;CS3 Professional 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 panel menu. The command (JSFL) file is saved in the Commands folder (see Saving JSFL files). 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 panel menu. To view JavaScript commands in the History panel: Select View &gt; JavaScript in Panel from the panel menu. " />
<page href="00003800.html" title="Saving JSFL files " text="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&#174; 2000 or Windows&#174; XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration  Mac OS&#174; X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/ To determine the location of the Configuration folder, use fl.configDirectory or fl.configURI, as shown in the following examples:  // store directory to a variable  var configDir = fl.configDirectory; // display directory in the Output panel fl.trace(fl.configDirectory Within the Configuration folder, the following folders can contain scripts that you can access in the authoring environment: Behaviors (to support the user interface for behaviors), Commands (for scripts that appear on the Commands menu), Effects (for timeline effects), JavaScript (for scripts used by Script Assist to populate the user interface controls), 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. There are three locations where you can store command, effect, and tool files so they can be accessed in the authoring environment.  For scripts that will appear as items in the Commands menu, save the JSFL file in the Commands folder in the following location:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Commands Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Commands For scripts that will appear as extensible tools in the Tools panel, save the JSFL file in the Tools folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools For scripts that will appear as timeline effects in the Effects panel, save the JSFL file in the Effects folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Effects Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Effects If a JSFL file has other files that go with it, such as XML files, they should be stored in the same directory as the JSFL file. 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&#174; 2000 or Windows&#174; XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration  Mac OS&#174; X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/ To determine the location of the Configuration folder, use fl.configDirectory or fl.configURI, as shown in the following examples:  // store directory to a variable  var configDir = fl.configDirectory; // display directory in the Output panel fl.trace(fl.configDirectory Within the Configuration folder, the following folders can contain scripts that you can access in the authoring environment: Behaviors (to support the user interface for behaviors), Commands (for scripts that appear on the Commands menu), Effects (for timeline effects), JavaScript (for scripts used by Script Assist to populate the user interface controls), 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. There are three locations where you can store command, effect, and tool files so they can be accessed in the authoring environment.  For scripts that will appear as items in the Commands menu, save the JSFL file in the Commands folder in the following location:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Commands Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Commands For scripts that will appear as extensible tools in the Tools panel, save the JSFL file in the Tools folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools For scripts that will appear as timeline effects in the Effects panel, save the JSFL file in the Effects folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Effects Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Effects If a JSFL file has other files that go with it, such as XML files, they should be stored in the same directory as the JSFL file. 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&#174; 2000 or Windows&#174; XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration  Mac OS&#174; X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/ To determine the location of the Configuration folder, use fl.configDirectory or fl.configURI, as shown in the following examples:  // store directory to a variable  var configDir = fl.configDirectory; // display directory in the Output panel fl.trace(fl.configDirectory Within the Configuration folder, the following folders can contain scripts that you can access in the authoring environment: Behaviors (to support the user interface for behaviors), Commands (for scripts that appear on the Commands menu), Effects (for timeline effects), JavaScript (for scripts used by Script Assist to populate the user interface controls), 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. There are three locations where you can store command, effect, and tool files so they can be accessed in the authoring environment.  For scripts that will appear as items in the Commands menu, save the JSFL file in the Commands folder in the following location:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Commands Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Commands For scripts that will appear as extensible tools in the Tools panel, save the JSFL file in the Tools folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools For scripts that will appear as timeline effects in the Effects panel, save the JSFL file in the Effects folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Effects Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Effects If a JSFL file has other files that go with it, such as XML files, they should be stored in the same directory as the JSFL file. 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&#174; 2000 or Windows&#174; XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration  Mac OS&#174; X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/ To determine the location of the Configuration folder, use fl.configDirectory or fl.configURI, as shown in the following examples:  // store directory to a variable  var configDir = fl.configDirectory; // display directory in the Output panel fl.trace(fl.configDirectory Within the Configuration folder, the following folders can contain scripts that you can access in the authoring environment: Behaviors (to support the user interface for behaviors), Commands (for scripts that appear on the Commands menu), Effects (for timeline effects), JavaScript (for scripts used by Script Assist to populate the user interface controls), 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. There are three locations where you can store command, effect, and tool files so they can be accessed in the authoring environment.  For scripts that will appear as items in the Commands menu, save the JSFL file in the Commands folder in the following location:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Commands Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Commands For scripts that will appear as extensible tools in the Tools panel, save the JSFL file in the Tools folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools For scripts that will appear as timeline effects in the Effects panel, save the JSFL file in the Effects folder in the following location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Effects Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Effects If a JSFL file has other files that go with it, such as XML files, they should be stored in the same directory as the JSFL file. " />
<page href="00003801.html" title="Running JSFL files " text="Running JSFL files  There are several ways to run JSFL files. The most common ways are explained in this section. To run a script that is in the Commands folder, do one of the following: Select Commands &gt; Script Name. Use a keyboard shortcut that you have assigned to the script. To assign a keyboard shortcut, use Edit &gt; Keyboard Shortcuts and select Drawing Menu Commands from the Commands pop-up menu. Expand the Commands node in the menu tree to view a list of available scripts.  To run a command script that is not in the Commands folder, do one of the following: From the authoring environment, select Commands &gt; Run Command, and then select the script to run. From within a script, use the fl.runScript() command. From the file system, double-click the script file. To add a tool implemented in a JSFL file to the Tools panel: Copy the JSFL file for the tool and any other associated files to the Tools folder (see Saving JSFL files).  Select Edit &gt; Customize Tools Panel (Windows) or Flash &gt; Customize Tools Panel (Macintosh).  Add the tool to the list of available tools.  Click OK. You can add individual JavaScript API commands to ActionScript files by using the MMExecute() function, which is documented in the ActionScript 3.0 Language Reference. However, the MMExecute() function has an effect only when it is used in the context of a custom user-interface element, such as a component Property inspector, or a SWF panel within the authoring environment. Even if called from ActionScript, JavaScript API commands have no effect in Flash Player or outside the authoring environment.  To issue a command from an ActionScript script: Use the following syntax (you can concatenate several commands into one string): MMExecute(Javascript command string You can also run a script from the command line. To run a script from the command line on Windows: Use the following syntax (add path information as required): &quot;flash.exe&quot; myTestFile.jsfl To run a script from the &quot;Terminal&quot; application on the Macintosh: Use the following syntax (add path information as required): osascript -e &#39;tell application &quot;flash&quot; to open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; &#39; The osascript command can also run AppleScript in a file. For example, you could put the following text in a file named myScript: tell application &quot;flash&quot;  open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; end tell Then, to invoke the script, you would use this command: osascript myScript Running JSFL files  There are several ways to run JSFL files. The most common ways are explained in this section. To run a script that is in the Commands folder, do one of the following: Select Commands &gt; Script Name. Use a keyboard shortcut that you have assigned to the script. To assign a keyboard shortcut, use Edit &gt; Keyboard Shortcuts and select Drawing Menu Commands from the Commands pop-up menu. Expand the Commands node in the menu tree to view a list of available scripts.  To run a command script that is not in the Commands folder, do one of the following: From the authoring environment, select Commands &gt; Run Command, and then select the script to run. From within a script, use the fl.runScript() command. From the file system, double-click the script file. To add a tool implemented in a JSFL file to the Tools panel: Copy the JSFL file for the tool and any other associated files to the Tools folder (see Saving JSFL files).  Select Edit &gt; Customize Tools Panel (Windows) or Flash &gt; Customize Tools Panel (Macintosh).  Add the tool to the list of available tools.  Click OK. You can add individual JavaScript API commands to ActionScript files by using the MMExecute() function, which is documented in the ActionScript 3.0 Language Reference. However, the MMExecute() function has an effect only when it is used in the context of a custom user-interface element, such as a component Property inspector, or a SWF panel within the authoring environment. Even if called from ActionScript, JavaScript API commands have no effect in Flash Player or outside the authoring environment.  To issue a command from an ActionScript script: Use the following syntax (you can concatenate several commands into one string): MMExecute(Javascript command string You can also run a script from the command line. To run a script from the command line on Windows: Use the following syntax (add path information as required): &quot;flash.exe&quot; myTestFile.jsfl To run a script from the &quot;Terminal&quot; application on the Macintosh: Use the following syntax (add path information as required): osascript -e &#39;tell application &quot;flash&quot; to open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; &#39; The osascript command can also run AppleScript in a file. For example, you could put the following text in a file named myScript: tell application &quot;flash&quot;  open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; end tell Then, to invoke the script, you would use this command: osascript myScript Running JSFL files  There are several ways to run JSFL files. The most common ways are explained in this section. To run a script that is in the Commands folder, do one of the following: Select Commands &gt; Script Name. Use a keyboard shortcut that you have assigned to the script. To assign a keyboard shortcut, use Edit &gt; Keyboard Shortcuts and select Drawing Menu Commands from the Commands pop-up menu. Expand the Commands node in the menu tree to view a list of available scripts.  To run a command script that is not in the Commands folder, do one of the following: From the authoring environment, select Commands &gt; Run Command, and then select the script to run. From within a script, use the fl.runScript() command. From the file system, double-click the script file. To add a tool implemented in a JSFL file to the Tools panel: Copy the JSFL file for the tool and any other associated files to the Tools folder (see Saving JSFL files).  Select Edit &gt; Customize Tools Panel (Windows) or Flash &gt; Customize Tools Panel (Macintosh).  Add the tool to the list of available tools.  Click OK. You can add individual JavaScript API commands to ActionScript files by using the MMExecute() function, which is documented in the ActionScript 3.0 Language Reference. However, the MMExecute() function has an effect only when it is used in the context of a custom user-interface element, such as a component Property inspector, or a SWF panel within the authoring environment. Even if called from ActionScript, JavaScript API commands have no effect in Flash Player or outside the authoring environment.  To issue a command from an ActionScript script: Use the following syntax (you can concatenate several commands into one string): MMExecute(Javascript command string You can also run a script from the command line. To run a script from the command line on Windows: Use the following syntax (add path information as required): &quot;flash.exe&quot; myTestFile.jsfl To run a script from the &quot;Terminal&quot; application on the Macintosh: Use the following syntax (add path information as required): osascript -e &#39;tell application &quot;flash&quot; to open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; &#39; The osascript command can also run AppleScript in a file. For example, you could put the following text in a file named myScript: tell application &quot;flash&quot;  open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; end tell Then, to invoke the script, you would use this command: osascript myScript Running JSFL files  There are several ways to run JSFL files. The most common ways are explained in this section. To run a script that is in the Commands folder, do one of the following: Select Commands &gt; Script Name. Use a keyboard shortcut that you have assigned to the script. To assign a keyboard shortcut, use Edit &gt; Keyboard Shortcuts and select Drawing Menu Commands from the Commands pop-up menu. Expand the Commands node in the menu tree to view a list of available scripts.  To run a command script that is not in the Commands folder, do one of the following: From the authoring environment, select Commands &gt; Run Command, and then select the script to run. From within a script, use the fl.runScript() command. From the file system, double-click the script file. To add a tool implemented in a JSFL file to the Tools panel: Copy the JSFL file for the tool and any other associated files to the Tools folder (see Saving JSFL files).  Select Edit &gt; Customize Tools Panel (Windows) or Flash &gt; Customize Tools Panel (Macintosh).  Add the tool to the list of available tools.  Click OK. You can add individual JavaScript API commands to ActionScript files by using the MMExecute() function, which is documented in the ActionScript 3.0 Language Reference. However, the MMExecute() function has an effect only when it is used in the context of a custom user-interface element, such as a component Property inspector, or a SWF panel within the authoring environment. Even if called from ActionScript, JavaScript API commands have no effect in Flash Player or outside the authoring environment.  To issue a command from an ActionScript script: Use the following syntax (you can concatenate several commands into one string): MMExecute(Javascript command string You can also run a script from the command line. To run a script from the command line on Windows: Use the following syntax (add path information as required): &quot;flash.exe&quot; myTestFile.jsfl To run a script from the &quot;Terminal&quot; application on the Macintosh: Use the following syntax (add path information as required): osascript -e &#39;tell application &quot;flash&quot; to open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; &#39; The osascript command can also run AppleScript in a file. For example, you could put the following text in a file named myScript: tell application &quot;flash&quot;  open alias &quot;Mac OS X:Users:user:myTestFile.jsfl&quot; end tell Then, to invoke the script, you would use this command: osascript myScript " />
<page href="00003802.html" title="What's new in the JavaScript API" text="What's new in the JavaScript API In Flash&#160;CS3, several objects have been added. In addition, some existing objects now have new methods or properties. These additions, along with other changes, are summarized below.  If you have not used the JavaScript API before, you might want to skip this section and go directly to the Document Object Model (see The Flash Document Object Model). New objects The following objects are new in Flash&#160;CS3: actionsPanel object compilerErrors object Oval object Rectangle object New methods and properties The following methods and properties for existing objects are new in Flash&#160;CS3: document.as3AutoDeclare document.as3Dialect document.as3ExportFrame document.as3StrictMode document.as3WarningsMode document.asVersion document.canSaveAVersion() document.docClass document.getMobileSettings() document.getPlayerVersion() document.id document.resetOvalObject() document.resetRectangleObject() document.revertToLastVersion() document.saveAVersion() document.setMobileSettings() document.setOvalObjectProperty() document.setPlayerVersion() document.setRectangleObjectProperty() document.synchronizeWithHeadVersion() element.getTransformationPoint() element.rotation element.scaleX element.scaleY element.setTransformationPoint() element.skewX element.skewY element.transformX element.transformY element.x element.y filter.enabled fl.actionsPanel fl.as3PackagePaths fl.addEventListener() fl.closeAllPlayerDocuments() fl.compilerErrors fl.clipCopyString() fl.downloadLatestVersion() fl.packagePaths fl.findDocumentDOM() fl.findObjectInDocByName() fl.findObjectInDocByType() fl.removeEventListener() fl.revertDocumentToLastVersion() fl.resetPackagePaths() fl.resetAS3PackagePaths() fl.saveAVersionOfDocument() fl.scriptURI fl.selectElement() fl.selectTool() fl.synchronizeDocumentWithHeadVersion() item.linkageBaseClass shape.isOvalObject shape.isRectangleObject timeline.copyMotion() timeline.copyMotionAsAS3() timeline.pasteMotion() Other changes The following methods have new parameters in Flash&#160;CS3:  document.addNewText() fl.closeAll() The following property is deprecated: stroke.breakAtCorners The mm_jsapi.h file, used when implementing Flash extensibility files (see C-Level Extensibility), has changed. What's new in the JavaScript API In Flash&#160;CS3, several objects have been added. In addition, some existing objects now have new methods or properties. These additions, along with other changes, are summarized below.  If you have not used the JavaScript API before, you might want to skip this section and go directly to the Document Object Model (see The Flash Document Object Model). New objects The following objects are new in Flash&#160;CS3: actionsPanel object compilerErrors object Oval object Rectangle object New methods and properties The following methods and properties for existing objects are new in Flash&#160;CS3: document.as3AutoDeclare document.as3Dialect document.as3ExportFrame document.as3StrictMode document.as3WarningsMode document.asVersion document.canSaveAVersion() document.docClass document.getMobileSettings() document.getPlayerVersion() document.id document.resetOvalObject() document.resetRectangleObject() document.revertToLastVersion() document.saveAVersion() document.setMobileSettings() document.setOvalObjectProperty() document.setPlayerVersion() document.setRectangleObjectProperty() document.synchronizeWithHeadVersion() element.getTransformationPoint() element.rotation element.scaleX element.scaleY element.setTransformationPoint() element.skewX element.skewY element.transformX element.transformY element.x element.y filter.enabled fl.actionsPanel fl.as3PackagePaths fl.addEventListener() fl.closeAllPlayerDocuments() fl.compilerErrors fl.clipCopyString() fl.downloadLatestVersion() fl.packagePaths fl.findDocumentDOM() fl.findObjectInDocByName() fl.findObjectInDocByType() fl.removeEventListener() fl.revertDocumentToLastVersion() fl.resetPackagePaths() fl.resetAS3PackagePaths() fl.saveAVersionOfDocument() fl.scriptURI fl.selectElement() fl.selectTool() fl.synchronizeDocumentWithHeadVersion() item.linkageBaseClass shape.isOvalObject shape.isRectangleObject timeline.copyMotion() timeline.copyMotionAsAS3() timeline.pasteMotion() Other changes The following methods have new parameters in Flash&#160;CS3:  document.addNewText() fl.closeAll() The following property is deprecated: stroke.breakAtCorners The mm_jsapi.h file, used when implementing Flash extensibility files (see C-Level Extensibility), has changed. What's new in the JavaScript API In Flash&#160;CS3, several objects have been added. In addition, some existing objects now have new methods or properties. These additions, along with other changes, are summarized below.  If you have not used the JavaScript API before, you might want to skip this section and go directly to the Document Object Model (see The Flash Document Object Model). New objects The following objects are new in Flash&#160;CS3: actionsPanel object compilerErrors object Oval object Rectangle object New methods and properties The following methods and properties for existing objects are new in Flash&#160;CS3: document.as3AutoDeclare document.as3Dialect document.as3ExportFrame document.as3StrictMode document.as3WarningsMode document.asVersion document.canSaveAVersion() document.docClass document.getMobileSettings() document.getPlayerVersion() document.id document.resetOvalObject() document.resetRectangleObject() document.revertToLastVersion() document.saveAVersion() document.setMobileSettings() document.setOvalObjectProperty() document.setPlayerVersion() document.setRectangleObjectProperty() document.synchronizeWithHeadVersion() element.getTransformationPoint() element.rotation element.scaleX element.scaleY element.setTransformationPoint() element.skewX element.skewY element.transformX element.transformY element.x element.y filter.enabled fl.actionsPanel fl.as3PackagePaths fl.addEventListener() fl.closeAllPlayerDocuments() fl.compilerErrors fl.clipCopyString() fl.downloadLatestVersion() fl.packagePaths fl.findDocumentDOM() fl.findObjectInDocByName() fl.findObjectInDocByType() fl.removeEventListener() fl.revertDocumentToLastVersion() fl.resetPackagePaths() fl.resetAS3PackagePaths() fl.saveAVersionOfDocument() fl.scriptURI fl.selectElement() fl.selectTool() fl.synchronizeDocumentWithHeadVersion() item.linkageBaseClass shape.isOvalObject shape.isRectangleObject timeline.copyMotion() timeline.copyMotionAsAS3() timeline.pasteMotion() Other changes The following methods have new parameters in Flash&#160;CS3:  document.addNewText() fl.closeAll() The following property is deprecated: stroke.breakAtCorners The mm_jsapi.h file, used when implementing Flash extensibility files (see C-Level Extensibility), has changed. What's new in the JavaScript API In Flash&#160;CS3, several objects have been added. In addition, some existing objects now have new methods or properties. These additions, along with other changes, are summarized below.  If you have not used the JavaScript API before, you might want to skip this section and go directly to the Document Object Model (see The Flash Document Object Model). New objects The following objects are new in Flash&#160;CS3: actionsPanel object compilerErrors object Oval object Rectangle object New methods and properties The following methods and properties for existing objects are new in Flash&#160;CS3: document.as3AutoDeclare document.as3Dialect document.as3ExportFrame document.as3StrictMode document.as3WarningsMode document.asVersion document.canSaveAVersion() document.docClass document.getMobileSettings() document.getPlayerVersion() document.id document.resetOvalObject() document.resetRectangleObject() document.revertToLastVersion() document.saveAVersion() document.setMobileSettings() document.setOvalObjectProperty() document.setPlayerVersion() document.setRectangleObjectProperty() document.synchronizeWithHeadVersion() element.getTransformationPoint() element.rotation element.scaleX element.scaleY element.setTransformationPoint() element.skewX element.skewY element.transformX element.transformY element.x element.y filter.enabled fl.actionsPanel fl.as3PackagePaths fl.addEventListener() fl.closeAllPlayerDocuments() fl.compilerErrors fl.clipCopyString() fl.downloadLatestVersion() fl.packagePaths fl.findDocumentDOM() fl.findObjectInDocByName() fl.findObjectInDocByType() fl.removeEventListener() fl.revertDocumentToLastVersion() fl.resetPackagePaths() fl.resetAS3PackagePaths() fl.saveAVersionOfDocument() fl.scriptURI fl.selectElement() fl.selectTool() fl.synchronizeDocumentWithHeadVersion() item.linkageBaseClass shape.isOvalObject shape.isRectangleObject timeline.copyMotion() timeline.copyMotionAsAS3() timeline.pasteMotion() Other changes The following methods have new parameters in Flash&#160;CS3:  document.addNewText() fl.closeAll() The following property is deprecated: stroke.breakAtCorners The mm_jsapi.h file, used when implementing Flash extensibility files (see C-Level Extensibility), has changed. " />
<page href="00003803.html" title="The Flash Document Object Model" text="The Flash Document Object Model The Flash Document Object Model (DOM) for the Flash JavaScript API consists of a set of top-level functions (see Top-Level Functions and Methods) and two top-level objects--the FLfile object and the flash object (fl). Each object is guaranteed to be available to a script because it always exists when the Flash authoring environment is open. For more information, see FLfile object and flash object (fl). When referring to the flash object, you can use flash or fl. For example, to close all open FLA files, you can use either of the following statements:  flash.closeAll( fl.closeAll( The flash object contains the following child objects:  This section describes the following topics: The Document object Specifying the target of an action Summary of the DOM structure Object How to access actionsPanel object Use fl.actionsPanel to access the actionsPanel object. This object corresponds to the Actions panel in the Flash authoring environment. compilerErrors object Use fl.compilerErrors to access the compilerErrors object. This object corresponds to the Compiler Errors panel in the Flash authoring environment. componentsPanel object Use fl.componentsPanel to access the componentsPanel object. This object corresponds to the Components panel in the Flash authoring environment.  Document object Use fl.documents to retrieve an array of all the open documents; use fl.documents[index] to access a particular document; use fl.getDocumentDOM() to access the current document (the one with focus). drawingLayer object Use fl.drawingLayer to access the drawingLayer object. Effect object Use fl.effects to retrieve an array of effect descriptors that corresponds to the effects registered when Flash starts; use fl.effects[index] to access a particular effect; use fl.activeEffect to access the effect descriptor for the current effect being applied. Math object Use fl.Math to access the Math object. outputPanel object Use fl.outputPanel to access the outputPanel object. This object corresponds to the Output panel in the Flash authoring environment. Project object Use fl.getProject() to return a Project object for the currently open project. Tools object Use fl.tools to access an array of Tools objects. XMLUI object Use fl.xmlui to access an XML User Interface (XMLUI) object. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box. The Flash Document Object Model The Flash Document Object Model (DOM) for the Flash JavaScript API consists of a set of top-level functions (see Top-Level Functions and Methods) and two top-level objects--the FLfile object and the flash object (fl). Each object is guaranteed to be available to a script because it always exists when the Flash authoring environment is open. For more information, see FLfile object and flash object (fl). When referring to the flash object, you can use flash or fl. For example, to close all open FLA files, you can use either of the following statements:  flash.closeAll( fl.closeAll( The flash object contains the following child objects:  This section describes the following topics: The Document object Specifying the target of an action Summary of the DOM structure Object How to access actionsPanel object Use fl.actionsPanel to access the actionsPanel object. This object corresponds to the Actions panel in the Flash authoring environment. compilerErrors object Use fl.compilerErrors to access the compilerErrors object. This object corresponds to the Compiler Errors panel in the Flash authoring environment. componentsPanel object Use fl.componentsPanel to access the componentsPanel object. This object corresponds to the Components panel in the Flash authoring environment.  Document object Use fl.documents to retrieve an array of all the open documents; use fl.documents[index] to access a particular document; use fl.getDocumentDOM() to access the current document (the one with focus). drawingLayer object Use fl.drawingLayer to access the drawingLayer object. Effect object Use fl.effects to retrieve an array of effect descriptors that corresponds to the effects registered when Flash starts; use fl.effects[index] to access a particular effect; use fl.activeEffect to access the effect descriptor for the current effect being applied. Math object Use fl.Math to access the Math object. outputPanel object Use fl.outputPanel to access the outputPanel object. This object corresponds to the Output panel in the Flash authoring environment. Project object Use fl.getProject() to return a Project object for the currently open project. Tools object Use fl.tools to access an array of Tools objects. XMLUI object Use fl.xmlui to access an XML User Interface (XMLUI) object. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box. The Flash Document Object Model The Flash Document Object Model (DOM) for the Flash JavaScript API consists of a set of top-level functions (see Top-Level Functions and Methods) and two top-level objects--the FLfile object and the flash object (fl). Each object is guaranteed to be available to a script because it always exists when the Flash authoring environment is open. For more information, see FLfile object and flash object (fl). When referring to the flash object, you can use flash or fl. For example, to close all open FLA files, you can use either of the following statements:  flash.closeAll( fl.closeAll( The flash object contains the following child objects:  This section describes the following topics: The Document object Specifying the target of an action Summary of the DOM structure Object How to access actionsPanel object Use fl.actionsPanel to access the actionsPanel object. This object corresponds to the Actions panel in the Flash authoring environment. compilerErrors object Use fl.compilerErrors to access the compilerErrors object. This object corresponds to the Compiler Errors panel in the Flash authoring environment. componentsPanel object Use fl.componentsPanel to access the componentsPanel object. This object corresponds to the Components panel in the Flash authoring environment.  Document object Use fl.documents to retrieve an array of all the open documents; use fl.documents[index] to access a particular document; use fl.getDocumentDOM() to access the current document (the one with focus). drawingLayer object Use fl.drawingLayer to access the drawingLayer object. Effect object Use fl.effects to retrieve an array of effect descriptors that corresponds to the effects registered when Flash starts; use fl.effects[index] to access a particular effect; use fl.activeEffect to access the effect descriptor for the current effect being applied. Math object Use fl.Math to access the Math object. outputPanel object Use fl.outputPanel to access the outputPanel object. This object corresponds to the Output panel in the Flash authoring environment. Project object Use fl.getProject() to return a Project object for the currently open project. Tools object Use fl.tools to access an array of Tools objects. XMLUI object Use fl.xmlui to access an XML User Interface (XMLUI) object. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box. The Flash Document Object Model The Flash Document Object Model (DOM) for the Flash JavaScript API consists of a set of top-level functions (see Top-Level Functions and Methods) and two top-level objects--the FLfile object and the flash object (fl). Each object is guaranteed to be available to a script because it always exists when the Flash authoring environment is open. For more information, see FLfile object and flash object (fl). When referring to the flash object, you can use flash or fl. For example, to close all open FLA files, you can use either of the following statements:  flash.closeAll( fl.closeAll( The flash object contains the following child objects:  This section describes the following topics: The Document object Specifying the target of an action Summary of the DOM structure " />
<page href="00003804.html" title="The Document object" text="The Document object An important property of the top-level flash object is the fl.documents property. (See fl.documents property.) The fl.documents property contains an array of Document objects that each represent one of the FLA files currently open in the authoring environment. The properties of each Document object represent most of the elements that a FLA file can contain. Therefore, a large portion of the DOM is composed of child objects and properties of the Document object. For more information, see Document object. To refer to the first open document, for example, use the statement flash.documents[0] or fl.documents[0]. The first document is the first Flash document that was opened during the current session in the authoring environment. When the first opened document is closed, the indexes of the other open documents are decremented. To find a particular document's index, use flash.findDocumentIndex(nameOfDocument) or fl.findDocumentIndex(nameOfDocument). See fl.findDocumentIndex(). To access the document that is currently focused, use the statement flash.getDocumentDOM() or fl.getDocumentDOM(). See fl.getDocumentDOM(). The latter is the syntax used in most of the examples in this document. To find a particular document in the fl.documents array, iterate through the array and test each document for its document.name property. See fl.documents and document.name. All the objects in the DOM that aren't listed in the previous table (see The Flash Document Object Model) are accessed from the Document object. For example, to access the library of a document, you use the document.library property, which retrieves a library object:  fl.getDocumentDOM().library To access the array of items in the library, you use the library.items property; each element in the array is an Item object:  fl.getDocumentDOM().library.items To access a particular item in the library, you specify a member of the library.items array: fl.getDocumentDOM().library.items[0] In other words, the library object is a child of the Document object, and the Item object is a child of the library object. For more information, see document.library, library object, library.items, and Item object. The Document object An important property of the top-level flash object is the fl.documents property. (See fl.documents property.) The fl.documents property contains an array of Document objects that each represent one of the FLA files currently open in the authoring environment. The properties of each Document object represent most of the elements that a FLA file can contain. Therefore, a large portion of the DOM is composed of child objects and properties of the Document object. For more information, see Document object. To refer to the first open document, for example, use the statement flash.documents[0] or fl.documents[0]. The first document is the first Flash document that was opened during the current session in the authoring environment. When the first opened document is closed, the indexes of the other open documents are decremented. To find a particular document's index, use flash.findDocumentIndex(nameOfDocument) or fl.findDocumentIndex(nameOfDocument). See fl.findDocumentIndex(). To access the document that is currently focused, use the statement flash.getDocumentDOM() or fl.getDocumentDOM(). See fl.getDocumentDOM(). The latter is the syntax used in most of the examples in this document. To find a particular document in the fl.documents array, iterate through the array and test each document for its document.name property. See fl.documents and document.name. All the objects in the DOM that aren't listed in the previous table (see The Flash Document Object Model) are accessed from the Document object. For example, to access the library of a document, you use the document.library property, which retrieves a library object:  fl.getDocumentDOM().library To access the array of items in the library, you use the library.items property; each element in the array is an Item object:  fl.getDocumentDOM().library.items To access a particular item in the library, you specify a member of the library.items array: fl.getDocumentDOM().library.items[0] In other words, the library object is a child of the Document object, and the Item object is a child of the library object. For more information, see document.library, library object, library.items, and Item object. The Document object An important property of the top-level flash object is the fl.documents property. (See fl.documents property.) The fl.documents property contains an array of Document objects that each represent one of the FLA files currently open in the authoring environment. The properties of each Document object represent most of the elements that a FLA file can contain. Therefore, a large portion of the DOM is composed of child objects and properties of the Document object. For more information, see Document object. To refer to the first open document, for example, use the statement flash.documents[0] or fl.documents[0]. The first document is the first Flash document that was opened during the current session in the authoring environment. When the first opened document is closed, the indexes of the other open documents are decremented. To find a particular document's index, use flash.findDocumentIndex(nameOfDocument) or fl.findDocumentIndex(nameOfDocument). See fl.findDocumentIndex(). To access the document that is currently focused, use the statement flash.getDocumentDOM() or fl.getDocumentDOM(). See fl.getDocumentDOM(). The latter is the syntax used in most of the examples in this document. To find a particular document in the fl.documents array, iterate through the array and test each document for its document.name property. See fl.documents and document.name. All the objects in the DOM that aren't listed in the previous table (see The Flash Document Object Model) are accessed from the Document object. For example, to access the library of a document, you use the document.library property, which retrieves a library object:  fl.getDocumentDOM().library To access the array of items in the library, you use the library.items property; each element in the array is an Item object:  fl.getDocumentDOM().library.items To access a particular item in the library, you specify a member of the library.items array: fl.getDocumentDOM().library.items[0] In other words, the library object is a child of the Document object, and the Item object is a child of the library object. For more information, see document.library, library object, library.items, and Item object. The Document object An important property of the top-level flash object is the fl.documents property. (See fl.documents property.) The fl.documents property contains an array of Document objects that each represent one of the FLA files currently open in the authoring environment. The properties of each Document object represent most of the elements that a FLA file can contain. Therefore, a large portion of the DOM is composed of child objects and properties of the Document object. For more information, see Document object. To refer to the first open document, for example, use the statement flash.documents[0] or fl.documents[0]. The first document is the first Flash document that was opened during the current session in the authoring environment. When the first opened document is closed, the indexes of the other open documents are decremented. To find a particular document's index, use flash.findDocumentIndex(nameOfDocument) or fl.findDocumentIndex(nameOfDocument). See fl.findDocumentIndex(). To access the document that is currently focused, use the statement flash.getDocumentDOM() or fl.getDocumentDOM(). See fl.getDocumentDOM(). The latter is the syntax used in most of the examples in this document. To find a particular document in the fl.documents array, iterate through the array and test each document for its document.name property. See fl.documents and document.name. All the objects in the DOM that aren't listed in the previous table (see The Flash Document Object Model) are accessed from the Document object. For example, to access the library of a document, you use the document.library property, which retrieves a library object:  fl.getDocumentDOM().library To access the array of items in the library, you use the library.items property; each element in the array is an Item object:  fl.getDocumentDOM().library.items To access a particular item in the library, you specify a member of the library.items array: fl.getDocumentDOM().library.items[0] In other words, the library object is a child of the Document object, and the Item object is a child of the library object. For more information, see document.library, library object, library.items, and Item object. " />
<page href="00003805.html" title="Specifying the target of an action" text="Specifying the target of an action Unless otherwise specified, methods affect the current focus or selection. For example, the following script doubles the size of the current selection because no particular object is specified: fl.getDocumentDOM().scaleSelection(2, 2  In some cases, you might want an action to specifically target the currently selected item in the Flash document. To do this, use the array that the document.selection property contains (see document.selection). The first element in the array represents the currently selected item, as shown in the following example: var accDescription = fl.getDocumentDOM().selection[0].description;  The following script doubles the size of the first element on the Stage that is stored in the element array, instead of the current selection: var element = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; if (element) {  element.width = element.width*2;  element.height = element.height*2; }  You can also do something such as loop through all the elements on the Stage and increase the width and height by a specified amount, as shown in the following example: var elementArray =  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  for (var i=0; i &lt; elementArray.length; i++) {  var offset = 10;  elementArray[i].width += offset;  elementArray[i].height += offset;  } Specifying the target of an action Unless otherwise specified, methods affect the current focus or selection. For example, the following script doubles the size of the current selection because no particular object is specified: fl.getDocumentDOM().scaleSelection(2, 2  In some cases, you might want an action to specifically target the currently selected item in the Flash document. To do this, use the array that the document.selection property contains (see document.selection). The first element in the array represents the currently selected item, as shown in the following example: var accDescription = fl.getDocumentDOM().selection[0].description;  The following script doubles the size of the first element on the Stage that is stored in the element array, instead of the current selection: var element = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; if (element) {  element.width = element.width*2;  element.height = element.height*2; }  You can also do something such as loop through all the elements on the Stage and increase the width and height by a specified amount, as shown in the following example: var elementArray =  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  for (var i=0; i &lt; elementArray.length; i++) {  var offset = 10;  elementArray[i].width += offset;  elementArray[i].height += offset;  } Specifying the target of an action Unless otherwise specified, methods affect the current focus or selection. For example, the following script doubles the size of the current selection because no particular object is specified: fl.getDocumentDOM().scaleSelection(2, 2  In some cases, you might want an action to specifically target the currently selected item in the Flash document. To do this, use the array that the document.selection property contains (see document.selection). The first element in the array represents the currently selected item, as shown in the following example: var accDescription = fl.getDocumentDOM().selection[0].description;  The following script doubles the size of the first element on the Stage that is stored in the element array, instead of the current selection: var element = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; if (element) {  element.width = element.width*2;  element.height = element.height*2; }  You can also do something such as loop through all the elements on the Stage and increase the width and height by a specified amount, as shown in the following example: var elementArray =  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  for (var i=0; i &lt; elementArray.length; i++) {  var offset = 10;  elementArray[i].width += offset;  elementArray[i].height += offset;  } Specifying the target of an action Unless otherwise specified, methods affect the current focus or selection. For example, the following script doubles the size of the current selection because no particular object is specified: fl.getDocumentDOM().scaleSelection(2, 2  In some cases, you might want an action to specifically target the currently selected item in the Flash document. To do this, use the array that the document.selection property contains (see document.selection). The first element in the array represents the currently selected item, as shown in the following example: var accDescription = fl.getDocumentDOM().selection[0].description;  The following script doubles the size of the first element on the Stage that is stored in the element array, instead of the current selection: var element = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; if (element) {  element.width = element.width*2;  element.height = element.height*2; }  You can also do something such as loop through all the elements on the Stage and increase the width and height by a specified amount, as shown in the following example: var elementArray =  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  for (var i=0; i &lt; elementArray.length; i++) {  var offset = 10;  elementArray[i].width += offset;  elementArray[i].height += offset;  } " />
<page href="00003806.html" title="Summary of the DOM structure" text="Summary of the DOM structure The following list displays the DOM structure in outline format. Numbers at the beginning of each line represent the level of an object. For example, an object preceded by &quot;03&quot; is a child of next highest &quot;02&quot; object, which, in turn, is a child of the next highest &quot;01&quot; object.  In some cases, an object is available by specifying a property of its parent object. For example, the document.timelines property contains an array of Timeline objects (see document.timelines and Timeline object). These properties are noted in the following outline.  Finally, some objects are subclasses of other objects, rather than being children of other objects. An object that is a subclass of another object has methods and/or properties of its own in addition to the methods and properties of the parent object (the superclass). Subclasses share the same level in the hierarchy as their superclass. For example, the Item object is a superclass of the BitmapItem object (see Item object and BitmapItem object). These relationships are illustrated in the following outline:  01 Top-Level Functions and Methods 01 FLfile object 01 flash object (fl) &#160;&#160;&#160;02 compilerErrors object &#160;&#160;&#160;02 componentsPanel object &#160;&#160;&#160;02 Document object (fl.documents array) &#160;&#160;&#160;&#160;&#160;&#160;03 Filter object &#160;&#160;&#160;&#160;&#160;&#160;03 Matrix object &#160;&#160;&#160;&#160;&#160;&#160;03 Fill object &#160;&#160;&#160;&#160;&#160;&#160;03 Stroke object &#160;&#160;&#160;&#160;&#160;&#160;03 library object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Item object (library.items array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 BitmapItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 folderItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 fontItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SoundItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SymbolItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 VideoItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;03 Timeline object (document.timelines array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Layer object (timeline.layers array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Frame object (layer.frames array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Element object (frame.elements array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Matrix object (Element.matrix) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Instance object (abstract class, subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 BitmapInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 CompiledClipInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 ComponentInstance object (subclass of SymbolInstance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Parameter object (componentInstance.parameters) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 SymbolInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Text object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 TextRun object (text.textRuns array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 TextAttrs object (textRun.textAttrs array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Shape object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Oval object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Rectangle object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Contour object (shape.contours array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Edge object (shape.edges array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Vertex object (shape.vertices array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;03 ScreenOutline object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Screen object (screenOutline.screens array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Parameter object (screen.parameters array) &#160;&#160;&#160;02 drawingLayer object &#160;&#160;&#160;&#160;&#160;&#160;03 Path object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Contour object &#160;&#160;&#160;02 Effect object (fl.effects array) &#160;&#160;&#160;02 Math object &#160;&#160;&#160;02 outputPanel object &#160;&#160;&#160;02 Project object &#160;&#160;&#160;&#160;&#160;&#160;03 ProjectItem object (project.items array) &#160;&#160;&#160;02 Tools object (fl.tools array) &#160;&#160;&#160;&#160;&#160;&#160;03 ToolObj object (tools.toolObjs array) &#160;&#160;&#160;02 XMLUI object Summary of the DOM structure The following list displays the DOM structure in outline format. Numbers at the beginning of each line represent the level of an object. For example, an object preceded by &quot;03&quot; is a child of next highest &quot;02&quot; object, which, in turn, is a child of the next highest &quot;01&quot; object.  In some cases, an object is available by specifying a property of its parent object. For example, the document.timelines property contains an array of Timeline objects (see document.timelines and Timeline object). These properties are noted in the following outline.  Finally, some objects are subclasses of other objects, rather than being children of other objects. An object that is a subclass of another object has methods and/or properties of its own in addition to the methods and properties of the parent object (the superclass). Subclasses share the same level in the hierarchy as their superclass. For example, the Item object is a superclass of the BitmapItem object (see Item object and BitmapItem object). These relationships are illustrated in the following outline:  01 Top-Level Functions and Methods 01 FLfile object 01 flash object (fl) &#160;&#160;&#160;02 compilerErrors object &#160;&#160;&#160;02 componentsPanel object &#160;&#160;&#160;02 Document object (fl.documents array) &#160;&#160;&#160;&#160;&#160;&#160;03 Filter object &#160;&#160;&#160;&#160;&#160;&#160;03 Matrix object &#160;&#160;&#160;&#160;&#160;&#160;03 Fill object &#160;&#160;&#160;&#160;&#160;&#160;03 Stroke object &#160;&#160;&#160;&#160;&#160;&#160;03 library object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Item object (library.items array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 BitmapItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 folderItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 fontItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SoundItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SymbolItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 VideoItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;03 Timeline object (document.timelines array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Layer object (timeline.layers array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Frame object (layer.frames array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Element object (frame.elements array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Matrix object (Element.matrix) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Instance object (abstract class, subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 BitmapInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 CompiledClipInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 ComponentInstance object (subclass of SymbolInstance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Parameter object (componentInstance.parameters) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 SymbolInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Text object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 TextRun object (text.textRuns array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 TextAttrs object (textRun.textAttrs array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Shape object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Oval object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Rectangle object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Contour object (shape.contours array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Edge object (shape.edges array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Vertex object (shape.vertices array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;03 ScreenOutline object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Screen object (screenOutline.screens array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Parameter object (screen.parameters array) &#160;&#160;&#160;02 drawingLayer object &#160;&#160;&#160;&#160;&#160;&#160;03 Path object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Contour object &#160;&#160;&#160;02 Effect object (fl.effects array) &#160;&#160;&#160;02 Math object &#160;&#160;&#160;02 outputPanel object &#160;&#160;&#160;02 Project object &#160;&#160;&#160;&#160;&#160;&#160;03 ProjectItem object (project.items array) &#160;&#160;&#160;02 Tools object (fl.tools array) &#160;&#160;&#160;&#160;&#160;&#160;03 ToolObj object (tools.toolObjs array) &#160;&#160;&#160;02 XMLUI object Summary of the DOM structure The following list displays the DOM structure in outline format. Numbers at the beginning of each line represent the level of an object. For example, an object preceded by &quot;03&quot; is a child of next highest &quot;02&quot; object, which, in turn, is a child of the next highest &quot;01&quot; object.  In some cases, an object is available by specifying a property of its parent object. For example, the document.timelines property contains an array of Timeline objects (see document.timelines and Timeline object). These properties are noted in the following outline.  Finally, some objects are subclasses of other objects, rather than being children of other objects. An object that is a subclass of another object has methods and/or properties of its own in addition to the methods and properties of the parent object (the superclass). Subclasses share the same level in the hierarchy as their superclass. For example, the Item object is a superclass of the BitmapItem object (see Item object and BitmapItem object). These relationships are illustrated in the following outline:  01 Top-Level Functions and Methods 01 FLfile object 01 flash object (fl) &#160;&#160;&#160;02 compilerErrors object &#160;&#160;&#160;02 componentsPanel object &#160;&#160;&#160;02 Document object (fl.documents array) &#160;&#160;&#160;&#160;&#160;&#160;03 Filter object &#160;&#160;&#160;&#160;&#160;&#160;03 Matrix object &#160;&#160;&#160;&#160;&#160;&#160;03 Fill object &#160;&#160;&#160;&#160;&#160;&#160;03 Stroke object &#160;&#160;&#160;&#160;&#160;&#160;03 library object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Item object (library.items array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 BitmapItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 folderItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 fontItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SoundItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SymbolItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 VideoItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;03 Timeline object (document.timelines array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Layer object (timeline.layers array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Frame object (layer.frames array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Element object (frame.elements array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Matrix object (Element.matrix) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Instance object (abstract class, subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 BitmapInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 CompiledClipInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 ComponentInstance object (subclass of SymbolInstance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Parameter object (componentInstance.parameters) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 SymbolInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Text object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 TextRun object (text.textRuns array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 TextAttrs object (textRun.textAttrs array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Shape object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Oval object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Rectangle object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Contour object (shape.contours array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Edge object (shape.edges array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Vertex object (shape.vertices array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;03 ScreenOutline object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Screen object (screenOutline.screens array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Parameter object (screen.parameters array) &#160;&#160;&#160;02 drawingLayer object &#160;&#160;&#160;&#160;&#160;&#160;03 Path object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Contour object &#160;&#160;&#160;02 Effect object (fl.effects array) &#160;&#160;&#160;02 Math object &#160;&#160;&#160;02 outputPanel object &#160;&#160;&#160;02 Project object &#160;&#160;&#160;&#160;&#160;&#160;03 ProjectItem object (project.items array) &#160;&#160;&#160;02 Tools object (fl.tools array) &#160;&#160;&#160;&#160;&#160;&#160;03 ToolObj object (tools.toolObjs array) &#160;&#160;&#160;02 XMLUI object Summary of the DOM structure The following list displays the DOM structure in outline format. Numbers at the beginning of each line represent the level of an object. For example, an object preceded by &quot;03&quot; is a child of next highest &quot;02&quot; object, which, in turn, is a child of the next highest &quot;01&quot; object.  In some cases, an object is available by specifying a property of its parent object. For example, the document.timelines property contains an array of Timeline objects (see document.timelines and Timeline object). These properties are noted in the following outline.  Finally, some objects are subclasses of other objects, rather than being children of other objects. An object that is a subclass of another object has methods and/or properties of its own in addition to the methods and properties of the parent object (the superclass). Subclasses share the same level in the hierarchy as their superclass. For example, the Item object is a superclass of the BitmapItem object (see Item object and BitmapItem object). These relationships are illustrated in the following outline:  01 Top-Level Functions and Methods 01 FLfile object 01 flash object (fl) &#160;&#160;&#160;02 compilerErrors object &#160;&#160;&#160;02 componentsPanel object &#160;&#160;&#160;02 Document object (fl.documents array) &#160;&#160;&#160;&#160;&#160;&#160;03 Filter object &#160;&#160;&#160;&#160;&#160;&#160;03 Matrix object &#160;&#160;&#160;&#160;&#160;&#160;03 Fill object &#160;&#160;&#160;&#160;&#160;&#160;03 Stroke object &#160;&#160;&#160;&#160;&#160;&#160;03 library object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Item object (library.items array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 BitmapItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 folderItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 fontItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SoundItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 SymbolItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 VideoItem object (subclass of Item object) &#160;&#160;&#160;&#160;&#160;&#160;03 Timeline object (document.timelines array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Layer object (timeline.layers array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Frame object (layer.frames array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Element object (frame.elements array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Matrix object (Element.matrix) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Instance object (abstract class, subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 BitmapInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 CompiledClipInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 ComponentInstance object (subclass of SymbolInstance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Parameter object (componentInstance.parameters) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 SymbolInstance object (subclass of Instance object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Text object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 TextRun object (text.textRuns array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 TextAttrs object (textRun.textAttrs array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;06 Shape object (subclass of Element object) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Oval object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Rectangle object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Contour object (shape.contours array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Edge object (shape.edges array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;07 Vertex object (shape.vertices array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;08 HalfEdge object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Vertex object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;09 Edge object &#160;&#160;&#160;&#160;&#160;&#160;03 ScreenOutline object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Screen object (screenOutline.screens array) &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;05 Parameter object (screen.parameters array) &#160;&#160;&#160;02 drawingLayer object &#160;&#160;&#160;&#160;&#160;&#160;03 Path object &#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;&#160;04 Contour object &#160;&#160;&#160;02 Effect object (fl.effects array) &#160;&#160;&#160;02 Math object &#160;&#160;&#160;02 outputPanel object &#160;&#160;&#160;02 Project object &#160;&#160;&#160;&#160;&#160;&#160;03 ProjectItem object (project.items array) &#160;&#160;&#160;02 Tools object (fl.tools array) &#160;&#160;&#160;&#160;&#160;&#160;03 ToolObj object (tools.toolObjs array) &#160;&#160;&#160;02 XMLUI object " />
<page href="00003807.html" title="Sample implementations" text="Sample implementations Several sample JSFL implementations are available for Adobe Flash CS3 Professional. You can review and install these files to familiarize yourself with the JavaScript API. The samples are installed in a folder named Samples/ExtendingFlash within the ZIP file located at www.adobe.com/go/learn_fl_samples. This section describes the following samples: Sample Shape command Sample get and set filters command Sample PolyStar tool Sample Trace Bitmap panel Sample DLL Sample implementations Several sample JSFL implementations are available for Adobe Flash CS3 Professional. You can review and install these files to familiarize yourself with the JavaScript API. The samples are installed in a folder named Samples/ExtendingFlash within the ZIP file located at www.adobe.com/go/learn_fl_samples. This section describes the following samples: Sample Shape command Sample get and set filters command Sample PolyStar tool Sample Trace Bitmap panel Sample DLL Sample implementations Several sample JSFL implementations are available for Adobe Flash CS3 Professional. You can review and install these files to familiarize yourself with the JavaScript API. The samples are installed in a folder named Samples/ExtendingFlash within the ZIP file located at www.adobe.com/go/learn_fl_samples. This section describes the following samples: Sample Shape command Sample get and set filters command Sample PolyStar tool Sample Trace Bitmap panel Sample DLL Sample implementations Several sample JSFL implementations are available for Adobe Flash CS3 Professional. You can review and install these files to familiarize yourself with the JavaScript API. The samples are installed in a folder named Samples/ExtendingFlash within the ZIP file located at www.adobe.com/go/learn_fl_samples. This section describes the following samples: Sample Shape command Sample get and set filters command Sample PolyStar tool Sample Trace Bitmap panel Sample DLL " />
<page href="00003808.html" title="Sample Shape command" text="Sample Shape command A sample JavaScript API script named Shape.jsfl is located in the ExtendingFlash/Shape folder (see Sample implementations above). This script displays information about the contours of the shape in the Output panel.  To install and run the Shape script:  Copy the Shape.jsfl file to the Configuration/Commands folder (see Saving JSFL files). In a Flash document (FLA file), select a shape object. Select Commands &gt; Shape to run the script. Sample Shape command A sample JavaScript API script named Shape.jsfl is located in the ExtendingFlash/Shape folder (see Sample implementations above). This script displays information about the contours of the shape in the Output panel.  To install and run the Shape script:  Copy the Shape.jsfl file to the Configuration/Commands folder (see Saving JSFL files). In a Flash document (FLA file), select a shape object. Select Commands &gt; Shape to run the script. Sample Shape command A sample JavaScript API script named Shape.jsfl is located in the ExtendingFlash/Shape folder (see Sample implementations above). This script displays information about the contours of the shape in the Output panel.  To install and run the Shape script:  Copy the Shape.jsfl file to the Configuration/Commands folder (see Saving JSFL files). In a Flash document (FLA file), select a shape object. Select Commands &gt; Shape to run the script. Sample Shape command A sample JavaScript API script named Shape.jsfl is located in the ExtendingFlash/Shape folder (see Sample implementations above). This script displays information about the contours of the shape in the Output panel.  To install and run the Shape script:  Copy the Shape.jsfl file to the Configuration/Commands folder (see Saving JSFL files). In a Flash document (FLA file), select a shape object. Select Commands &gt; Shape to run the script. " />
<page href="00003809.html" title="Sample get and set filters command" text="Sample get and set filters command A sample JavaScript API script named filtersGetSet.jsfl is located in the ExtendingFlash/filtersGetSet folder (see Sample implementations). This script adds filters to a selected object and displays information about the filters being added in the Output panel.  To install and run the filtersGetSet script: Copy the filtersGetSet.jsfl file to the Configuration/Commands folder (see Saving JSFL files).  In a Flash document (FLA file), select a text, movie clip, or button object. Select Commands &gt; filtersGetSet to run the script. Sample get and set filters command A sample JavaScript API script named filtersGetSet.jsfl is located in the ExtendingFlash/filtersGetSet folder (see Sample implementations). This script adds filters to a selected object and displays information about the filters being added in the Output panel.  To install and run the filtersGetSet script: Copy the filtersGetSet.jsfl file to the Configuration/Commands folder (see Saving JSFL files).  In a Flash document (FLA file), select a text, movie clip, or button object. Select Commands &gt; filtersGetSet to run the script. Sample get and set filters command A sample JavaScript API script named filtersGetSet.jsfl is located in the ExtendingFlash/filtersGetSet folder (see Sample implementations). This script adds filters to a selected object and displays information about the filters being added in the Output panel.  To install and run the filtersGetSet script: Copy the filtersGetSet.jsfl file to the Configuration/Commands folder (see Saving JSFL files).  In a Flash document (FLA file), select a text, movie clip, or button object. Select Commands &gt; filtersGetSet to run the script. Sample get and set filters command A sample JavaScript API script named filtersGetSet.jsfl is located in the ExtendingFlash/filtersGetSet folder (see Sample implementations). This script adds filters to a selected object and displays information about the filters being added in the Output panel.  To install and run the filtersGetSet script: Copy the filtersGetSet.jsfl file to the Configuration/Commands folder (see Saving JSFL files).  In a Flash document (FLA file), select a text, movie clip, or button object. Select Commands &gt; filtersGetSet to run the script. " />
<page href="00003810.html" title="Sample PolyStar tool" text="Sample PolyStar tool A sample JavaScript API script named PolyStar.jsfl is located in the ExtendingFlash/PolyStar folder (see Sample implementations).  The PolyStar.jsfl replicates the PolyStar tool that can be found in the Flash Tools panel. The script demonstrates how to build the PolyStar tool using the JavaScript API, and includes detailed comments describing what the code is doing. Read this file to gain a better understanding of how the JavaScript API can be used. You should also read the PolyStar.xml file in the Tools directory to learn more about how to build your own tool. Sample PolyStar tool A sample JavaScript API script named PolyStar.jsfl is located in the ExtendingFlash/PolyStar folder (see Sample implementations).  The PolyStar.jsfl replicates the PolyStar tool that can be found in the Flash Tools panel. The script demonstrates how to build the PolyStar tool using the JavaScript API, and includes detailed comments describing what the code is doing. Read this file to gain a better understanding of how the JavaScript API can be used. You should also read the PolyStar.xml file in the Tools directory to learn more about how to build your own tool. Sample PolyStar tool A sample JavaScript API script named PolyStar.jsfl is located in the ExtendingFlash/PolyStar folder (see Sample implementations).  The PolyStar.jsfl replicates the PolyStar tool that can be found in the Flash Tools panel. The script demonstrates how to build the PolyStar tool using the JavaScript API, and includes detailed comments describing what the code is doing. Read this file to gain a better understanding of how the JavaScript API can be used. You should also read the PolyStar.xml file in the Tools directory to learn more about how to build your own tool. Sample PolyStar tool A sample JavaScript API script named PolyStar.jsfl is located in the ExtendingFlash/PolyStar folder (see Sample implementations).  The PolyStar.jsfl replicates the PolyStar tool that can be found in the Flash Tools panel. The script demonstrates how to build the PolyStar tool using the JavaScript API, and includes detailed comments describing what the code is doing. Read this file to gain a better understanding of how the JavaScript API can be used. You should also read the PolyStar.xml file in the Tools directory to learn more about how to build your own tool. " />
<page href="00003811.html" title="Sample Trace Bitmap panel" text="Sample Trace Bitmap panel A set of files named TraceBitmap.fla and TraceBitmap.swf are located in the ExtendingFlash/TraceBitmapPanel folder (see Sample implementations). These files illustrate how to design and build a panel to control the functions of Flash. They also show the use of the MMExecute() function to call JavaScript commands from an ActionScript script. To run the TraceBitmap sample: If Flash is running, exit from Flash. Copy the TraceBitmap.swf file to the WindowSWF folder, which is a subdirectory of the Configuration folder (see Saving JSFL files). For example, on Windows, the folder is in boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration WindowSWF. Start Flash. Create or open a Flash document (FLA file), and import a bitmap or JPEG image into the&#160;file. You can use the flower.jpg file provided in the TraceBitmapPanel folder or another image of your choice. With the imported image selected, select Window &gt; Other Panels &gt; TraceBitmap. Click Submit. The image is converted into a group of shapes. Sample Trace Bitmap panel A set of files named TraceBitmap.fla and TraceBitmap.swf are located in the ExtendingFlash/TraceBitmapPanel folder (see Sample implementations). These files illustrate how to design and build a panel to control the functions of Flash. They also show the use of the MMExecute() function to call JavaScript commands from an ActionScript script. To run the TraceBitmap sample: If Flash is running, exit from Flash. Copy the TraceBitmap.swf file to the WindowSWF folder, which is a subdirectory of the Configuration folder (see Saving JSFL files). For example, on Windows, the folder is in boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration WindowSWF. Start Flash. Create or open a Flash document (FLA file), and import a bitmap or JPEG image into the&#160;file. You can use the flower.jpg file provided in the TraceBitmapPanel folder or another image of your choice. With the imported image selected, select Window &gt; Other Panels &gt; TraceBitmap. Click Submit. The image is converted into a group of shapes. Sample Trace Bitmap panel A set of files named TraceBitmap.fla and TraceBitmap.swf are located in the ExtendingFlash/TraceBitmapPanel folder (see Sample implementations). These files illustrate how to design and build a panel to control the functions of Flash. They also show the use of the MMExecute() function to call JavaScript commands from an ActionScript script. To run the TraceBitmap sample: If Flash is running, exit from Flash. Copy the TraceBitmap.swf file to the WindowSWF folder, which is a subdirectory of the Configuration folder (see Saving JSFL files). For example, on Windows, the folder is in boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration WindowSWF. Start Flash. Create or open a Flash document (FLA file), and import a bitmap or JPEG image into the&#160;file. You can use the flower.jpg file provided in the TraceBitmapPanel folder or another image of your choice. With the imported image selected, select Window &gt; Other Panels &gt; TraceBitmap. Click Submit. The image is converted into a group of shapes. Sample Trace Bitmap panel A set of files named TraceBitmap.fla and TraceBitmap.swf are located in the ExtendingFlash/TraceBitmapPanel folder (see Sample implementations). These files illustrate how to design and build a panel to control the functions of Flash. They also show the use of the MMExecute() function to call JavaScript commands from an ActionScript script. To run the TraceBitmap sample: If Flash is running, exit from Flash. Copy the TraceBitmap.swf file to the WindowSWF folder, which is a subdirectory of the Configuration folder (see Saving JSFL files). For example, on Windows, the folder is in boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration WindowSWF. Start Flash. Create or open a Flash document (FLA file), and import a bitmap or JPEG image into the&#160;file. You can use the flower.jpg file provided in the TraceBitmapPanel folder or another image of your choice. With the imported image selected, select Window &gt; Other Panels &gt; TraceBitmap. Click Submit. The image is converted into a group of shapes. " />
<page href="00003812.html" title="Sample DLL " text="Sample DLL  A sample DLL implementation is located in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). For more information about building DLLs, see C-Level Extensibility.  Sample DLL  A sample DLL implementation is located in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). For more information about building DLLs, see C-Level Extensibility.  Sample DLL  A sample DLL implementation is located in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). For more information about building DLLs, see C-Level Extensibility.  Sample DLL  A sample DLL implementation is located in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). For more information about building DLLs, see C-Level Extensibility.  " />
<page href="00003813.html" title="Top-Level Functions and Methods" text="Top-Level Functions and Methods This chapter describes the top-level functions and methods that are available when you use the Adobe Flash JavaScript application programming interface (JavaScript API). For information about where to store JavaScript API files, see Saving JSFL files. The following lists summarize the areas in the authoring environment that relate to each function or method. Following the lists, the functions and methods are listed in alphabetical order. Global methods The following methods can be called from any JavaScript API script: alert() confirm() prompt() Timeline effects The following functions are specific to timeline effects: configureEffect() executeEffect() removeEffect() Extensible tools The following functions are available in scripts that create extensible tools: activate() configureTool() deactivate() keyDown() keyUp() mouseDoubleClick() mouseDown() mouseMove() mouseUp() notifySettingsChanged() setCursor() Top-Level Functions and Methods This chapter describes the top-level functions and methods that are available when you use the Adobe Flash JavaScript application programming interface (JavaScript API). For information about where to store JavaScript API files, see Saving JSFL files. The following lists summarize the areas in the authoring environment that relate to each function or method. Following the lists, the functions and methods are listed in alphabetical order. Global methods The following methods can be called from any JavaScript API script: alert() confirm() prompt() Timeline effects The following functions are specific to timeline effects: configureEffect() executeEffect() removeEffect() Extensible tools The following functions are available in scripts that create extensible tools: activate() configureTool() deactivate() keyDown() keyUp() mouseDoubleClick() mouseDown() mouseMove() mouseUp() notifySettingsChanged() setCursor() Top-Level Functions and Methods This chapter describes the top-level functions and methods that are available when you use the Adobe Flash JavaScript application programming interface (JavaScript API). For information about where to store JavaScript API files, see Saving JSFL files. The following lists summarize the areas in the authoring environment that relate to each function or method. Following the lists, the functions and methods are listed in alphabetical order. Global methods The following methods can be called from any JavaScript API script: alert() confirm() prompt() Timeline effects The following functions are specific to timeline effects: configureEffect() executeEffect() removeEffect() Extensible tools The following functions are available in scripts that create extensible tools: activate() configureTool() deactivate() keyDown() keyUp() mouseDoubleClick() mouseDown() mouseMove() mouseUp() notifySettingsChanged() setCursor() Top-Level Functions and Methods This chapter describes the top-level functions and methods that are available when you use the Adobe Flash JavaScript application programming interface (JavaScript API). For information about where to store JavaScript API files, see Saving JSFL files. The following lists summarize the areas in the authoring environment that relate to each function or method. Following the lists, the functions and methods are listed in alphabetical order. Global methods The following methods can be called from any JavaScript API script: alert() confirm() prompt() Timeline effects The following functions are specific to timeline effects: configureEffect() executeEffect() removeEffect() Extensible tools The following functions are available in scripts that create extensible tools: activate() configureTool() deactivate() keyDown() keyUp() mouseDoubleClick() mouseDown() mouseMove() mouseUp() notifySettingsChanged() setCursor() " />
<page href="00003814.html" title="activate()" text="activate()  Flash MX 2004. Usage function activate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes active (that is, when the tool is selected in the Tools panel). Use this function to perform any initialization tasks the tool requires.   The following example sets the value of tools.activeTool when the extensible tool is selected in the Tools panel: function activate() {  var theTool = fl.tools.activeTool }  tools.activeTool activate()  Flash MX 2004. Usage function activate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes active (that is, when the tool is selected in the Tools panel). Use this function to perform any initialization tasks the tool requires.   The following example sets the value of tools.activeTool when the extensible tool is selected in the Tools panel: function activate() {  var theTool = fl.tools.activeTool }  tools.activeTool activate()  Flash MX 2004. Usage function activate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes active (that is, when the tool is selected in the Tools panel). Use this function to perform any initialization tasks the tool requires.   The following example sets the value of tools.activeTool when the extensible tool is selected in the Tools panel: function activate() {  var theTool = fl.tools.activeTool }  tools.activeTool activate()  Flash MX 2004. Usage function activate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes active (that is, when the tool is selected in the Tools panel). Use this function to perform any initialization tasks the tool requires.   The following example sets the value of tools.activeTool when the extensible tool is selected in the Tools panel: function activate() {  var theTool = fl.tools.activeTool }  tools.activeTool " />
<page href="00003815.html" title="alert()" text="alert()  Flash MX 2004.  alert ( alertText )  alertText&#160;A string that specifies the message you want to display in the Alert dialog box.  Nothing.  Method; displays a string in a modal Alert dialog box, along with an OK button.   The following example displays the message &quot;Process Complete&quot; in an Alert dialog box: alert(&quot;Process Complete&quot;  confirm(), prompt() alert()  Flash MX 2004.  alert ( alertText )  alertText&#160;A string that specifies the message you want to display in the Alert dialog box.  Nothing.  Method; displays a string in a modal Alert dialog box, along with an OK button.   The following example displays the message &quot;Process Complete&quot; in an Alert dialog box: alert(&quot;Process Complete&quot;  confirm(), prompt() alert()  Flash MX 2004.  alert ( alertText )  alertText&#160;A string that specifies the message you want to display in the Alert dialog box.  Nothing.  Method; displays a string in a modal Alert dialog box, along with an OK button.   The following example displays the message &quot;Process Complete&quot; in an Alert dialog box: alert(&quot;Process Complete&quot;  confirm(), prompt() alert()  Flash MX 2004.  alert ( alertText )  alertText&#160;A string that specifies the message you want to display in the Alert dialog box.  Nothing.  Method; displays a string in a modal Alert dialog box, along with an OK button.   The following example displays the message &quot;Process Complete&quot; in an Alert dialog box: alert(&quot;Process Complete&quot;  confirm(), prompt() " />
<page href="00003816.html" title="configureEffect()" text="configureEffect()  Flash MX 2004. Usage function configureEffect() {  // Statements }  None.  Returns Nothing.   Function; called once when Flash loads; place any global initialization statements for your effect inside this function. The per instance parameter data for an effect cannot be accessed here.   executeEffect(), removeEffect() configureEffect()  Flash MX 2004. Usage function configureEffect() {  // Statements }  None.  Returns Nothing.   Function; called once when Flash loads; place any global initialization statements for your effect inside this function. The per instance parameter data for an effect cannot be accessed here.   executeEffect(), removeEffect() configureEffect()  Flash MX 2004. Usage function configureEffect() {  // Statements }  None.  Returns Nothing.   Function; called once when Flash loads; place any global initialization statements for your effect inside this function. The per instance parameter data for an effect cannot be accessed here.   executeEffect(), removeEffect() configureEffect()  Flash MX 2004. Usage function configureEffect() {  // Statements }  None.  Returns Nothing.   Function; called once when Flash loads; place any global initialization statements for your effect inside this function. The per instance parameter data for an effect cannot be accessed here.   executeEffect(), removeEffect() " />
<page href="00003817.html" title="configureTool()" text="configureTool()  Flash MX 2004. Usage function configureTool() {  // statements }  None.  Returns Nothing.   Function; called when Flash opens and the extensible tool is loaded into the Tools panel. Use this function to set any information Flash needs to know about the tool.   The following examples show two possible implementations of this function: function configureTool() {  theTool = fl.tools.activeTool;  theTool.setToolName(&quot;myTool&quot;  theTool.setIcon(&quot;myTool.png&quot;  theTool.setMenuString(&quot;My Tool&#39;s menu string&quot;  theTool.setToolTip(&quot;my tool&#39;s tool tip&quot;  theTool.setOptionsFile( &quot;mtTool.xml&quot;  }  function configureTool() {  theTool = fl.tools.activeTool;   theTool.setToolName(&quot;ellipse&quot;   theTool.setIcon(&quot;Ellipse.png&quot;  theTool.setMenuString(&quot;Ellipse&quot;  theTool.setToolTip(&quot;Ellipse&quot;  theTool.showTransformHandles( true  } configureTool()  Flash MX 2004. Usage function configureTool() {  // statements }  None.  Returns Nothing.   Function; called when Flash opens and the extensible tool is loaded into the Tools panel. Use this function to set any information Flash needs to know about the tool.   The following examples show two possible implementations of this function: function configureTool() {  theTool = fl.tools.activeTool;  theTool.setToolName(&quot;myTool&quot;  theTool.setIcon(&quot;myTool.png&quot;  theTool.setMenuString(&quot;My Tool&#39;s menu string&quot;  theTool.setToolTip(&quot;my tool&#39;s tool tip&quot;  theTool.setOptionsFile( &quot;mtTool.xml&quot;  }  function configureTool() {  theTool = fl.tools.activeTool;   theTool.setToolName(&quot;ellipse&quot;   theTool.setIcon(&quot;Ellipse.png&quot;  theTool.setMenuString(&quot;Ellipse&quot;  theTool.setToolTip(&quot;Ellipse&quot;  theTool.showTransformHandles( true  } configureTool()  Flash MX 2004. Usage function configureTool() {  // statements }  None.  Returns Nothing.   Function; called when Flash opens and the extensible tool is loaded into the Tools panel. Use this function to set any information Flash needs to know about the tool.   The following examples show two possible implementations of this function: function configureTool() {  theTool = fl.tools.activeTool;  theTool.setToolName(&quot;myTool&quot;  theTool.setIcon(&quot;myTool.png&quot;  theTool.setMenuString(&quot;My Tool&#39;s menu string&quot;  theTool.setToolTip(&quot;my tool&#39;s tool tip&quot;  theTool.setOptionsFile( &quot;mtTool.xml&quot;  }  function configureTool() {  theTool = fl.tools.activeTool;   theTool.setToolName(&quot;ellipse&quot;   theTool.setIcon(&quot;Ellipse.png&quot;  theTool.setMenuString(&quot;Ellipse&quot;  theTool.setToolTip(&quot;Ellipse&quot;  theTool.showTransformHandles( true  } configureTool()  Flash MX 2004. Usage function configureTool() {  // statements }  None.  Returns Nothing.   Function; called when Flash opens and the extensible tool is loaded into the Tools panel. Use this function to set any information Flash needs to know about the tool.   The following examples show two possible implementations of this function: function configureTool() {  theTool = fl.tools.activeTool;  theTool.setToolName(&quot;myTool&quot;  theTool.setIcon(&quot;myTool.png&quot;  theTool.setMenuString(&quot;My Tool&#39;s menu string&quot;  theTool.setToolTip(&quot;my tool&#39;s tool tip&quot;  theTool.setOptionsFile( &quot;mtTool.xml&quot;  }  function configureTool() {  theTool = fl.tools.activeTool;   theTool.setToolName(&quot;ellipse&quot;   theTool.setIcon(&quot;Ellipse.png&quot;  theTool.setMenuString(&quot;Ellipse&quot;  theTool.setToolTip(&quot;Ellipse&quot;  theTool.showTransformHandles( true  } " />
<page href="00003818.html" title="confirm()" text="confirm()  Flash 8.  confirm ( strAlert )  strAlert&#160;A string that specifies the message you want to display in the Alert dialog box.  A Boolean value: true if the user clicks OK; false if the user clicks Cancel.  Method; displays a string in a modal Alert dialog box, along with OK and Cancel buttons.  The following example displays the message &quot;Sort data?&quot; in an Alert dialog box: confirm(&quot;Sort data?&quot;  alert(), prompt()   If there are no documents (FLA files) open, this method fails with an error condition. confirm()  Flash 8.  confirm ( strAlert )  strAlert&#160;A string that specifies the message you want to display in the Alert dialog box.  A Boolean value: true if the user clicks OK; false if the user clicks Cancel.  Method; displays a string in a modal Alert dialog box, along with OK and Cancel buttons.  The following example displays the message &quot;Sort data?&quot; in an Alert dialog box: confirm(&quot;Sort data?&quot;  alert(), prompt()   If there are no documents (FLA files) open, this method fails with an error condition. confirm()  Flash 8.  confirm ( strAlert )  strAlert&#160;A string that specifies the message you want to display in the Alert dialog box.  A Boolean value: true if the user clicks OK; false if the user clicks Cancel.  Method; displays a string in a modal Alert dialog box, along with OK and Cancel buttons.  The following example displays the message &quot;Sort data?&quot; in an Alert dialog box: confirm(&quot;Sort data?&quot;  alert(), prompt()   If there are no documents (FLA files) open, this method fails with an error condition. confirm()  Flash 8.  confirm ( strAlert )  strAlert&#160;A string that specifies the message you want to display in the Alert dialog box.  A Boolean value: true if the user clicks OK; false if the user clicks Cancel.  Method; displays a string in a modal Alert dialog box, along with OK and Cancel buttons.  The following example displays the message &quot;Sort data?&quot; in an Alert dialog box: confirm(&quot;Sort data?&quot;  alert(), prompt() " />
<page href="00003819.html" title="deactivate()" text="deactivate()  Flash MX 2004. Usage function deactivate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes inactive (that is, when the active tool changes from this tool to another one). Use this function to perform any cleanup the tool needs.   The following example displays a message in the Output panel when the tool becomes inactive: function deactivate() {  fl.trace( &quot;Tool is no longer active&quot;  } deactivate()  Flash MX 2004. Usage function deactivate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes inactive (that is, when the active tool changes from this tool to another one). Use this function to perform any cleanup the tool needs.   The following example displays a message in the Output panel when the tool becomes inactive: function deactivate() {  fl.trace( &quot;Tool is no longer active&quot;  } deactivate()  Flash MX 2004. Usage function deactivate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes inactive (that is, when the active tool changes from this tool to another one). Use this function to perform any cleanup the tool needs.   The following example displays a message in the Output panel when the tool becomes inactive: function deactivate() {  fl.trace( &quot;Tool is no longer active&quot;  } deactivate()  Flash MX 2004. Usage function deactivate() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool becomes inactive (that is, when the active tool changes from this tool to another one). Use this function to perform any cleanup the tool needs.   The following example displays a message in the Output panel when the tool becomes inactive: function deactivate() {  fl.trace( &quot;Tool is no longer active&quot;  } " />
<page href="00003820.html" title="executeEffect()" text="executeEffect()  Flash MX 2004. Usage function executeEffect() {  // statements }  None.  Returns Nothing.   Function; called when the user first applies an effect or changes an effect's properties. The code contained in this function modifies the original object(s) to create the desired effect. It is also responsible for copying the original to a hidden layer if necessary for the removeEffect function.   configureEffect(), removeEffect() executeEffect()  Flash MX 2004. Usage function executeEffect() {  // statements }  None.  Returns Nothing.   Function; called when the user first applies an effect or changes an effect's properties. The code contained in this function modifies the original object(s) to create the desired effect. It is also responsible for copying the original to a hidden layer if necessary for the removeEffect function.   configureEffect(), removeEffect() executeEffect()  Flash MX 2004. Usage function executeEffect() {  // statements }  None.  Returns Nothing.   Function; called when the user first applies an effect or changes an effect's properties. The code contained in this function modifies the original object(s) to create the desired effect. It is also responsible for copying the original to a hidden layer if necessary for the removeEffect function.   configureEffect(), removeEffect() executeEffect()  Flash MX 2004. Usage function executeEffect() {  // statements }  None.  Returns Nothing.   Function; called when the user first applies an effect or changes an effect's properties. The code contained in this function modifies the original object(s) to create the desired effect. It is also responsible for copying the original to a hidden layer if necessary for the removeEffect function.   configureEffect(), removeEffect() " />
<page href="00003821.html" title="keyDown()" text="keyDown()  Flash MX 2004. Usage function keyDown() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user presses a key. The script should call tools.getKeyDown() to determine which key was pressed.  The following example displays information about which key was pressed when the extensible tool is active and the user presses a key.  function keyDown() {  fl.trace(&quot;key &quot; + fl.tools.getKeyDown() + &quot; was pressed&quot; }  keyUp(), tools.getKeyDown() keyDown()  Flash MX 2004. Usage function keyDown() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user presses a key. The script should call tools.getKeyDown() to determine which key was pressed.  The following example displays information about which key was pressed when the extensible tool is active and the user presses a key.  function keyDown() {  fl.trace(&quot;key &quot; + fl.tools.getKeyDown() + &quot; was pressed&quot; }  keyUp(), tools.getKeyDown() keyDown()  Flash MX 2004. Usage function keyDown() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user presses a key. The script should call tools.getKeyDown() to determine which key was pressed.  The following example displays information about which key was pressed when the extensible tool is active and the user presses a key.  function keyDown() {  fl.trace(&quot;key &quot; + fl.tools.getKeyDown() + &quot; was pressed&quot; }  keyUp(), tools.getKeyDown() keyDown()  Flash MX 2004. Usage function keyDown() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user presses a key. The script should call tools.getKeyDown() to determine which key was pressed.  The following example displays information about which key was pressed when the extensible tool is active and the user presses a key.  function keyDown() {  fl.trace(&quot;key &quot; + fl.tools.getKeyDown() + &quot; was pressed&quot; }  keyUp(), tools.getKeyDown() " />
<page href="00003822.html" title="keyUp()" text="keyUp()  Flash MX 2004. Usage function keyUp() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and a key is released.   The following example displays a message in the Output panel when the extensible tool is active and a key is released. function keyUp() {  fl.trace(&quot;Key is released&quot; }  keyDown() keyUp()  Flash MX 2004. Usage function keyUp() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and a key is released.   The following example displays a message in the Output panel when the extensible tool is active and a key is released. function keyUp() {  fl.trace(&quot;Key is released&quot; }  keyDown() keyUp()  Flash MX 2004. Usage function keyUp() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and a key is released.   The following example displays a message in the Output panel when the extensible tool is active and a key is released. function keyUp() {  fl.trace(&quot;Key is released&quot; }  keyDown() keyUp()  Flash MX 2004. Usage function keyUp() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and a key is released.   The following example displays a message in the Output panel when the extensible tool is active and a key is released. function keyUp() {  fl.trace(&quot;Key is released&quot; }  keyDown() " />
<page href="00003823.html" title="mouseDoubleClick()" text="mouseDoubleClick()  Flash MX 2004. Usage function mouseDoubleClick() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse button is double-clicked on the Stage.   The following example displays a message in the Output panel when the extensible tool is active and the mouse button is double-clicked. function mouseDoubleClick() {  fl.trace(&quot;Mouse was double-clicked&quot; } mouseDoubleClick()  Flash MX 2004. Usage function mouseDoubleClick() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse button is double-clicked on the Stage.   The following example displays a message in the Output panel when the extensible tool is active and the mouse button is double-clicked. function mouseDoubleClick() {  fl.trace(&quot;Mouse was double-clicked&quot; } mouseDoubleClick()  Flash MX 2004. Usage function mouseDoubleClick() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse button is double-clicked on the Stage.   The following example displays a message in the Output panel when the extensible tool is active and the mouse button is double-clicked. function mouseDoubleClick() {  fl.trace(&quot;Mouse was double-clicked&quot; } mouseDoubleClick()  Flash MX 2004. Usage function mouseDoubleClick() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse button is double-clicked on the Stage.   The following example displays a message in the Output panel when the extensible tool is active and the mouse button is double-clicked. function mouseDoubleClick() {  fl.trace(&quot;Mouse was double-clicked&quot; } " />
<page href="00003824.html" title="mouseDown()" text="mouseDown()  Flash MX 2004. Usage function mouseDown( [ pt ] ) {  // statements }  pt&#160;A point that specifies the location of the mouse when the button is pressed. It is passed to the function when the mouse button is pressed. This parameter is optional. Returns Nothing.   Function; called when the extensible tool is active and the mouse button is pressed while the pointer is over the Stage.   The following examples show how this function can be used when the extensible tool is active. The first example displays a message in the Output panel that the mouse button was pressed. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location when the button was pressed. function mouseDown() {   fl.trace(&quot;Mouse button has been pressed&quot; } function mouseDown(pt) {   fl.trace(&quot;x = &quot;+ pt.x+&quot; :: y = &quot;+pt.y  }  mouseDown()  Flash MX 2004. Usage function mouseDown( [ pt ] ) {  // statements }  pt&#160;A point that specifies the location of the mouse when the button is pressed. It is passed to the function when the mouse button is pressed. This parameter is optional. Returns Nothing.   Function; called when the extensible tool is active and the mouse button is pressed while the pointer is over the Stage.   The following examples show how this function can be used when the extensible tool is active. The first example displays a message in the Output panel that the mouse button was pressed. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location when the button was pressed. function mouseDown() {   fl.trace(&quot;Mouse button has been pressed&quot; } function mouseDown(pt) {   fl.trace(&quot;x = &quot;+ pt.x+&quot; :: y = &quot;+pt.y  }  mouseDown()  Flash MX 2004. Usage function mouseDown( [ pt ] ) {  // statements }  pt&#160;A point that specifies the location of the mouse when the button is pressed. It is passed to the function when the mouse button is pressed. This parameter is optional. Returns Nothing.   Function; called when the extensible tool is active and the mouse button is pressed while the pointer is over the Stage.   The following examples show how this function can be used when the extensible tool is active. The first example displays a message in the Output panel that the mouse button was pressed. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location when the button was pressed. function mouseDown() {   fl.trace(&quot;Mouse button has been pressed&quot; } function mouseDown(pt) {   fl.trace(&quot;x = &quot;+ pt.x+&quot; :: y = &quot;+pt.y  }  mouseDown()  Flash MX 2004. Usage function mouseDown( [ pt ] ) {  // statements }  pt&#160;A point that specifies the location of the mouse when the button is pressed. It is passed to the function when the mouse button is pressed. This parameter is optional. Returns Nothing.   Function; called when the extensible tool is active and the mouse button is pressed while the pointer is over the Stage.   The following examples show how this function can be used when the extensible tool is active. The first example displays a message in the Output panel that the mouse button was pressed. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location when the button was pressed. function mouseDown() {   fl.trace(&quot;Mouse button has been pressed&quot; } function mouseDown(pt) {   fl.trace(&quot;x = &quot;+ pt.x+&quot; :: y = &quot;+pt.y  }  " />
<page href="00003825.html" title="mouseMove()" text="mouseMove()  Flash MX 2004. Usage function mouseMove( [ pt ] ) {  // statements }  pt&#160;A point that specifies the current location of the mouse. It is passed to the function whenever the mouse moves, which tracks the mouse location. If the Stage is in edit or edit-in-place mode, the point coordinates are relative to the object being edited. Otherwise, the point coordinates are relative to the Stage. This parameter is optional. Returns Nothing.   Function; called whenever the extensible tool is active and the mouse moves over a specified point on the Stage. The mouse button can be down or up.  The following examples show how this function can be used. The first example displays a message in the Output panel that the mouse is being moved. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location as it moves. function mouseMove() {  fl.trace(&quot;moving&quot; }   function mouseMove(pt) {  fl.trace(&quot;x = &quot;+ pt.x + &quot; :: y = &quot; + pt.y  }  mouseMove()  Flash MX 2004. Usage function mouseMove( [ pt ] ) {  // statements }  pt&#160;A point that specifies the current location of the mouse. It is passed to the function whenever the mouse moves, which tracks the mouse location. If the Stage is in edit or edit-in-place mode, the point coordinates are relative to the object being edited. Otherwise, the point coordinates are relative to the Stage. This parameter is optional. Returns Nothing.   Function; called whenever the extensible tool is active and the mouse moves over a specified point on the Stage. The mouse button can be down or up.  The following examples show how this function can be used. The first example displays a message in the Output panel that the mouse is being moved. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location as it moves. function mouseMove() {  fl.trace(&quot;moving&quot; }   function mouseMove(pt) {  fl.trace(&quot;x = &quot;+ pt.x + &quot; :: y = &quot; + pt.y  }  mouseMove()  Flash MX 2004. Usage function mouseMove( [ pt ] ) {  // statements }  pt&#160;A point that specifies the current location of the mouse. It is passed to the function whenever the mouse moves, which tracks the mouse location. If the Stage is in edit or edit-in-place mode, the point coordinates are relative to the object being edited. Otherwise, the point coordinates are relative to the Stage. This parameter is optional. Returns Nothing.   Function; called whenever the extensible tool is active and the mouse moves over a specified point on the Stage. The mouse button can be down or up.  The following examples show how this function can be used. The first example displays a message in the Output panel that the mouse is being moved. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location as it moves. function mouseMove() {  fl.trace(&quot;moving&quot; }   function mouseMove(pt) {  fl.trace(&quot;x = &quot;+ pt.x + &quot; :: y = &quot; + pt.y  }  mouseMove()  Flash MX 2004. Usage function mouseMove( [ pt ] ) {  // statements }  pt&#160;A point that specifies the current location of the mouse. It is passed to the function whenever the mouse moves, which tracks the mouse location. If the Stage is in edit or edit-in-place mode, the point coordinates are relative to the object being edited. Otherwise, the point coordinates are relative to the Stage. This parameter is optional. Returns Nothing.   Function; called whenever the extensible tool is active and the mouse moves over a specified point on the Stage. The mouse button can be down or up.  The following examples show how this function can be used. The first example displays a message in the Output panel that the mouse is being moved. The second example displays the&#160;x&#160;and&#160;y coordinates of the mouse's location as it moves. function mouseMove() {  fl.trace(&quot;moving&quot; }   function mouseMove(pt) {  fl.trace(&quot;x = &quot;+ pt.x + &quot; :: y = &quot; + pt.y  }  " />
<page href="00003826.html" title="mouseUp()" text="mouseUp()  Flash MX 2004. Usage function mouseUp() {  // statements }  None.  Returns Nothing.   Function; called whenever the extensible tool is active and the mouse button is released after being pressed on the Stage.  The following example displays a message in the Output panel when the extensible tool is active and the mouse button is released. function mouseUp() {  fl.trace(&quot;mouse is up&quot; } mouseUp()  Flash MX 2004. Usage function mouseUp() {  // statements }  None.  Returns Nothing.   Function; called whenever the extensible tool is active and the mouse button is released after being pressed on the Stage.  The following example displays a message in the Output panel when the extensible tool is active and the mouse button is released. function mouseUp() {  fl.trace(&quot;mouse is up&quot; } mouseUp()  Flash MX 2004. Usage function mouseUp() {  // statements }  None.  Returns Nothing.   Function; called whenever the extensible tool is active and the mouse button is released after being pressed on the Stage.  The following example displays a message in the Output panel when the extensible tool is active and the mouse button is released. function mouseUp() {  fl.trace(&quot;mouse is up&quot; } mouseUp()  Flash MX 2004. Usage function mouseUp() {  // statements }  None.  Returns Nothing.   Function; called whenever the extensible tool is active and the mouse button is released after being pressed on the Stage.  The following example displays a message in the Output panel when the extensible tool is active and the mouse button is released. function mouseUp() {  fl.trace(&quot;mouse is up&quot; } " />
<page href="00003827.html" title="notifySettingsChanged()" text="notifySettingsChanged()  Flash MX 2004. Usage function notifySettingsChanged() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user changes its options in the Property inspector. You can use the tools.activeTool property to query the current values of the options (see tools.activeTool).  The following example displays a message in the Output panel when the extensible tool is active and the user changes its options in the Property inspector. function notifySettingsChanged() {  var theTool = fl.tools.activeTool;  var newValue = theTool.myProp; } notifySettingsChanged()  Flash MX 2004. Usage function notifySettingsChanged() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user changes its options in the Property inspector. You can use the tools.activeTool property to query the current values of the options (see tools.activeTool).  The following example displays a message in the Output panel when the extensible tool is active and the user changes its options in the Property inspector. function notifySettingsChanged() {  var theTool = fl.tools.activeTool;  var newValue = theTool.myProp; } notifySettingsChanged()  Flash MX 2004. Usage function notifySettingsChanged() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user changes its options in the Property inspector. You can use the tools.activeTool property to query the current values of the options (see tools.activeTool).  The following example displays a message in the Output panel when the extensible tool is active and the user changes its options in the Property inspector. function notifySettingsChanged() {  var theTool = fl.tools.activeTool;  var newValue = theTool.myProp; } notifySettingsChanged()  Flash MX 2004. Usage function notifySettingsChanged() {  // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the user changes its options in the Property inspector. You can use the tools.activeTool property to query the current values of the options (see tools.activeTool).  The following example displays a message in the Output panel when the extensible tool is active and the user changes its options in the Property inspector. function notifySettingsChanged() {  var theTool = fl.tools.activeTool;  var newValue = theTool.myProp; } " />
<page href="00003828.html" title="prompt()" text="prompt()  Flash MX 2004.  prompt(promptMsg [,text])  promptMsg&#160;A string to display in the Prompt dialog box (limited to 256 characters in Mac OS&#160;X). text&#160;An optional string to display as a default value for the text field.  The string the user typed if the user clicks OK; null if the user clicks Cancel.  Method; displays a prompt and optional text in a modal Alert dialog box, along with OK and Cancel buttons.  The following example prompts the user to enter a user name. If the user types a name and clicks OK, the name appears in the Output panel.  var userName = prompt(&quot;Enter user name&quot;, &quot;Type user name here&quot; fl.trace(userName  alert(), confirm() prompt()  Flash MX 2004.  prompt(promptMsg [,text])  promptMsg&#160;A string to display in the Prompt dialog box (limited to 256 characters in Mac OS&#160;X). text&#160;An optional string to display as a default value for the text field.  The string the user typed if the user clicks OK; null if the user clicks Cancel.  Method; displays a prompt and optional text in a modal Alert dialog box, along with OK and Cancel buttons.  The following example prompts the user to enter a user name. If the user types a name and clicks OK, the name appears in the Output panel.  var userName = prompt(&quot;Enter user name&quot;, &quot;Type user name here&quot; fl.trace(userName  alert(), confirm() prompt()  Flash MX 2004.  prompt(promptMsg [,text])  promptMsg&#160;A string to display in the Prompt dialog box (limited to 256 characters in Mac OS&#160;X). text&#160;An optional string to display as a default value for the text field.  The string the user typed if the user clicks OK; null if the user clicks Cancel.  Method; displays a prompt and optional text in a modal Alert dialog box, along with OK and Cancel buttons.  The following example prompts the user to enter a user name. If the user types a name and clicks OK, the name appears in the Output panel.  var userName = prompt(&quot;Enter user name&quot;, &quot;Type user name here&quot; fl.trace(userName  alert(), confirm() prompt()  Flash MX 2004.  prompt(promptMsg [,text])  promptMsg&#160;A string to display in the Prompt dialog box (limited to 256 characters in Mac OS&#160;X). text&#160;An optional string to display as a default value for the text field.  The string the user typed if the user clicks OK; null if the user clicks Cancel.  Method; displays a prompt and optional text in a modal Alert dialog box, along with OK and Cancel buttons.  The following example prompts the user to enter a user name. If the user types a name and clicks OK, the name appears in the Output panel.  var userName = prompt(&quot;Enter user name&quot;, &quot;Type user name here&quot; fl.trace(userName  alert(), confirm() " />
<page href="00003829.html" title="removeEffect()" text="removeEffect()  Flash MX 2004. Usage function removeEffect() {   // statements }  None.  Returns Nothing.   Function; called when the user changes an effect's properties or uses the Remove Effect menu item. The code contained in this function returns the object(s) to their original state. For example, if the effect broke a text string apart, the removeEffect() method would remove the text string that was broken apart and replace it with the original string.   configureEffect(), executeEffect() removeEffect()  Flash MX 2004. Usage function removeEffect() {   // statements }  None.  Returns Nothing.   Function; called when the user changes an effect's properties or uses the Remove Effect menu item. The code contained in this function returns the object(s) to their original state. For example, if the effect broke a text string apart, the removeEffect() method would remove the text string that was broken apart and replace it with the original string.   configureEffect(), executeEffect() removeEffect()  Flash MX 2004. Usage function removeEffect() {   // statements }  None.  Returns Nothing.   Function; called when the user changes an effect's properties or uses the Remove Effect menu item. The code contained in this function returns the object(s) to their original state. For example, if the effect broke a text string apart, the removeEffect() method would remove the text string that was broken apart and replace it with the original string.   configureEffect(), executeEffect() removeEffect()  Flash MX 2004. Usage function removeEffect() {   // statements }  None.  Returns Nothing.   Function; called when the user changes an effect's properties or uses the Remove Effect menu item. The code contained in this function returns the object(s) to their original state. For example, if the effect broke a text string apart, the removeEffect() method would remove the text string that was broken apart and replace it with the original string.   configureEffect(), executeEffect() " />
<page href="00003830.html" title="setCursor()" text="setCursor()  Flash MX 2004. Usage function setCursor() {   // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse moves, to allow the script to set custom pointers. The script should call tools.setCursor() to specify the pointer to use. For a list that shows which pointers correspond to which integer values, see tools.setCursor().  function setCursor() {  fl.tools.setCursor( 1  }   setCursor()  Flash MX 2004. Usage function setCursor() {   // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse moves, to allow the script to set custom pointers. The script should call tools.setCursor() to specify the pointer to use. For a list that shows which pointers correspond to which integer values, see tools.setCursor().  function setCursor() {  fl.tools.setCursor( 1  }   setCursor()  Flash MX 2004. Usage function setCursor() {   // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse moves, to allow the script to set custom pointers. The script should call tools.setCursor() to specify the pointer to use. For a list that shows which pointers correspond to which integer values, see tools.setCursor().  function setCursor() {  fl.tools.setCursor( 1  }   setCursor()  Flash MX 2004. Usage function setCursor() {   // statements }  None.  Returns Nothing.   Function; called when the extensible tool is active and the mouse moves, to allow the script to set custom pointers. The script should call tools.setCursor() to specify the pointer to use. For a list that shows which pointers correspond to which integer values, see tools.setCursor().  function setCursor() {  fl.tools.setCursor( 1  }   " />
<page href="00003831.html" title="Objects" text="Objects This chapter briefly describes each of the objects available in the Flash JavaScript application programming interface (JavaScript API). The objects are listed in alphabetical order in the following table:   Object Description actionsPanel object The actionsPanel object represents the currently displayed Actions panel. BitmapInstance object  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame. BitmapItem object A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object. CompiledClipInstance object  The CompiledClipInstance object is a subclass of the Instance object. compilerErrors object The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors.  ComponentInstance object The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame. componentsPanel object The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel. Contour object A Contour object represents a closed path of half edges on the boundary of a shape. Document object The Document object represents the Stage. drawingLayer object The drawingLayer object is accessible from JavaScript as a child of the flash object. Edge object The Edge object represents an edge of a shape on the Stage. Effect object The Effect object represents an instance of a timeline effect. Element object Everything that appears on the Stage is of the type Element.  Fill object The Fill object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. Filter object The Filter object contains all the properties for all filters.  flash object (fl) The flash object represents the Flash application.  FLfile object The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. folderItem object The folderItem object is a subclass of the Item object. fontItem object The fontItem object is a subclass of the Item object. Frame object The Frame object represents frames in the layer. HalfEdge object Directed side of the edge of a Shape object.  Instance object The Instance object is a subclass of the Element object. Item object The Item object is an abstract base class. Layer object The Layer object represents a layer in the timeline. library object The library object represents the Library panel.  Math object The Math object is available as a read-only property of the flash object; see fl.Math.  Matrix object The Matrix object represents a transformation matrix. outputPanel object The outputPanel object represents the Output panel, which displays troubleshooting information such as syntax errors. Oval object The Oval object is a shape that is drawn using the Oval tool. To determine if an item is an Oval object, use shape.isOvalObject. Parameter object The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). Path object The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. Project object  The Project object represents a Flash Project (FLP) file. ProjectItem object The ProjectItem object represents an item (file on disk) that has been added to a project. Rectangle object The Rectangle object is a shape that is drawn using the Rectangle tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Screen object The Screen object represents a single screen in a slide or form document. ScreenOutline object The ScreenOutline object represents the group of screens in a slide or form document. Shape object The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs for manipulating or creating geometry on the Stage.  SoundItem object The SoundItem object is a subclass of the Item object. It represents a library item used to create a sound.  Stroke object The Stroke object contains all the settings for a stroke, including the custom settings. SymbolInstance object The SymbolInstance object is a subclass of the Instance object and represents a symbol in a frame. SymbolItem object The SymbolItem object is a subclass of the Item object. Text object The Text object represents a single text item in a document. TextAttrs object The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a subclass of the Text object. TextRun object The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object.  Timeline object The Timeline object represents the Flash timeline, which can be accessed for the current document by fl.getDocumentDOM().getTimeline().  ToolObj object A ToolObj object represents an individual tool in the Tools panel. Tools object The Tools object is accessible from the Flash object (fl.tools). Vertex object The Vertex object is the part of the shape data structure that holds the coordinate data. VideoItem object The VideoItem object is a subclass of the Item object.  XMLUI object The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out&#160;of one.  Objects This chapter briefly describes each of the objects available in the Flash JavaScript application programming interface (JavaScript API). The objects are listed in alphabetical order in the following table:   Object Description actionsPanel object The actionsPanel object represents the currently displayed Actions panel. BitmapInstance object  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame. BitmapItem object A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object. CompiledClipInstance object  The CompiledClipInstance object is a subclass of the Instance object. compilerErrors object The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors.  ComponentInstance object The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame. componentsPanel object The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel. Contour object A Contour object represents a closed path of half edges on the boundary of a shape. Document object The Document object represents the Stage. drawingLayer object The drawingLayer object is accessible from JavaScript as a child of the flash object. Edge object The Edge object represents an edge of a shape on the Stage. Effect object The Effect object represents an instance of a timeline effect. Element object Everything that appears on the Stage is of the type Element.  Fill object The Fill object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. Filter object The Filter object contains all the properties for all filters.  flash object (fl) The flash object represents the Flash application.  FLfile object The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. folderItem object The folderItem object is a subclass of the Item object. fontItem object The fontItem object is a subclass of the Item object. Frame object The Frame object represents frames in the layer. HalfEdge object Directed side of the edge of a Shape object.  Instance object The Instance object is a subclass of the Element object. Item object The Item object is an abstract base class. Layer object The Layer object represents a layer in the timeline. library object The library object represents the Library panel.  Math object The Math object is available as a read-only property of the flash object; see fl.Math.  Matrix object The Matrix object represents a transformation matrix. outputPanel object The outputPanel object represents the Output panel, which displays troubleshooting information such as syntax errors. Oval object The Oval object is a shape that is drawn using the Oval tool. To determine if an item is an Oval object, use shape.isOvalObject. Parameter object The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). Path object The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. Project object  The Project object represents a Flash Project (FLP) file. ProjectItem object The ProjectItem object represents an item (file on disk) that has been added to a project. Rectangle object The Rectangle object is a shape that is drawn using the Rectangle tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Screen object The Screen object represents a single screen in a slide or form document. ScreenOutline object The ScreenOutline object represents the group of screens in a slide or form document. Shape object The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs for manipulating or creating geometry on the Stage.  SoundItem object The SoundItem object is a subclass of the Item object. It represents a library item used to create a sound.  Stroke object The Stroke object contains all the settings for a stroke, including the custom settings. SymbolInstance object The SymbolInstance object is a subclass of the Instance object and represents a symbol in a frame. SymbolItem object The SymbolItem object is a subclass of the Item object. Text object The Text object represents a single text item in a document. TextAttrs object The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a subclass of the Text object. TextRun object The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object.  Timeline object The Timeline object represents the Flash timeline, which can be accessed for the current document by fl.getDocumentDOM().getTimeline().  ToolObj object A ToolObj object represents an individual tool in the Tools panel. Tools object The Tools object is accessible from the Flash object (fl.tools). Vertex object The Vertex object is the part of the shape data structure that holds the coordinate data. VideoItem object The VideoItem object is a subclass of the Item object.  XMLUI object The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out&#160;of one.  Objects This chapter briefly describes each of the objects available in the Flash JavaScript application programming interface (JavaScript API). The objects are listed in alphabetical order in the following table:   Object Description actionsPanel object The actionsPanel object represents the currently displayed Actions panel. BitmapInstance object  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame. BitmapItem object A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object. CompiledClipInstance object  The CompiledClipInstance object is a subclass of the Instance object. compilerErrors object The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors.  ComponentInstance object The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame. componentsPanel object The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel. Contour object A Contour object represents a closed path of half edges on the boundary of a shape. Document object The Document object represents the Stage. drawingLayer object The drawingLayer object is accessible from JavaScript as a child of the flash object. Edge object The Edge object represents an edge of a shape on the Stage. Effect object The Effect object represents an instance of a timeline effect. Element object Everything that appears on the Stage is of the type Element.  Fill object The Fill object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. Filter object The Filter object contains all the properties for all filters.  flash object (fl) The flash object represents the Flash application.  FLfile object The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. folderItem object The folderItem object is a subclass of the Item object. fontItem object The fontItem object is a subclass of the Item object. Frame object The Frame object represents frames in the layer. HalfEdge object Directed side of the edge of a Shape object.  Instance object The Instance object is a subclass of the Element object. Item object The Item object is an abstract base class. Layer object The Layer object represents a layer in the timeline. library object The library object represents the Library panel.  Math object The Math object is available as a read-only property of the flash object; see fl.Math.  Matrix object The Matrix object represents a transformation matrix. outputPanel object The outputPanel object represents the Output panel, which displays troubleshooting information such as syntax errors. Oval object The Oval object is a shape that is drawn using the Oval tool. To determine if an item is an Oval object, use shape.isOvalObject. Parameter object The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). Path object The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. Project object  The Project object represents a Flash Project (FLP) file. ProjectItem object The ProjectItem object represents an item (file on disk) that has been added to a project. Rectangle object The Rectangle object is a shape that is drawn using the Rectangle tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Screen object The Screen object represents a single screen in a slide or form document. ScreenOutline object The ScreenOutline object represents the group of screens in a slide or form document. Shape object The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs for manipulating or creating geometry on the Stage.  SoundItem object The SoundItem object is a subclass of the Item object. It represents a library item used to create a sound.  Stroke object The Stroke object contains all the settings for a stroke, including the custom settings. SymbolInstance object The SymbolInstance object is a subclass of the Instance object and represents a symbol in a frame. SymbolItem object The SymbolItem object is a subclass of the Item object. Text object The Text object represents a single text item in a document. TextAttrs object The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a subclass of the Text object. TextRun object The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object.  Timeline object The Timeline object represents the Flash timeline, which can be accessed for the current document by fl.getDocumentDOM().getTimeline().  ToolObj object A ToolObj object represents an individual tool in the Tools panel. Tools object The Tools object is accessible from the Flash object (fl.tools). Vertex object The Vertex object is the part of the shape data structure that holds the coordinate data. VideoItem object The VideoItem object is a subclass of the Item object.  XMLUI object The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out&#160;of one.  Objects This chapter briefly describes each of the objects available in the Flash JavaScript application programming interface (JavaScript API). The objects are listed in alphabetical order in the following table:   " />
<page href="00003832.html" title="actionsPanel object" text="actionsPanel object  Flash CS3 Professional.  The actionsPanel object, which represents the currently displayed Actions panel, is a property of the flash object (fl) and can be accessed by fl.actionsPanel (see flash object (fl)). Method summary for the actionsPanel object The following methods can be used with the actionsPanel object:  Method Description actionsPanel.getClassForObject() Returns the class of a specified variable. actionsPanel.getScriptAssistMode() Specifies whether Script Assist mode is enabled. actionsPanel.getSelectedText() Returns the text that is currently selected in the Actions panel. actionsPanel.getText() Returns the text in the Actions panel. actionsPanel.hasSelection() Specifies whether any text is currently selected in the Actions panel. actionsPanel.replaceSelectedText() Replaces the currently selected text with specified text. actionsPanel.setScriptAssistMode() Enables or disables Script Assist mode. actionsPanel.setSelection() Selects a specified set of characters in the Actions panel. actionsPanel.setText() Clears any text in the Actions panel and then adds specified text. actionsPanel object  Flash CS3 Professional.  The actionsPanel object, which represents the currently displayed Actions panel, is a property of the flash object (fl) and can be accessed by fl.actionsPanel (see flash object (fl)). Method summary for the actionsPanel object The following methods can be used with the actionsPanel object:  Method Description actionsPanel.getClassForObject() Returns the class of a specified variable. actionsPanel.getScriptAssistMode() Specifies whether Script Assist mode is enabled. actionsPanel.getSelectedText() Returns the text that is currently selected in the Actions panel. actionsPanel.getText() Returns the text in the Actions panel. actionsPanel.hasSelection() Specifies whether any text is currently selected in the Actions panel. actionsPanel.replaceSelectedText() Replaces the currently selected text with specified text. actionsPanel.setScriptAssistMode() Enables or disables Script Assist mode. actionsPanel.setSelection() Selects a specified set of characters in the Actions panel. actionsPanel.setText() Clears any text in the Actions panel and then adds specified text. actionsPanel object  Flash CS3 Professional.  The actionsPanel object, which represents the currently displayed Actions panel, is a property of the flash object (fl) and can be accessed by fl.actionsPanel (see flash object (fl)). Method summary for the actionsPanel object The following methods can be used with the actionsPanel object:  Method Description actionsPanel.getClassForObject() Returns the class of a specified variable. actionsPanel.getScriptAssistMode() Specifies whether Script Assist mode is enabled. actionsPanel.getSelectedText() Returns the text that is currently selected in the Actions panel. actionsPanel.getText() Returns the text in the Actions panel. actionsPanel.hasSelection() Specifies whether any text is currently selected in the Actions panel. actionsPanel.replaceSelectedText() Replaces the currently selected text with specified text. actionsPanel.setScriptAssistMode() Enables or disables Script Assist mode. actionsPanel.setSelection() Selects a specified set of characters in the Actions panel. actionsPanel.setText() Clears any text in the Actions panel and then adds specified text. actionsPanel object  Flash CS3 Professional.  The actionsPanel object, which represents the currently displayed Actions panel, is a property of the flash object (fl) and can be accessed by fl.actionsPanel (see flash object (fl)). Method summary for the actionsPanel object The following methods can be used with the actionsPanel object:  " />
<page href="00003833.html" title="actionsPanel.getClassForObject()" text="actionsPanel.getClassForObject()  Flash CS3 Professional.  actionsPanel.getClassForObject(ASvariableName)  ASvariableName&#160;A string that represents the name of an ActionScript variable.  A string that represents the class of which ASvariableName is a member.   Method; returns the class of the specified variable, which must be defined in the currently displayed Actions panel. In addition, the cursor or selected text in the Actions panel must be positioned after the variable definition.  The following example displays the class assigned to the variable myVar, if the cursor is positioned after the statement var&#160;myVar:ActivityEvent; in the Actions panel. // Place the following code in the Actions panel, // and position the cursor somewhere after the end of the line var myVar:ActivityEvent;  // Place the following code in the JSFL file var theClass = fl.actionsPanel.getClassForObject(&quot;myVar&quot; fl.trace(theClass // traces: &quot;ActivityEvent&quot; actionsPanel.getClassForObject()  Flash CS3 Professional.  actionsPanel.getClassForObject(ASvariableName)  ASvariableName&#160;A string that represents the name of an ActionScript variable.  A string that represents the class of which ASvariableName is a member.   Method; returns the class of the specified variable, which must be defined in the currently displayed Actions panel. In addition, the cursor or selected text in the Actions panel must be positioned after the variable definition.  The following example displays the class assigned to the variable myVar, if the cursor is positioned after the statement var&#160;myVar:ActivityEvent; in the Actions panel. // Place the following code in the Actions panel, // and position the cursor somewhere after the end of the line var myVar:ActivityEvent;  // Place the following code in the JSFL file var theClass = fl.actionsPanel.getClassForObject(&quot;myVar&quot; fl.trace(theClass // traces: &quot;ActivityEvent&quot; actionsPanel.getClassForObject()  Flash CS3 Professional.  actionsPanel.getClassForObject(ASvariableName)  ASvariableName&#160;A string that represents the name of an ActionScript variable.  A string that represents the class of which ASvariableName is a member.   Method; returns the class of the specified variable, which must be defined in the currently displayed Actions panel. In addition, the cursor or selected text in the Actions panel must be positioned after the variable definition.  The following example displays the class assigned to the variable myVar, if the cursor is positioned after the statement var&#160;myVar:ActivityEvent; in the Actions panel. // Place the following code in the Actions panel, // and position the cursor somewhere after the end of the line var myVar:ActivityEvent;  // Place the following code in the JSFL file var theClass = fl.actionsPanel.getClassForObject(&quot;myVar&quot; fl.trace(theClass // traces: &quot;ActivityEvent&quot; actionsPanel.getClassForObject()  Flash CS3 Professional.  actionsPanel.getClassForObject(ASvariableName)  ASvariableName&#160;A string that represents the name of an ActionScript variable.  A string that represents the class of which ASvariableName is a member.   Method; returns the class of the specified variable, which must be defined in the currently displayed Actions panel. In addition, the cursor or selected text in the Actions panel must be positioned after the variable definition.  The following example displays the class assigned to the variable myVar, if the cursor is positioned after the statement var&#160;myVar:ActivityEvent; in the Actions panel. // Place the following code in the Actions panel, // and position the cursor somewhere after the end of the line var myVar:ActivityEvent;  // Place the following code in the JSFL file var theClass = fl.actionsPanel.getClassForObject(&quot;myVar&quot; fl.trace(theClass // traces: &quot;ActivityEvent&quot; " />
<page href="00003834.html" title="actionsPanel.getScriptAssistMode()" text="actionsPanel.getScriptAssistMode()  Flash CS3 Professional.  actionsPanel.getScriptAssistMode()  None.  A Boolean value that specifies whether Script Assist mode is enabled (true) or not (false).  Method; specifies whether Script Assist mode is enabled.  The following example displays a message if Script Assist mode is not enabled. mAssist = fl.actionsPanel.getScriptAssistMode( if (!mAssist) {  alert(&quot;For more guidance when writing ActionScript code, try Script Assist mode&quot; }  actionsPanel.setScriptAssistMode() actionsPanel.getScriptAssistMode()  Flash CS3 Professional.  actionsPanel.getScriptAssistMode()  None.  A Boolean value that specifies whether Script Assist mode is enabled (true) or not (false).  Method; specifies whether Script Assist mode is enabled.  The following example displays a message if Script Assist mode is not enabled. mAssist = fl.actionsPanel.getScriptAssistMode( if (!mAssist) {  alert(&quot;For more guidance when writing ActionScript code, try Script Assist mode&quot; }  actionsPanel.setScriptAssistMode() actionsPanel.getScriptAssistMode()  Flash CS3 Professional.  actionsPanel.getScriptAssistMode()  None.  A Boolean value that specifies whether Script Assist mode is enabled (true) or not (false).  Method; specifies whether Script Assist mode is enabled.  The following example displays a message if Script Assist mode is not enabled. mAssist = fl.actionsPanel.getScriptAssistMode( if (!mAssist) {  alert(&quot;For more guidance when writing ActionScript code, try Script Assist mode&quot; }  actionsPanel.setScriptAssistMode() actionsPanel.getScriptAssistMode()  Flash CS3 Professional.  actionsPanel.getScriptAssistMode()  None.  A Boolean value that specifies whether Script Assist mode is enabled (true) or not (false).  Method; specifies whether Script Assist mode is enabled.  The following example displays a message if Script Assist mode is not enabled. mAssist = fl.actionsPanel.getScriptAssistMode( if (!mAssist) {  alert(&quot;For more guidance when writing ActionScript code, try Script Assist mode&quot; }  actionsPanel.setScriptAssistMode() " />
<page href="00003835.html" title="actionsPanel.getSelectedText()" text="actionsPanel.getSelectedText()  Flash CS3 Professional.  actionsPanel.getSelectedText()  None.  A string that contains the text that is currently selected in the Actions panel.  Method; returns the text that is currently selected in the Actions panel.  The following example displays the text that is currently selected in the Actions panel. var apText = fl.actionsPanel.getSelectedText(  fl.trace(apText  actionsPanel.getText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() actionsPanel.getSelectedText()  Flash CS3 Professional.  actionsPanel.getSelectedText()  None.  A string that contains the text that is currently selected in the Actions panel.  Method; returns the text that is currently selected in the Actions panel.  The following example displays the text that is currently selected in the Actions panel. var apText = fl.actionsPanel.getSelectedText(  fl.trace(apText  actionsPanel.getText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() actionsPanel.getSelectedText()  Flash CS3 Professional.  actionsPanel.getSelectedText()  None.  A string that contains the text that is currently selected in the Actions panel.  Method; returns the text that is currently selected in the Actions panel.  The following example displays the text that is currently selected in the Actions panel. var apText = fl.actionsPanel.getSelectedText(  fl.trace(apText  actionsPanel.getText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() actionsPanel.getSelectedText()  Flash CS3 Professional.  actionsPanel.getSelectedText()  None.  A string that contains the text that is currently selected in the Actions panel.  Method; returns the text that is currently selected in the Actions panel.  The following example displays the text that is currently selected in the Actions panel. var apText = fl.actionsPanel.getSelectedText(  fl.trace(apText  actionsPanel.getText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() " />
<page href="00003836.html" title="actionsPanel.getText()" text="actionsPanel.getText()  Flash CS3 Professional.  actionsPanel.getText()  None.  A string that contains all the text in the Actions panel.  Method; returns the text in the Actions panel.  The following example displays the text that is in the Actions panel. var apText = fl.actionsPanel.getText(  fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.setText() actionsPanel.getText()  Flash CS3 Professional.  actionsPanel.getText()  None.  A string that contains all the text in the Actions panel.  Method; returns the text in the Actions panel.  The following example displays the text that is in the Actions panel. var apText = fl.actionsPanel.getText(  fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.setText() actionsPanel.getText()  Flash CS3 Professional.  actionsPanel.getText()  None.  A string that contains all the text in the Actions panel.  Method; returns the text in the Actions panel.  The following example displays the text that is in the Actions panel. var apText = fl.actionsPanel.getText(  fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.setText() actionsPanel.getText()  Flash CS3 Professional.  actionsPanel.getText()  None.  A string that contains all the text in the Actions panel.  Method; returns the text in the Actions panel.  The following example displays the text that is in the Actions panel. var apText = fl.actionsPanel.getText(  fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.setText() " />
<page href="00003837.html" title="actionsPanel.hasSelection()" text="actionsPanel.hasSelection()  Flash CS3 Professional.  actionsPanel.hasSelection()  None.  A Boolean value that specifies whether any text is selected in the Actions panel (true) or not (false).  Method; specifies whether any text is currently selected in the Actions panel.  The following example displays text that is currently selected in the Actions panel. If no text is selected, it displays all the text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  var apText = fl.actionsPanel.getSelectedText( }  else {   var apText = fl.actionsPanel.getText( } fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.getText(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() actionsPanel.hasSelection()  Flash CS3 Professional.  actionsPanel.hasSelection()  None.  A Boolean value that specifies whether any text is selected in the Actions panel (true) or not (false).  Method; specifies whether any text is currently selected in the Actions panel.  The following example displays text that is currently selected in the Actions panel. If no text is selected, it displays all the text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  var apText = fl.actionsPanel.getSelectedText( }  else {   var apText = fl.actionsPanel.getText( } fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.getText(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() actionsPanel.hasSelection()  Flash CS3 Professional.  actionsPanel.hasSelection()  None.  A Boolean value that specifies whether any text is selected in the Actions panel (true) or not (false).  Method; specifies whether any text is currently selected in the Actions panel.  The following example displays text that is currently selected in the Actions panel. If no text is selected, it displays all the text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  var apText = fl.actionsPanel.getSelectedText( }  else {   var apText = fl.actionsPanel.getText( } fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.getText(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() actionsPanel.hasSelection()  Flash CS3 Professional.  actionsPanel.hasSelection()  None.  A Boolean value that specifies whether any text is selected in the Actions panel (true) or not (false).  Method; specifies whether any text is currently selected in the Actions panel.  The following example displays text that is currently selected in the Actions panel. If no text is selected, it displays all the text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  var apText = fl.actionsPanel.getSelectedText( }  else {   var apText = fl.actionsPanel.getText( } fl.trace(apText  actionsPanel.getSelectedText(), actionsPanel.getText(), actionsPanel.replaceSelectedText(), actionsPanel.setSelection() " />
<page href="00003838.html" title="actionsPanel.replaceSelectedText()" text="actionsPanel.replaceSelectedText()  Flash CS3 Professional.  actionsPanel.replaceSelectedText(replacementText)  replacementText&#160;A string that represents text to replace selected text in the Actions panel.  A Boolean value of true if the Actions panel is found, false otherwise.  Method; replaces the currently selected text with the text specified in replacementText. If replacementText contains more characters than the selected text, any characters following the selected text now follow replacementText; that is, they are not overwritten.  The following example replaces currently selected text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  fl.actionsPanel.replaceSelectedText(&quot;// &#169; 2006 Adobe Inc.&quot; }  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.setSelection(), actionsPanel.setText() actionsPanel.replaceSelectedText()  Flash CS3 Professional.  actionsPanel.replaceSelectedText(replacementText)  replacementText&#160;A string that represents text to replace selected text in the Actions panel.  A Boolean value of true if the Actions panel is found, false otherwise.  Method; replaces the currently selected text with the text specified in replacementText. If replacementText contains more characters than the selected text, any characters following the selected text now follow replacementText; that is, they are not overwritten.  The following example replaces currently selected text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  fl.actionsPanel.replaceSelectedText(&quot;// &#169; 2006 Adobe Inc.&quot; }  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.setSelection(), actionsPanel.setText() actionsPanel.replaceSelectedText()  Flash CS3 Professional.  actionsPanel.replaceSelectedText(replacementText)  replacementText&#160;A string that represents text to replace selected text in the Actions panel.  A Boolean value of true if the Actions panel is found, false otherwise.  Method; replaces the currently selected text with the text specified in replacementText. If replacementText contains more characters than the selected text, any characters following the selected text now follow replacementText; that is, they are not overwritten.  The following example replaces currently selected text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  fl.actionsPanel.replaceSelectedText(&quot;// &#169; 2006 Adobe Inc.&quot; }  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.setSelection(), actionsPanel.setText() actionsPanel.replaceSelectedText()  Flash CS3 Professional.  actionsPanel.replaceSelectedText(replacementText)  replacementText&#160;A string that represents text to replace selected text in the Actions panel.  A Boolean value of true if the Actions panel is found, false otherwise.  Method; replaces the currently selected text with the text specified in replacementText. If replacementText contains more characters than the selected text, any characters following the selected text now follow replacementText; that is, they are not overwritten.  The following example replaces currently selected text in the Actions panel. if (fl.actionsPanel.hasSelection()) {  fl.actionsPanel.replaceSelectedText(&quot;// &#169; 2006 Adobe Inc.&quot; }  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.setSelection(), actionsPanel.setText() " />
<page href="00003839.html" title="actionsPanel.setScriptAssistMode()" text="actionsPanel.setScriptAssistMode()  Flash CS3 Professional.  actionsPanel.setScriptAssistMode(bScriptAssist)  bScriptAssist&#160;A Boolean value that specifies whether to enable or disable Script Assist mode.  A Boolean value that specifies whether Script Assist mode was enabled or disabled successfully.  Method; enables or disables Script Assist mode.  The following example toggles the state of Script Assist mode. fl.trace(fl.actionsPanel.getScriptAssistMode() if (fl.actionsPanel.getScriptAssistMode()){  fl.actionsPanel.setScriptAssistMode(false } else {  fl.actionsPanel.setScriptAssistMode(true } fl.trace(fl.actionsPanel.getScriptAssistMode()   actionsPanel.getScriptAssistMode() actionsPanel.setScriptAssistMode()  Flash CS3 Professional.  actionsPanel.setScriptAssistMode(bScriptAssist)  bScriptAssist&#160;A Boolean value that specifies whether to enable or disable Script Assist mode.  A Boolean value that specifies whether Script Assist mode was enabled or disabled successfully.  Method; enables or disables Script Assist mode.  The following example toggles the state of Script Assist mode. fl.trace(fl.actionsPanel.getScriptAssistMode() if (fl.actionsPanel.getScriptAssistMode()){  fl.actionsPanel.setScriptAssistMode(false } else {  fl.actionsPanel.setScriptAssistMode(true } fl.trace(fl.actionsPanel.getScriptAssistMode()   actionsPanel.getScriptAssistMode() actionsPanel.setScriptAssistMode()  Flash CS3 Professional.  actionsPanel.setScriptAssistMode(bScriptAssist)  bScriptAssist&#160;A Boolean value that specifies whether to enable or disable Script Assist mode.  A Boolean value that specifies whether Script Assist mode was enabled or disabled successfully.  Method; enables or disables Script Assist mode.  The following example toggles the state of Script Assist mode. fl.trace(fl.actionsPanel.getScriptAssistMode() if (fl.actionsPanel.getScriptAssistMode()){  fl.actionsPanel.setScriptAssistMode(false } else {  fl.actionsPanel.setScriptAssistMode(true } fl.trace(fl.actionsPanel.getScriptAssistMode()   actionsPanel.getScriptAssistMode() actionsPanel.setScriptAssistMode()  Flash CS3 Professional.  actionsPanel.setScriptAssistMode(bScriptAssist)  bScriptAssist&#160;A Boolean value that specifies whether to enable or disable Script Assist mode.  A Boolean value that specifies whether Script Assist mode was enabled or disabled successfully.  Method; enables or disables Script Assist mode.  The following example toggles the state of Script Assist mode. fl.trace(fl.actionsPanel.getScriptAssistMode() if (fl.actionsPanel.getScriptAssistMode()){  fl.actionsPanel.setScriptAssistMode(false } else {  fl.actionsPanel.setScriptAssistMode(true } fl.trace(fl.actionsPanel.getScriptAssistMode()   actionsPanel.getScriptAssistMode() " />
<page href="00003840.html" title="actionsPanel.setSelection()" text="actionsPanel.setSelection()  Flash CS3 Professional.  actionsPanel.setSelection(startIndex, numberOfChars)  startIndex&#160;A zero-based integer that specifies the first character to be selected. numberOfChars&#160;An integer that specifies how many characters to select.  A Boolean value that specifies whether the requested characters can be selected (true) or not (false).  Method; selects a specified set of characters in the Actions panel.   The following example replaces the characters &quot;2006&quot; in the Actions panel with the specified text. // Type the following as the first line in the Actions panel // 2006 - Addresses user request 40196 // Type the following in the JSFL file fl.actionsPanel.setSelection(3,4 fl.actionsPanel.replaceSelectedText(&quot;// Last updated: 2007&quot;  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText() actionsPanel.setSelection()  Flash CS3 Professional.  actionsPanel.setSelection(startIndex, numberOfChars)  startIndex&#160;A zero-based integer that specifies the first character to be selected. numberOfChars&#160;An integer that specifies how many characters to select.  A Boolean value that specifies whether the requested characters can be selected (true) or not (false).  Method; selects a specified set of characters in the Actions panel.   The following example replaces the characters &quot;2006&quot; in the Actions panel with the specified text. // Type the following as the first line in the Actions panel // 2006 - Addresses user request 40196 // Type the following in the JSFL file fl.actionsPanel.setSelection(3,4 fl.actionsPanel.replaceSelectedText(&quot;// Last updated: 2007&quot;  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText() actionsPanel.setSelection()  Flash CS3 Professional.  actionsPanel.setSelection(startIndex, numberOfChars)  startIndex&#160;A zero-based integer that specifies the first character to be selected. numberOfChars&#160;An integer that specifies how many characters to select.  A Boolean value that specifies whether the requested characters can be selected (true) or not (false).  Method; selects a specified set of characters in the Actions panel.   The following example replaces the characters &quot;2006&quot; in the Actions panel with the specified text. // Type the following as the first line in the Actions panel // 2006 - Addresses user request 40196 // Type the following in the JSFL file fl.actionsPanel.setSelection(3,4 fl.actionsPanel.replaceSelectedText(&quot;// Last updated: 2007&quot;  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText() actionsPanel.setSelection()  Flash CS3 Professional.  actionsPanel.setSelection(startIndex, numberOfChars)  startIndex&#160;A zero-based integer that specifies the first character to be selected. numberOfChars&#160;An integer that specifies how many characters to select.  A Boolean value that specifies whether the requested characters can be selected (true) or not (false).  Method; selects a specified set of characters in the Actions panel.   The following example replaces the characters &quot;2006&quot; in the Actions panel with the specified text. // Type the following as the first line in the Actions panel // 2006 - Addresses user request 40196 // Type the following in the JSFL file fl.actionsPanel.setSelection(3,4 fl.actionsPanel.replaceSelectedText(&quot;// Last updated: 2007&quot;  actionsPanel.getSelectedText(), actionsPanel.hasSelection(), actionsPanel.replaceSelectedText() " />
<page href="00003841.html" title="actionsPanel.setText()" text="actionsPanel.setText()  Flash CS3 Professional.  actionsPanel.setText(replacementText)  replacementText&#160;A string that represents text to place in the Actions panel.  A Boolean value of true if the specified text was placed in the Actions panel, false otherwise.  Method; clears any text in the Actions panel and then adds the text specified in replacementText.  The following example replaces any text currently in the Actions panel with the specified text.  fl.actionsPanel.setText(&quot;// Deleted this code - no longer needed&quot;  actionsPanel.getText(), actionsPanel.replaceSelectedText()  actionsPanel.setText()  Flash CS3 Professional.  actionsPanel.setText(replacementText)  replacementText&#160;A string that represents text to place in the Actions panel.  A Boolean value of true if the specified text was placed in the Actions panel, false otherwise.  Method; clears any text in the Actions panel and then adds the text specified in replacementText.  The following example replaces any text currently in the Actions panel with the specified text.  fl.actionsPanel.setText(&quot;// Deleted this code - no longer needed&quot;  actionsPanel.getText(), actionsPanel.replaceSelectedText()  actionsPanel.setText()  Flash CS3 Professional.  actionsPanel.setText(replacementText)  replacementText&#160;A string that represents text to place in the Actions panel.  A Boolean value of true if the specified text was placed in the Actions panel, false otherwise.  Method; clears any text in the Actions panel and then adds the text specified in replacementText.  The following example replaces any text currently in the Actions panel with the specified text.  fl.actionsPanel.setText(&quot;// Deleted this code - no longer needed&quot;  actionsPanel.getText(), actionsPanel.replaceSelectedText()  actionsPanel.setText()  Flash CS3 Professional.  actionsPanel.setText(replacementText)  replacementText&#160;A string that represents text to place in the Actions panel.  A Boolean value of true if the specified text was placed in the Actions panel, false otherwise.  Method; clears any text in the Actions panel and then adds the text specified in replacementText.  The following example replaces any text currently in the Actions panel with the specified text.  fl.actionsPanel.setText(&quot;// Deleted this code - no longer needed&quot;  actionsPanel.getText(), actionsPanel.replaceSelectedText()  " />
<page href="00003842.html" title="BitmapInstance object" text="BitmapInstance object Inheritance&#160;Element object &gt; Instance object &gt; BitmapInstance object  Flash MX 2004.  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame (see Instance object). Method summary for the BitmapInstance object In addition to the Instance object methods, you can use the following methods with the BitmapInstance object: Property summary for the BitmapInstance object In addition to the Instance object properties, you can use the following properties with the BitmapInstance object: Property Description bitmapInstance.hPixels  Read-only; an integer that represents the width of the bitmap, in pixels. bitmapInstance.vPixels  Read-only; an integer that represents the height of the bitmap, in pixels.  Method Description bitmapInstance.getBits() Lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. bitmapInstance.setBits() Sets the bits of an existing bitmap element.  BitmapInstance object Inheritance&#160;Element object &gt; Instance object &gt; BitmapInstance object  Flash MX 2004.  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame (see Instance object). Method summary for the BitmapInstance object In addition to the Instance object methods, you can use the following methods with the BitmapInstance object: Property summary for the BitmapInstance object In addition to the Instance object properties, you can use the following properties with the BitmapInstance object: Property Description bitmapInstance.hPixels  Read-only; an integer that represents the width of the bitmap, in pixels. bitmapInstance.vPixels  Read-only; an integer that represents the height of the bitmap, in pixels.  Method Description bitmapInstance.getBits() Lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. bitmapInstance.setBits() Sets the bits of an existing bitmap element.  BitmapInstance object Inheritance&#160;Element object &gt; Instance object &gt; BitmapInstance object  Flash MX 2004.  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame (see Instance object). Method summary for the BitmapInstance object In addition to the Instance object methods, you can use the following methods with the BitmapInstance object: Property summary for the BitmapInstance object In addition to the Instance object properties, you can use the following properties with the BitmapInstance object: Property Description bitmapInstance.hPixels  Read-only; an integer that represents the width of the bitmap, in pixels. bitmapInstance.vPixels  Read-only; an integer that represents the height of the bitmap, in pixels.  Method Description bitmapInstance.getBits() Lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. bitmapInstance.setBits() Sets the bits of an existing bitmap element.  BitmapInstance object Inheritance&#160;Element object &gt; Instance object &gt; BitmapInstance object  Flash MX 2004.  The BitmapInstance object is a subclass of the Instance object and represents a bitmap in a frame (see Instance object). Method summary for the BitmapInstance object In addition to the Instance object methods, you can use the following methods with the BitmapInstance object: Property summary for the BitmapInstance object In addition to the Instance object properties, you can use the following properties with the BitmapInstance object: " />
<page href="00003843.html" title="bitmapInstance.getBits()" text="bitmapInstance.getBits()  Flash MX 2004. Usage bitmapInstance.getBits()  None. Returns An object that contains width, height, depth, bits, and, if the bitmap has a color table, cTab properties. The bits element is an array of bytes. The cTab element is an array of color values of the form &quot;#RRGGBB&quot;. The length of the array is the length of the color table.  The byte array is meaningful only when referenced by a DLL or shared library. You typically use it only when creating an extensible tool or effect. For information on creating DLLs for use with Flash JavaScript, see C-Level Extensibility.  Method; lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. See also bitmapInstance.setBits().  Example The following code creates a reference to the currently selected object; tests whether the object is a bitmap; and traces the height, width, and bit depth of the bitmap: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   fl.trace(&quot;height = &quot; + bits.height  fl.trace(&quot;width = &quot; + bits.width  fl.trace(&quot;depth = &quot; + bits.depth }  bitmapInstance.setBits() bitmapInstance.getBits()  Flash MX 2004. Usage bitmapInstance.getBits()  None. Returns An object that contains width, height, depth, bits, and, if the bitmap has a color table, cTab properties. The bits element is an array of bytes. The cTab element is an array of color values of the form &quot;#RRGGBB&quot;. The length of the array is the length of the color table.  The byte array is meaningful only when referenced by a DLL or shared library. You typically use it only when creating an extensible tool or effect. For information on creating DLLs for use with Flash JavaScript, see C-Level Extensibility.  Method; lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. See also bitmapInstance.setBits().  Example The following code creates a reference to the currently selected object; tests whether the object is a bitmap; and traces the height, width, and bit depth of the bitmap: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   fl.trace(&quot;height = &quot; + bits.height  fl.trace(&quot;width = &quot; + bits.width  fl.trace(&quot;depth = &quot; + bits.depth }  bitmapInstance.setBits() bitmapInstance.getBits()  Flash MX 2004. Usage bitmapInstance.getBits()  None. Returns An object that contains width, height, depth, bits, and, if the bitmap has a color table, cTab properties. The bits element is an array of bytes. The cTab element is an array of color values of the form &quot;#RRGGBB&quot;. The length of the array is the length of the color table.  The byte array is meaningful only when referenced by a DLL or shared library. You typically use it only when creating an extensible tool or effect. For information on creating DLLs for use with Flash JavaScript, see C-Level Extensibility.  Method; lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. See also bitmapInstance.setBits().  Example The following code creates a reference to the currently selected object; tests whether the object is a bitmap; and traces the height, width, and bit depth of the bitmap: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   fl.trace(&quot;height = &quot; + bits.height  fl.trace(&quot;width = &quot; + bits.width  fl.trace(&quot;depth = &quot; + bits.depth }  bitmapInstance.setBits() bitmapInstance.getBits()  Flash MX 2004. Usage bitmapInstance.getBits()  None. Returns An object that contains width, height, depth, bits, and, if the bitmap has a color table, cTab properties. The bits element is an array of bytes. The cTab element is an array of color values of the form &quot;#RRGGBB&quot;. The length of the array is the length of the color table.  The byte array is meaningful only when referenced by a DLL or shared library. You typically use it only when creating an extensible tool or effect. For information on creating DLLs for use with Flash JavaScript, see C-Level Extensibility.  Method; lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning them to Flash. See also bitmapInstance.setBits().  Example The following code creates a reference to the currently selected object; tests whether the object is a bitmap; and traces the height, width, and bit depth of the bitmap: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   fl.trace(&quot;height = &quot; + bits.height  fl.trace(&quot;width = &quot; + bits.width  fl.trace(&quot;depth = &quot; + bits.depth }  bitmapInstance.setBits() " />
<page href="00003844.html" title="bitmapInstance.hPixels" text="bitmapInstance.hPixels  Flash MX 2004.  bitmapInstance.hPixels  Read-only property; an integer that represents the width of the bitmap--that is, the number of pixels in the horizontal dimension.   The following code retrieves the width of the bitmap in pixels: // Get the number of pixels in the horizontal dimension. var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numHorizontalPixels = bmObj.hPixels;  }  bitmapInstance.vPixels bitmapInstance.hPixels  Flash MX 2004.  bitmapInstance.hPixels  Read-only property; an integer that represents the width of the bitmap--that is, the number of pixels in the horizontal dimension.   The following code retrieves the width of the bitmap in pixels: // Get the number of pixels in the horizontal dimension. var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numHorizontalPixels = bmObj.hPixels;  }  bitmapInstance.vPixels bitmapInstance.hPixels  Flash MX 2004.  bitmapInstance.hPixels  Read-only property; an integer that represents the width of the bitmap--that is, the number of pixels in the horizontal dimension.   The following code retrieves the width of the bitmap in pixels: // Get the number of pixels in the horizontal dimension. var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numHorizontalPixels = bmObj.hPixels;  }  bitmapInstance.vPixels bitmapInstance.hPixels  Flash MX 2004.  bitmapInstance.hPixels  Read-only property; an integer that represents the width of the bitmap--that is, the number of pixels in the horizontal dimension.   The following code retrieves the width of the bitmap in pixels: // Get the number of pixels in the horizontal dimension. var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numHorizontalPixels = bmObj.hPixels;  }  bitmapInstance.vPixels " />
<page href="00003845.html" title="bitmapInstance.setBits()" text="bitmapInstance.setBits()  Flash MX 2004. Usage bitmapInstance.setBits(bitmap)  bitmap &#160;An object that contains height, width, depth, bits, and cTab properties. The height, width, and depth properties are integers. The bits property is a byte array. The cTab property is required only for bitmaps with a bit depth of 8 or less and is a string that represents a color value in the form &quot;#RRGGBB&quot;.  Returns Nothing.   Method; sets the bits of an existing bitmap element. This lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning the bitmap to Flash.  Example The following code tests whether the current selection is a bitmap, and then sets the height of the bitmap to 150 pixels: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   bits.height = 150;  fl.getDocumentDOM().selection[0].setBits(bits }   bitmapInstance.getBits()   The byte array is meaningful only when referenced by an external library. You typically use it only when creating an extensible tool or effect. bitmapInstance.setBits()  Flash MX 2004. Usage bitmapInstance.setBits(bitmap)  bitmap &#160;An object that contains height, width, depth, bits, and cTab properties. The height, width, and depth properties are integers. The bits property is a byte array. The cTab property is required only for bitmaps with a bit depth of 8 or less and is a string that represents a color value in the form &quot;#RRGGBB&quot;.  Returns Nothing.   Method; sets the bits of an existing bitmap element. This lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning the bitmap to Flash.  Example The following code tests whether the current selection is a bitmap, and then sets the height of the bitmap to 150 pixels: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   bits.height = 150;  fl.getDocumentDOM().selection[0].setBits(bits }   bitmapInstance.getBits()   The byte array is meaningful only when referenced by an external library. You typically use it only when creating an extensible tool or effect. bitmapInstance.setBits()  Flash MX 2004. Usage bitmapInstance.setBits(bitmap)  bitmap &#160;An object that contains height, width, depth, bits, and cTab properties. The height, width, and depth properties are integers. The bits property is a byte array. The cTab property is required only for bitmaps with a bit depth of 8 or less and is a string that represents a color value in the form &quot;#RRGGBB&quot;.  Returns Nothing.   Method; sets the bits of an existing bitmap element. This lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning the bitmap to Flash.  Example The following code tests whether the current selection is a bitmap, and then sets the height of the bitmap to 150 pixels: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   bits.height = 150;  fl.getDocumentDOM().selection[0].setBits(bits }   bitmapInstance.getBits()   The byte array is meaningful only when referenced by an external library. You typically use it only when creating an extensible tool or effect. bitmapInstance.setBits()  Flash MX 2004. Usage bitmapInstance.setBits(bitmap)  bitmap &#160;An object that contains height, width, depth, bits, and cTab properties. The height, width, and depth properties are integers. The bits property is a byte array. The cTab property is required only for bitmaps with a bit depth of 8 or less and is a string that represents a color value in the form &quot;#RRGGBB&quot;.  Returns Nothing.   Method; sets the bits of an existing bitmap element. This lets you create bitmap effects by getting the bits out of the bitmap, manipulating them, and then returning the bitmap to Flash.  Example The following code tests whether the current selection is a bitmap, and then sets the height of the bitmap to 150 pixels: var isBitmap = fl.getDocumentDOM().selection[0].instanceType; if(isBitmap == &quot;bitmap&quot;){  var bits = fl.getDocumentDOM().selection[0].getBits(   bits.height = 150;  fl.getDocumentDOM().selection[0].setBits(bits }   bitmapInstance.getBits() " />
<page href="00003846.html" title="bitmapInstance.vPixels" text="bitmapInstance.vPixels  Flash MX 2004.  bitmapInstance.vPixels  Read-only property; an integer that represents the height of the bitmap--that is, the number of pixels in the vertical dimension.  The following code gets the height of the bitmap in pixels: // Get the number of pixels in the vertical dimension.  var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numVerticalPixels = bmObj.vPixels;  }  bitmapInstance.hPixels bitmapInstance.vPixels  Flash MX 2004.  bitmapInstance.vPixels  Read-only property; an integer that represents the height of the bitmap--that is, the number of pixels in the vertical dimension.  The following code gets the height of the bitmap in pixels: // Get the number of pixels in the vertical dimension.  var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numVerticalPixels = bmObj.vPixels;  }  bitmapInstance.hPixels bitmapInstance.vPixels  Flash MX 2004.  bitmapInstance.vPixels  Read-only property; an integer that represents the height of the bitmap--that is, the number of pixels in the vertical dimension.  The following code gets the height of the bitmap in pixels: // Get the number of pixels in the vertical dimension.  var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numVerticalPixels = bmObj.vPixels;  }  bitmapInstance.hPixels bitmapInstance.vPixels  Flash MX 2004.  bitmapInstance.vPixels  Read-only property; an integer that represents the height of the bitmap--that is, the number of pixels in the vertical dimension.  The following code gets the height of the bitmap in pixels: // Get the number of pixels in the vertical dimension.  var bmObj = fl.getDocumentDOM().selection[0];  var isBitmap = bmObj.instanceType; if(isBitmap == &quot;bitmap&quot;){  var numVerticalPixels = bmObj.vPixels;  }  bitmapInstance.hPixels " />
<page href="00003847.html" title="BitmapItem object" text="BitmapItem object Inheritance&#160;Item object &gt; BitmapItem object   Flash MX 2004.  A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object (see Item object). Property summary for the BitmapItem object In addition to the Item object properties, the BitmapItem object has following properties: Property Description bitmapItem.allowSmoothing A Boolean value that specifies whether to allow smoothing of a bitmap. bitmapItem.compressionType A string that determines the type of image compression applied to the bitmap.  bitmapItem.quality An integer that specifies the quality of the bitmap. bitmapItem.useImportedJPEGQuality A Boolean value that specifies whether to use the default imported JPEG quality. BitmapItem object Inheritance&#160;Item object &gt; BitmapItem object   Flash MX 2004.  A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object (see Item object). Property summary for the BitmapItem object In addition to the Item object properties, the BitmapItem object has following properties: Property Description bitmapItem.allowSmoothing A Boolean value that specifies whether to allow smoothing of a bitmap. bitmapItem.compressionType A string that determines the type of image compression applied to the bitmap.  bitmapItem.quality An integer that specifies the quality of the bitmap. bitmapItem.useImportedJPEGQuality A Boolean value that specifies whether to use the default imported JPEG quality. BitmapItem object Inheritance&#160;Item object &gt; BitmapItem object   Flash MX 2004.  A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object (see Item object). Property summary for the BitmapItem object In addition to the Item object properties, the BitmapItem object has following properties: Property Description bitmapItem.allowSmoothing A Boolean value that specifies whether to allow smoothing of a bitmap. bitmapItem.compressionType A string that determines the type of image compression applied to the bitmap.  bitmapItem.quality An integer that specifies the quality of the bitmap. bitmapItem.useImportedJPEGQuality A Boolean value that specifies whether to use the default imported JPEG quality. BitmapItem object Inheritance&#160;Item object &gt; BitmapItem object   Flash MX 2004.  A BitmapItem object refers to a bitmap in the library of a document. The BitmapItem object is a subclass of the Item object (see Item object). Property summary for the BitmapItem object In addition to the Item object properties, the BitmapItem object has following properties: " />
<page href="00003848.html" title="bitmapItem.allowSmoothing" text="bitmapItem.allowSmoothing  Flash MX 2004.   bitmapItem.allowSmoothing  Property; a Boolean value that specifies whether to allow smoothing of a bitmap (true) or not (false).   The following code sets the allowSmoothing property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].allowSmoothing = true; alert(fl.getDocumentDOM().library.items[0].allowSmoothing bitmapItem.allowSmoothing  Flash MX 2004.   bitmapItem.allowSmoothing  Property; a Boolean value that specifies whether to allow smoothing of a bitmap (true) or not (false).   The following code sets the allowSmoothing property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].allowSmoothing = true; alert(fl.getDocumentDOM().library.items[0].allowSmoothing bitmapItem.allowSmoothing  Flash MX 2004.   bitmapItem.allowSmoothing  Property; a Boolean value that specifies whether to allow smoothing of a bitmap (true) or not (false).   The following code sets the allowSmoothing property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].allowSmoothing = true; alert(fl.getDocumentDOM().library.items[0].allowSmoothing bitmapItem.allowSmoothing  Flash MX 2004.   bitmapItem.allowSmoothing  Property; a Boolean value that specifies whether to allow smoothing of a bitmap (true) or not (false).   The following code sets the allowSmoothing property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].allowSmoothing = true; alert(fl.getDocumentDOM().library.items[0].allowSmoothing " />
<page href="00003849.html" title="bitmapItem.compressionType" text="bitmapItem.compressionType  Flash MX 2004.  bitmapItem.compressionType  Property; a string that determines the type of image compression applied to the bitmap. Acceptable values are &quot;photo&quot; or &quot;lossless&quot;. If the value of bitmapItem.useImportedJPEGQuality is false, &quot;photo&quot; corresponds to JPEG with a quality from&#160;0 to&#160;100; if bitmapItem.useImportedJPEGQuality is true, &quot;photo&quot; corresponds to JPEG using the default document quality value. The value &quot;lossless&quot; corresponds to GIF or PNG format (see bitmapItem.useImportedJPEGQuality).  The following code sets the compressionType property of the first item in the library of the current document to &quot;photo&quot;: fl.getDocumentDOM().library.items[0].compressionType = &quot;photo&quot;; alert(fl.getDocumentDOM().library.items[0].compressionType bitmapItem.compressionType  Flash MX 2004.  bitmapItem.compressionType  Property; a string that determines the type of image compression applied to the bitmap. Acceptable values are &quot;photo&quot; or &quot;lossless&quot;. If the value of bitmapItem.useImportedJPEGQuality is false, &quot;photo&quot; corresponds to JPEG with a quality from&#160;0 to&#160;100; if bitmapItem.useImportedJPEGQuality is true, &quot;photo&quot; corresponds to JPEG using the default document quality value. The value &quot;lossless&quot; corresponds to GIF or PNG format (see bitmapItem.useImportedJPEGQuality).  The following code sets the compressionType property of the first item in the library of the current document to &quot;photo&quot;: fl.getDocumentDOM().library.items[0].compressionType = &quot;photo&quot;; alert(fl.getDocumentDOM().library.items[0].compressionType bitmapItem.compressionType  Flash MX 2004.  bitmapItem.compressionType  Property; a string that determines the type of image compression applied to the bitmap. Acceptable values are &quot;photo&quot; or &quot;lossless&quot;. If the value of bitmapItem.useImportedJPEGQuality is false, &quot;photo&quot; corresponds to JPEG with a quality from&#160;0 to&#160;100; if bitmapItem.useImportedJPEGQuality is true, &quot;photo&quot; corresponds to JPEG using the default document quality value. The value &quot;lossless&quot; corresponds to GIF or PNG format (see bitmapItem.useImportedJPEGQuality).  The following code sets the compressionType property of the first item in the library of the current document to &quot;photo&quot;: fl.getDocumentDOM().library.items[0].compressionType = &quot;photo&quot;; alert(fl.getDocumentDOM().library.items[0].compressionType bitmapItem.compressionType  Flash MX 2004.  bitmapItem.compressionType  Property; a string that determines the type of image compression applied to the bitmap. Acceptable values are &quot;photo&quot; or &quot;lossless&quot;. If the value of bitmapItem.useImportedJPEGQuality is false, &quot;photo&quot; corresponds to JPEG with a quality from&#160;0 to&#160;100; if bitmapItem.useImportedJPEGQuality is true, &quot;photo&quot; corresponds to JPEG using the default document quality value. The value &quot;lossless&quot; corresponds to GIF or PNG format (see bitmapItem.useImportedJPEGQuality).  The following code sets the compressionType property of the first item in the library of the current document to &quot;photo&quot;: fl.getDocumentDOM().library.items[0].compressionType = &quot;photo&quot;; alert(fl.getDocumentDOM().library.items[0].compressionType " />
<page href="00003850.html" title="bitmapItem.quality" text="bitmapItem.quality  Flash MX 2004.  bitmapItem.quality  Property; an integer that specifies the quality of the bitmap. To use the default document quality, specify -1; otherwise, specify an integer from 0 to 100. Available only for JPEG compression.   The following code sets the quality property of the first item in the library of the current document to 65: fl.getDocumentDOM().library.items[0].quality = 65; alert(fl.getDocumentDOM().library.items[0].quality bitmapItem.quality  Flash MX 2004.  bitmapItem.quality  Property; an integer that specifies the quality of the bitmap. To use the default document quality, specify -1; otherwise, specify an integer from 0 to 100. Available only for JPEG compression.   The following code sets the quality property of the first item in the library of the current document to 65: fl.getDocumentDOM().library.items[0].quality = 65; alert(fl.getDocumentDOM().library.items[0].quality bitmapItem.quality  Flash MX 2004.  bitmapItem.quality  Property; an integer that specifies the quality of the bitmap. To use the default document quality, specify -1; otherwise, specify an integer from 0 to 100. Available only for JPEG compression.   The following code sets the quality property of the first item in the library of the current document to 65: fl.getDocumentDOM().library.items[0].quality = 65; alert(fl.getDocumentDOM().library.items[0].quality bitmapItem.quality  Flash MX 2004.  bitmapItem.quality  Property; an integer that specifies the quality of the bitmap. To use the default document quality, specify -1; otherwise, specify an integer from 0 to 100. Available only for JPEG compression.   The following code sets the quality property of the first item in the library of the current document to 65: fl.getDocumentDOM().library.items[0].quality = 65; alert(fl.getDocumentDOM().library.items[0].quality " />
<page href="00003851.html" title="bitmapItem.useImportedJPEGQuality" text="bitmapItem.useImportedJPEGQuality  Flash MX 2004.  bitmapItem.useImportedJPEGQuality  Property; a Boolean value that specifies whether to use the default imported JPEG quality (true) or not (false). Available only for JPEG compression.   The following code sets the useImportedJPEGQuality property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].useImportedJPEGQuality = true; alert(fl.getDocumentDOM().library.items[0].useImportedJPEGQuality  bitmapItem.useImportedJPEGQuality  Flash MX 2004.  bitmapItem.useImportedJPEGQuality  Property; a Boolean value that specifies whether to use the default imported JPEG quality (true) or not (false). Available only for JPEG compression.   The following code sets the useImportedJPEGQuality property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].useImportedJPEGQuality = true; alert(fl.getDocumentDOM().library.items[0].useImportedJPEGQuality  bitmapItem.useImportedJPEGQuality  Flash MX 2004.  bitmapItem.useImportedJPEGQuality  Property; a Boolean value that specifies whether to use the default imported JPEG quality (true) or not (false). Available only for JPEG compression.   The following code sets the useImportedJPEGQuality property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].useImportedJPEGQuality = true; alert(fl.getDocumentDOM().library.items[0].useImportedJPEGQuality  bitmapItem.useImportedJPEGQuality  Flash MX 2004.  bitmapItem.useImportedJPEGQuality  Property; a Boolean value that specifies whether to use the default imported JPEG quality (true) or not (false). Available only for JPEG compression.   The following code sets the useImportedJPEGQuality property of the first item in the library of the current document to true: fl.getDocumentDOM().library.items[0].useImportedJPEGQuality = true; alert(fl.getDocumentDOM().library.items[0].useImportedJPEGQuality  " />
<page href="00003852.html" title="CompiledClipInstance object" text="CompiledClipInstance object Inheritance&#160;Element object &gt; Instance object &gt; CompiledClipInstance object  Flash MX 2004.  The CompiledClipInstance object is a subclass of the Instance object. It is essentially an instance of a movie clip that has been converted to a compiled clip library item (see Instance object). Property summary for the CompiledClipInstance object In addition to the properties of the Instance object, the CompiledClipInstance object has the following properties: Property Description compiledClipInstance.accName A string that is equivalent to the Name field in the Accessibility panel. compiledClipInstance.actionScript A string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript. compiledClipInstance.description A string that is equivalent to the Description field in the Accessibility panel. compiledClipInstance.forceSimple A Boolean value that enables and disables the children of the object to be accessible. compiledClipInstance.shortcut A string that is equivalent to the Shortcut field in the Accessibility panel.  compiledClipInstance.silent A Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel.  compiledClipInstance.tabIndex An integer that is equivalent to the Tab Index field in the Accessibility panel.  CompiledClipInstance object Inheritance&#160;Element object &gt; Instance object &gt; CompiledClipInstance object  Flash MX 2004.  The CompiledClipInstance object is a subclass of the Instance object. It is essentially an instance of a movie clip that has been converted to a compiled clip library item (see Instance object). Property summary for the CompiledClipInstance object In addition to the properties of the Instance object, the CompiledClipInstance object has the following properties: Property Description compiledClipInstance.accName A string that is equivalent to the Name field in the Accessibility panel. compiledClipInstance.actionScript A string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript. compiledClipInstance.description A string that is equivalent to the Description field in the Accessibility panel. compiledClipInstance.forceSimple A Boolean value that enables and disables the children of the object to be accessible. compiledClipInstance.shortcut A string that is equivalent to the Shortcut field in the Accessibility panel.  compiledClipInstance.silent A Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel.  compiledClipInstance.tabIndex An integer that is equivalent to the Tab Index field in the Accessibility panel.  CompiledClipInstance object Inheritance&#160;Element object &gt; Instance object &gt; CompiledClipInstance object  Flash MX 2004.  The CompiledClipInstance object is a subclass of the Instance object. It is essentially an instance of a movie clip that has been converted to a compiled clip library item (see Instance object). Property summary for the CompiledClipInstance object In addition to the properties of the Instance object, the CompiledClipInstance object has the following properties: Property Description compiledClipInstance.accName A string that is equivalent to the Name field in the Accessibility panel. compiledClipInstance.actionScript A string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript. compiledClipInstance.description A string that is equivalent to the Description field in the Accessibility panel. compiledClipInstance.forceSimple A Boolean value that enables and disables the children of the object to be accessible. compiledClipInstance.shortcut A string that is equivalent to the Shortcut field in the Accessibility panel.  compiledClipInstance.silent A Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel.  compiledClipInstance.tabIndex An integer that is equivalent to the Tab Index field in the Accessibility panel.  CompiledClipInstance object Inheritance&#160;Element object &gt; Instance object &gt; CompiledClipInstance object  Flash MX 2004.  The CompiledClipInstance object is a subclass of the Instance object. It is essentially an instance of a movie clip that has been converted to a compiled clip library item (see Instance object). Property summary for the CompiledClipInstance object In addition to the properties of the Instance object, the CompiledClipInstance object has the following properties: " />
<page href="00003853.html" title="compiledClipInstance.accName" text="compiledClipInstance.accName  Flash MX 2004.  compiledClipInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.  The following example gets and sets the accessibility name of the first selected object: // Get the name of the object. var theName = fl.getDocumentDOM().selection[0].accName;  // Set the name of the object.  fl.getDocumentDOM().selection[0].accName = &#39;Home Button&#39;; compiledClipInstance.accName  Flash MX 2004.  compiledClipInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.  The following example gets and sets the accessibility name of the first selected object: // Get the name of the object. var theName = fl.getDocumentDOM().selection[0].accName;  // Set the name of the object.  fl.getDocumentDOM().selection[0].accName = &#39;Home Button&#39;; compiledClipInstance.accName  Flash MX 2004.  compiledClipInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.  The following example gets and sets the accessibility name of the first selected object: // Get the name of the object. var theName = fl.getDocumentDOM().selection[0].accName;  // Set the name of the object.  fl.getDocumentDOM().selection[0].accName = &#39;Home Button&#39;; compiledClipInstance.accName  Flash MX 2004.  compiledClipInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.  The following example gets and sets the accessibility name of the first selected object: // Get the name of the object. var theName = fl.getDocumentDOM().selection[0].accName;  // Set the name of the object.  fl.getDocumentDOM().selection[0].accName = &#39;Home Button&#39;; " />
<page href="00003854.html" title="compiledClipInstance.actionScript" text="compiledClipInstance.actionScript  Flash MX 2004.  compiledClipInstance.actionScript  Property; a string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript.   The following code assigns ActionScript to specified elements: // Assign some ActionScript to a specified Button compiled clip instance. fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]  .actionScript = &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; // Assign some ActionScript to the currently selected Button compiled clip instance. fl.getDocumentDOM().selection[0].actionScript =   &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; compiledClipInstance.actionScript  Flash MX 2004.  compiledClipInstance.actionScript  Property; a string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript.   The following code assigns ActionScript to specified elements: // Assign some ActionScript to a specified Button compiled clip instance. fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]  .actionScript = &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; // Assign some ActionScript to the currently selected Button compiled clip instance. fl.getDocumentDOM().selection[0].actionScript =   &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; compiledClipInstance.actionScript  Flash MX 2004.  compiledClipInstance.actionScript  Property; a string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript.   The following code assigns ActionScript to specified elements: // Assign some ActionScript to a specified Button compiled clip instance. fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]  .actionScript = &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; // Assign some ActionScript to the currently selected Button compiled clip instance. fl.getDocumentDOM().selection[0].actionScript =   &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; compiledClipInstance.actionScript  Flash MX 2004.  compiledClipInstance.actionScript  Property; a string that represents the ActionScript for this instance; equivalent to symbolInstance.actionScript.   The following code assigns ActionScript to specified elements: // Assign some ActionScript to a specified Button compiled clip instance. fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]  .actionScript = &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; // Assign some ActionScript to the currently selected Button compiled clip instance. fl.getDocumentDOM().selection[0].actionScript =   &quot;on(click) {trace(&#39;button is clicked&#39;}&quot;; " />
<page href="00003855.html" title="compiledClipInstance.description" text="compiledClipInstance.description  Flash MX 2004.  compiledClipInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.  The following example illustrates getting and setting the description property: // Get the description of the current selection. var theDescription = fl.getDocumentDOM().selection[0].description;  // Set the description of the current selection. fl.getDocumentDOM().selection[0].description =   &quot;This is compiled clip number 1&quot;; compiledClipInstance.description  Flash MX 2004.  compiledClipInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.  The following example illustrates getting and setting the description property: // Get the description of the current selection. var theDescription = fl.getDocumentDOM().selection[0].description;  // Set the description of the current selection. fl.getDocumentDOM().selection[0].description =   &quot;This is compiled clip number 1&quot;; compiledClipInstance.description  Flash MX 2004.  compiledClipInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.  The following example illustrates getting and setting the description property: // Get the description of the current selection. var theDescription = fl.getDocumentDOM().selection[0].description;  // Set the description of the current selection. fl.getDocumentDOM().selection[0].description =   &quot;This is compiled clip number 1&quot;; compiledClipInstance.description  Flash MX 2004.  compiledClipInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.  The following example illustrates getting and setting the description property: // Get the description of the current selection. var theDescription = fl.getDocumentDOM().selection[0].description;  // Set the description of the current selection. fl.getDocumentDOM().selection[0].description =   &quot;This is compiled clip number 1&quot;; " />
<page href="00003856.html" title="compiledClipInstance.forceSimple" text="compiledClipInstance.forceSimple  Flash MX 2004.  compiledClipInstance.forceSimple  Property; a Boolean value that enables and disables the children of the object to be accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. If forceSimple is true, it is the same as the Make Child Objects Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  The following example illustrates getting and setting the forceSimple property: // Query if the children of the object are accessible.  var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  // Allow the children of the object to be accessible.  fl.getDocumentDOM().selection[0].forceSimple = false; compiledClipInstance.forceSimple  Flash MX 2004.  compiledClipInstance.forceSimple  Property; a Boolean value that enables and disables the children of the object to be accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. If forceSimple is true, it is the same as the Make Child Objects Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  The following example illustrates getting and setting the forceSimple property: // Query if the children of the object are accessible.  var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  // Allow the children of the object to be accessible.  fl.getDocumentDOM().selection[0].forceSimple = false; compiledClipInstance.forceSimple  Flash MX 2004.  compiledClipInstance.forceSimple  Property; a Boolean value that enables and disables the children of the object to be accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. If forceSimple is true, it is the same as the Make Child Objects Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  The following example illustrates getting and setting the forceSimple property: // Query if the children of the object are accessible.  var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  // Allow the children of the object to be accessible.  fl.getDocumentDOM().selection[0].forceSimple = false; compiledClipInstance.forceSimple  Flash MX 2004.  compiledClipInstance.forceSimple  Property; a Boolean value that enables and disables the children of the object to be accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. If forceSimple is true, it is the same as the Make Child Objects Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  The following example illustrates getting and setting the forceSimple property: // Query if the children of the object are accessible.  var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  // Allow the children of the object to be accessible.  fl.getDocumentDOM().selection[0].forceSimple = false; " />
<page href="00003857.html" title="compiledClipInstance.shortcut" text="compiledClipInstance.shortcut  Flash MX 2004.  compiledClipInstance.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen readers. This property is not available for dynamic text fields.   The following example illustrates getting and setting the shortcut property: // Get the shortcut key of the object.  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  // Set the shortcut key of the object.  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+I&quot;; compiledClipInstance.shortcut  Flash MX 2004.  compiledClipInstance.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen readers. This property is not available for dynamic text fields.   The following example illustrates getting and setting the shortcut property: // Get the shortcut key of the object.  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  // Set the shortcut key of the object.  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+I&quot;; compiledClipInstance.shortcut  Flash MX 2004.  compiledClipInstance.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen readers. This property is not available for dynamic text fields.   The following example illustrates getting and setting the shortcut property: // Get the shortcut key of the object.  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  // Set the shortcut key of the object.  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+I&quot;; compiledClipInstance.shortcut  Flash MX 2004.  compiledClipInstance.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen readers. This property is not available for dynamic text fields.   The following example illustrates getting and setting the shortcut property: // Get the shortcut key of the object.  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  // Set the shortcut key of the object.  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+I&quot;; " />
<page href="00003858.html" title="compiledClipInstance.silent" text="compiledClipInstance.silent  Flash MX 2004.  compiledClipInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of Make Object Accessible setting in the Accessibility panel. That is, if silent is true, then Make Object Accessible is unchecked. If silent is false, then Make Object Accessible is checked.   The following example illustrates getting and setting the silent property: // Query if the object is accessible.  var isSilent = fl.getDocumentDOM().selection[0].silent;  // Set the object to be accessible.  fl.getDocumentDOM().selection[0].silent = false; compiledClipInstance.silent  Flash MX 2004.  compiledClipInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of Make Object Accessible setting in the Accessibility panel. That is, if silent is true, then Make Object Accessible is unchecked. If silent is false, then Make Object Accessible is checked.   The following example illustrates getting and setting the silent property: // Query if the object is accessible.  var isSilent = fl.getDocumentDOM().selection[0].silent;  // Set the object to be accessible.  fl.getDocumentDOM().selection[0].silent = false; compiledClipInstance.silent  Flash MX 2004.  compiledClipInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of Make Object Accessible setting in the Accessibility panel. That is, if silent is true, then Make Object Accessible is unchecked. If silent is false, then Make Object Accessible is checked.   The following example illustrates getting and setting the silent property: // Query if the object is accessible.  var isSilent = fl.getDocumentDOM().selection[0].silent;  // Set the object to be accessible.  fl.getDocumentDOM().selection[0].silent = false; compiledClipInstance.silent  Flash MX 2004.  compiledClipInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of Make Object Accessible setting in the Accessibility panel. That is, if silent is true, then Make Object Accessible is unchecked. If silent is false, then Make Object Accessible is checked.   The following example illustrates getting and setting the silent property: // Query if the object is accessible.  var isSilent = fl.getDocumentDOM().selection[0].silent;  // Set the object to be accessible.  fl.getDocumentDOM().selection[0].silent = false; " />
<page href="00003859.html" title="compiledClipInstance.tabIndex" text="compiledClipInstance.tabIndex  Flash MX 2004.  compiledClipInstance.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key.   The following example illustrates getting and setting the tabIndex property: // Get the tabIndex of the object.  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  // Set the tabIndex of the object.  fl.getDocumentDOM().selection[0].tabIndex = 1;  compiledClipInstance.tabIndex  Flash MX 2004.  compiledClipInstance.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key.   The following example illustrates getting and setting the tabIndex property: // Get the tabIndex of the object.  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  // Set the tabIndex of the object.  fl.getDocumentDOM().selection[0].tabIndex = 1;  compiledClipInstance.tabIndex  Flash MX 2004.  compiledClipInstance.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key.   The following example illustrates getting and setting the tabIndex property: // Get the tabIndex of the object.  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  // Set the tabIndex of the object.  fl.getDocumentDOM().selection[0].tabIndex = 1;  compiledClipInstance.tabIndex  Flash MX 2004.  compiledClipInstance.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key.   The following example illustrates getting and setting the tabIndex property: // Get the tabIndex of the object.  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  // Set the tabIndex of the object.  fl.getDocumentDOM().selection[0].tabIndex = 1;  " />
<page href="00003860.html" title="compilerErrors object" text="compilerErrors object  Flash CS3 Professional.  The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors (see flash object (fl)). Method summary for the compilerErrors object The following methods can be used with the compilerErrors object:  Method Description compilerErrors.clear() Clears the contents of the Compiler Errors panel. compilerErrors.save() Saves the contents of the Compiler Errors panel to a local text file. compilerErrors object  Flash CS3 Professional.  The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors (see flash object (fl)). Method summary for the compilerErrors object The following methods can be used with the compilerErrors object:  Method Description compilerErrors.clear() Clears the contents of the Compiler Errors panel. compilerErrors.save() Saves the contents of the Compiler Errors panel to a local text file. compilerErrors object  Flash CS3 Professional.  The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors (see flash object (fl)). Method summary for the compilerErrors object The following methods can be used with the compilerErrors object:  Method Description compilerErrors.clear() Clears the contents of the Compiler Errors panel. compilerErrors.save() Saves the contents of the Compiler Errors panel to a local text file. compilerErrors object  Flash CS3 Professional.  The compilerErrors object, which represents the Compiler Errors panel, is a property of the flash object (fl) and can be accessed by fl.compilerErrors (see flash object (fl)). Method summary for the compilerErrors object The following methods can be used with the compilerErrors object:  " />
<page href="00003861.html" title="compilerErrors.clear()" text="compilerErrors.clear()  Flash CS3 Professional.  compilerErrors.clear()  None.  Nothing.  Method; clears the contents of the Compiler Errors panel.  The following example clears the contents of the Compiler Errors panel: fl.compilerErrors.clear(  compilerErrors.save() compilerErrors.clear()  Flash CS3 Professional.  compilerErrors.clear()  None.  Nothing.  Method; clears the contents of the Compiler Errors panel.  The following example clears the contents of the Compiler Errors panel: fl.compilerErrors.clear(  compilerErrors.save() compilerErrors.clear()  Flash CS3 Professional.  compilerErrors.clear()  None.  Nothing.  Method; clears the contents of the Compiler Errors panel.  The following example clears the contents of the Compiler Errors panel: fl.compilerErrors.clear(  compilerErrors.save() compilerErrors.clear()  Flash CS3 Professional.  compilerErrors.clear()  None.  Nothing.  Method; clears the contents of the Compiler Errors panel.  The following example clears the contents of the Compiler Errors panel: fl.compilerErrors.clear(  compilerErrors.save() " />
<page href="00003862.html" title="compilerErrors.save()" text="compilerErrors.save()  Flash CS3 Professional.  compilerErrors.save(fileURI [, bAppendToFile [, bUseSystemEncoding]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the saved file. If fileURI already exists, and you haven't specified a value of true for bAppendToFile, fileURI is overwritten without warning.  bAppendToFile&#160;An optional Boolean value that specifies whether the contents of the Compiler Errors panel should be appended to fileURI (true) or not (false). The default value is false. bUseSystemEncoding&#160;An optional Boolean value that specifies whether to save the Compiler Errors panel text using the system encoding. If this value is false (the default), the Compiler Errors panel text is saved using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Nothing.  Method; saves the contents of the Compiler Errors panel to a local text file.   The following example saves the contents of the Compiler Errors panel to a file named errors.log in the C: tests folder: fl.compilerErrors.save(&quot;file:///c|/tests/errors.log&quot;  compilerErrors.clear() compilerErrors.save()  Flash CS3 Professional.  compilerErrors.save(fileURI [, bAppendToFile [, bUseSystemEncoding]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the saved file. If fileURI already exists, and you haven't specified a value of true for bAppendToFile, fileURI is overwritten without warning.  bAppendToFile&#160;An optional Boolean value that specifies whether the contents of the Compiler Errors panel should be appended to fileURI (true) or not (false). The default value is false. bUseSystemEncoding&#160;An optional Boolean value that specifies whether to save the Compiler Errors panel text using the system encoding. If this value is false (the default), the Compiler Errors panel text is saved using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Nothing.  Method; saves the contents of the Compiler Errors panel to a local text file.   The following example saves the contents of the Compiler Errors panel to a file named errors.log in the C: tests folder: fl.compilerErrors.save(&quot;file:///c|/tests/errors.log&quot;  compilerErrors.clear() compilerErrors.save()  Flash CS3 Professional.  compilerErrors.save(fileURI [, bAppendToFile [, bUseSystemEncoding]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the saved file. If fileURI already exists, and you haven't specified a value of true for bAppendToFile, fileURI is overwritten without warning.  bAppendToFile&#160;An optional Boolean value that specifies whether the contents of the Compiler Errors panel should be appended to fileURI (true) or not (false). The default value is false. bUseSystemEncoding&#160;An optional Boolean value that specifies whether to save the Compiler Errors panel text using the system encoding. If this value is false (the default), the Compiler Errors panel text is saved using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Nothing.  Method; saves the contents of the Compiler Errors panel to a local text file.   The following example saves the contents of the Compiler Errors panel to a file named errors.log in the C: tests folder: fl.compilerErrors.save(&quot;file:///c|/tests/errors.log&quot;  compilerErrors.clear() compilerErrors.save()  Flash CS3 Professional.  compilerErrors.save(fileURI [, bAppendToFile [, bUseSystemEncoding]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the saved file. If fileURI already exists, and you haven't specified a value of true for bAppendToFile, fileURI is overwritten without warning.  bAppendToFile&#160;An optional Boolean value that specifies whether the contents of the Compiler Errors panel should be appended to fileURI (true) or not (false). The default value is false. bUseSystemEncoding&#160;An optional Boolean value that specifies whether to save the Compiler Errors panel text using the system encoding. If this value is false (the default), the Compiler Errors panel text is saved using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Nothing.  Method; saves the contents of the Compiler Errors panel to a local text file.   The following example saves the contents of the Compiler Errors panel to a file named errors.log in the C: tests folder: fl.compilerErrors.save(&quot;file:///c|/tests/errors.log&quot;  compilerErrors.clear() " />
<page href="00003863.html" title="ComponentInstance object" text="ComponentInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object &gt; ComponentInstance object  Flash MX 2004.  The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame (see SymbolInstance object). Property summary for the ComponentInstance object In addition to all the properties of the SymbolInstance object, the ComponentInstance object has the following property: Property Description componentInstance.parameters Read-only; an array of ActionScript 2.0 properties that are accessible from the component Property inspector.  ComponentInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object &gt; ComponentInstance object  Flash MX 2004.  The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame (see SymbolInstance object). Property summary for the ComponentInstance object In addition to all the properties of the SymbolInstance object, the ComponentInstance object has the following property: Property Description componentInstance.parameters Read-only; an array of ActionScript 2.0 properties that are accessible from the component Property inspector.  ComponentInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object &gt; ComponentInstance object  Flash MX 2004.  The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame (see SymbolInstance object). Property summary for the ComponentInstance object In addition to all the properties of the SymbolInstance object, the ComponentInstance object has the following property: Property Description componentInstance.parameters Read-only; an array of ActionScript 2.0 properties that are accessible from the component Property inspector.  ComponentInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object &gt; ComponentInstance object  Flash MX 2004.  The ComponentInstance object is a subclass of the SymbolInstance object and represents a component in a frame (see SymbolInstance object). Property summary for the ComponentInstance object In addition to all the properties of the SymbolInstance object, the ComponentInstance object has the following property: " />
<page href="00003864.html" title="componentInstance.parameters" text="componentInstance.parameters  Flash MX 2004.  componentInstance.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the component Property inspector. See Parameter object.  The following example illustrates getting and setting the parameters property: var parms = fl.getDocumentDOM().selection[0].parameters;  parms[0].value = &quot;some value&quot;;  Parameter object componentInstance.parameters  Flash MX 2004.  componentInstance.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the component Property inspector. See Parameter object.  The following example illustrates getting and setting the parameters property: var parms = fl.getDocumentDOM().selection[0].parameters;  parms[0].value = &quot;some value&quot;;  Parameter object componentInstance.parameters  Flash MX 2004.  componentInstance.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the component Property inspector. See Parameter object.  The following example illustrates getting and setting the parameters property: var parms = fl.getDocumentDOM().selection[0].parameters;  parms[0].value = &quot;some value&quot;;  Parameter object componentInstance.parameters  Flash MX 2004.  componentInstance.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the component Property inspector. See Parameter object.  The following example illustrates getting and setting the parameters property: var parms = fl.getDocumentDOM().selection[0].parameters;  parms[0].value = &quot;some value&quot;;  Parameter object " />
<page href="00003865.html" title="componentsPanel object" text="componentsPanel object  Flash MX 2004.  The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel (see flash object (fl)). Method summary for the componentsPanel object You can use the following methods with the componentsPanel object: Method Description componentsPanel.addItemToDocument() Adds the specified component to the document at the specified position.  componentsPanel.reload() Refreshes the Components panel&#39;s list of components. componentsPanel object  Flash MX 2004.  The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel (see flash object (fl)). Method summary for the componentsPanel object You can use the following methods with the componentsPanel object: Method Description componentsPanel.addItemToDocument() Adds the specified component to the document at the specified position.  componentsPanel.reload() Refreshes the Components panel&#39;s list of components. componentsPanel object  Flash MX 2004.  The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel (see flash object (fl)). Method summary for the componentsPanel object You can use the following methods with the componentsPanel object: Method Description componentsPanel.addItemToDocument() Adds the specified component to the document at the specified position.  componentsPanel.reload() Refreshes the Components panel&#39;s list of components. componentsPanel object  Flash MX 2004.  The componentsPanel object, which represents the Components panel, is a property of the flash object (fl) and can be accessed by fl.componentsPanel (see flash object (fl)). Method summary for the componentsPanel object You can use the following methods with the componentsPanel object: " />
<page href="00003866.html" title="componentsPanel.addItemToDocument()" text="componentsPanel.addItemToDocument()  Flash MX 2004. Usage componentsPanel.addItemToDocument(position, categoryName, componentName)  position&#160;A point (for example, {x:0,&#160;y:100}) that specifies the location at which to add the component. Specify position relative to the center point of the component--not the component's registration point (also origin point or zero point).  categoryName&#160;A string that specifies the name of the component category (for example, &quot;Data&quot;). The valid category names are listed in the Components panel. componentName&#160;A string that specifies the name of the component in the specified category (for&#160;example, &quot;WebServiceConnector&quot;). The valid component names are listed in the Components panel. Returns Nothing.  Adds the specified component to the document at the specified position.   The following examples illustrate some ways to use this method: fl.componentsPanel.addItemToDocument({x:0, y:0}, &quot;User Interface&quot;, &quot;CheckBox&quot; fl.componentsPanel.addItemToDocument({x:0, y:100}, &quot;Data&quot;, &quot;WebServiceConnector&quot; fl.componentsPanel.addItemToDocument({x:0, y:200}, &quot;User Interface&quot;, &quot;Button&quot; componentsPanel.addItemToDocument()  Flash MX 2004. Usage componentsPanel.addItemToDocument(position, categoryName, componentName)  position&#160;A point (for example, {x:0,&#160;y:100}) that specifies the location at which to add the component. Specify position relative to the center point of the component--not the component's registration point (also origin point or zero point).  categoryName&#160;A string that specifies the name of the component category (for example, &quot;Data&quot;). The valid category names are listed in the Components panel. componentName&#160;A string that specifies the name of the component in the specified category (for&#160;example, &quot;WebServiceConnector&quot;). The valid component names are listed in the Components panel. Returns Nothing.  Adds the specified component to the document at the specified position.   The following examples illustrate some ways to use this method: fl.componentsPanel.addItemToDocument({x:0, y:0}, &quot;User Interface&quot;, &quot;CheckBox&quot; fl.componentsPanel.addItemToDocument({x:0, y:100}, &quot;Data&quot;, &quot;WebServiceConnector&quot; fl.componentsPanel.addItemToDocument({x:0, y:200}, &quot;User Interface&quot;, &quot;Button&quot; componentsPanel.addItemToDocument()  Flash MX 2004. Usage componentsPanel.addItemToDocument(position, categoryName, componentName)  position&#160;A point (for example, {x:0,&#160;y:100}) that specifies the location at which to add the component. Specify position relative to the center point of the component--not the component's registration point (also origin point or zero point).  categoryName&#160;A string that specifies the name of the component category (for example, &quot;Data&quot;). The valid category names are listed in the Components panel. componentName&#160;A string that specifies the name of the component in the specified category (for&#160;example, &quot;WebServiceConnector&quot;). The valid component names are listed in the Components panel. Returns Nothing.  Adds the specified component to the document at the specified position.   The following examples illustrate some ways to use this method: fl.componentsPanel.addItemToDocument({x:0, y:0}, &quot;User Interface&quot;, &quot;CheckBox&quot; fl.componentsPanel.addItemToDocument({x:0, y:100}, &quot;Data&quot;, &quot;WebServiceConnector&quot; fl.componentsPanel.addItemToDocument({x:0, y:200}, &quot;User Interface&quot;, &quot;Button&quot; componentsPanel.addItemToDocument()  Flash MX 2004. Usage componentsPanel.addItemToDocument(position, categoryName, componentName)  position&#160;A point (for example, {x:0,&#160;y:100}) that specifies the location at which to add the component. Specify position relative to the center point of the component--not the component's registration point (also origin point or zero point).  categoryName&#160;A string that specifies the name of the component category (for example, &quot;Data&quot;). The valid category names are listed in the Components panel. componentName&#160;A string that specifies the name of the component in the specified category (for&#160;example, &quot;WebServiceConnector&quot;). The valid component names are listed in the Components panel. Returns Nothing.  Adds the specified component to the document at the specified position.   The following examples illustrate some ways to use this method: fl.componentsPanel.addItemToDocument({x:0, y:0}, &quot;User Interface&quot;, &quot;CheckBox&quot; fl.componentsPanel.addItemToDocument({x:0, y:100}, &quot;Data&quot;, &quot;WebServiceConnector&quot; fl.componentsPanel.addItemToDocument({x:0, y:200}, &quot;User Interface&quot;, &quot;Button&quot; " />
<page href="00003867.html" title="componentsPanel.reload()" text="componentsPanel.reload()  Flash 8.  componentsPanel.reload()  None.  A Boolean value of true if the Component panel list is refreshed, false otherwise.  Method; refreshes the Components panel's list of components.  The following example refreshes the Components panel: fl.componentsPanel.reload(  componentsPanel.reload()  Flash 8.  componentsPanel.reload()  None.  A Boolean value of true if the Component panel list is refreshed, false otherwise.  Method; refreshes the Components panel's list of components.  The following example refreshes the Components panel: fl.componentsPanel.reload(  componentsPanel.reload()  Flash 8.  componentsPanel.reload()  None.  A Boolean value of true if the Component panel list is refreshed, false otherwise.  Method; refreshes the Components panel's list of components.  The following example refreshes the Components panel: fl.componentsPanel.reload(  componentsPanel.reload()  Flash 8.  componentsPanel.reload()  None.  A Boolean value of true if the Component panel list is refreshed, false otherwise.  Method; refreshes the Components panel's list of components.  The following example refreshes the Components panel: fl.componentsPanel.reload(  " />
<page href="00003868.html" title="Contour object" text="Contour object  Flash MX 2004.  A Contour object represents a closed path of half edges on the boundary of a shape.  Method summary for the Contour object You can use the following method with the Contour object: Property summary for the Contour object You can use the following properties with the Contour object: Property Description contour.getHalfEdge() Returns a HalfEdge object on the contour of the selection.  Property Description contour.interior Read-only: the value is true if the contour encloses an area; false otherwise. contour.orientation  Read-only; an integer indicating the orientation of the contour. Contour object  Flash MX 2004.  A Contour object represents a closed path of half edges on the boundary of a shape.  Method summary for the Contour object You can use the following method with the Contour object: Property summary for the Contour object You can use the following properties with the Contour object: Property Description contour.getHalfEdge() Returns a HalfEdge object on the contour of the selection.  Property Description contour.interior Read-only: the value is true if the contour encloses an area; false otherwise. contour.orientation  Read-only; an integer indicating the orientation of the contour. Contour object  Flash MX 2004.  A Contour object represents a closed path of half edges on the boundary of a shape.  Method summary for the Contour object You can use the following method with the Contour object: Property summary for the Contour object You can use the following properties with the Contour object: Property Description contour.getHalfEdge() Returns a HalfEdge object on the contour of the selection.  Property Description contour.interior Read-only: the value is true if the contour encloses an area; false otherwise. contour.orientation  Read-only; an integer indicating the orientation of the contour. Contour object  Flash MX 2004.  A Contour object represents a closed path of half edges on the boundary of a shape.  Method summary for the Contour object You can use the following method with the Contour object: Property summary for the Contour object You can use the following properties with the Contour object: " />
<page href="00003869.html" title="contour.getHalfEdge()" text="contour.getHalfEdge()  Flash MX 2004. Usage contour.getHalfEdge()  None. Returns A HalfEdge object.  Method; returns a HalfEdge object on the contour of the selection.   This example traverses all the contours of a selected shape and shows the coordinates of the vertices in the Output panel: // with a shape selected  var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(   var contourArray = elt.contours; var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  contourCount++;  var he = contour.getHalfEdge(   var iStart = he.id;  var id = 0;  while (id != iStart)  {  // Get the next vertex.  var vrt = he.getVertex(      var x = vrt.x;  var y = vrt.y;  fl.trace(&quot;vrt: &quot; + x + &quot;, &quot; + y    he = he.getNext(  id = he.id;  } } elt.endEdit( contour.getHalfEdge()  Flash MX 2004. Usage contour.getHalfEdge()  None. Returns A HalfEdge object.  Method; returns a HalfEdge object on the contour of the selection.   This example traverses all the contours of a selected shape and shows the coordinates of the vertices in the Output panel: // with a shape selected  var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(   var contourArray = elt.contours; var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  contourCount++;  var he = contour.getHalfEdge(   var iStart = he.id;  var id = 0;  while (id != iStart)  {  // Get the next vertex.  var vrt = he.getVertex(      var x = vrt.x;  var y = vrt.y;  fl.trace(&quot;vrt: &quot; + x + &quot;, &quot; + y    he = he.getNext(  id = he.id;  } } elt.endEdit( contour.getHalfEdge()  Flash MX 2004. Usage contour.getHalfEdge()  None. Returns A HalfEdge object.  Method; returns a HalfEdge object on the contour of the selection.   This example traverses all the contours of a selected shape and shows the coordinates of the vertices in the Output panel: // with a shape selected  var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(   var contourArray = elt.contours; var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  contourCount++;  var he = contour.getHalfEdge(   var iStart = he.id;  var id = 0;  while (id != iStart)  {  // Get the next vertex.  var vrt = he.getVertex(      var x = vrt.x;  var y = vrt.y;  fl.trace(&quot;vrt: &quot; + x + &quot;, &quot; + y    he = he.getNext(  id = he.id;  } } elt.endEdit( contour.getHalfEdge()  Flash MX 2004. Usage contour.getHalfEdge()  None. Returns A HalfEdge object.  Method; returns a HalfEdge object on the contour of the selection.   This example traverses all the contours of a selected shape and shows the coordinates of the vertices in the Output panel: // with a shape selected  var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(   var contourArray = elt.contours; var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  contourCount++;  var he = contour.getHalfEdge(   var iStart = he.id;  var id = 0;  while (id != iStart)  {  // Get the next vertex.  var vrt = he.getVertex(      var x = vrt.x;  var y = vrt.y;  fl.trace(&quot;vrt: &quot; + x + &quot;, &quot; + y    he = he.getNext(  id = he.id;  } } elt.endEdit( " />
<page href="00003870.html" title="contour.interior" text="contour.interior  Flash MX 2004.  contour.interior  Read-only property; the value is true if the contour encloses an area; false otherwise.  This example traverses all the contours in the selected shape and shows the value of the interior property for each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, interior:&quot; + contour.interior   contourCount++; } elt.endEdit( contour.interior  Flash MX 2004.  contour.interior  Read-only property; the value is true if the contour encloses an area; false otherwise.  This example traverses all the contours in the selected shape and shows the value of the interior property for each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, interior:&quot; + contour.interior   contourCount++; } elt.endEdit( contour.interior  Flash MX 2004.  contour.interior  Read-only property; the value is true if the contour encloses an area; false otherwise.  This example traverses all the contours in the selected shape and shows the value of the interior property for each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, interior:&quot; + contour.interior   contourCount++; } elt.endEdit( contour.interior  Flash MX 2004.  contour.interior  Read-only property; the value is true if the contour encloses an area; false otherwise.  This example traverses all the contours in the selected shape and shows the value of the interior property for each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, interior:&quot; + contour.interior   contourCount++; } elt.endEdit( " />
<page href="00003871.html" title="contour.orientation" text="contour.orientation  Flash MX 2004.  contour.orientation  Read-only property; an integer indicating the orientation of the contour. The value of the integer is -1 if the orientation is counterclockwise, 1 if it is clockwise, and 0 if it is a contour with no area.  The following example traverses all the contours of the selected shape and shows the value of the orientation property of each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, orientation:&quot; + contour.orientation  contourCount++; } elt.endEdit( contour.orientation  Flash MX 2004.  contour.orientation  Read-only property; an integer indicating the orientation of the contour. The value of the integer is -1 if the orientation is counterclockwise, 1 if it is clockwise, and 0 if it is a contour with no area.  The following example traverses all the contours of the selected shape and shows the value of the orientation property of each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, orientation:&quot; + contour.orientation  contourCount++; } elt.endEdit( contour.orientation  Flash MX 2004.  contour.orientation  Read-only property; an integer indicating the orientation of the contour. The value of the integer is -1 if the orientation is counterclockwise, 1 if it is clockwise, and 0 if it is a contour with no area.  The following example traverses all the contours of the selected shape and shows the value of the orientation property of each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, orientation:&quot; + contour.orientation  contourCount++; } elt.endEdit( contour.orientation  Flash MX 2004.  contour.orientation  Read-only property; an integer indicating the orientation of the contour. The value of the integer is -1 if the orientation is counterclockwise, 1 if it is clockwise, and 0 if it is a contour with no area.  The following example traverses all the contours of the selected shape and shows the value of the orientation property of each contour in the Output panel: var elt = fl.getDocumentDOM().selection[0]; elt.beginEdit(  var contourArray = elt.contours;  var contourCount = 0; for (i=0; i&lt;contourArray.length; i++) {  var contour = contourArray[i];  fl.trace(&quot;Next Contour, orientation:&quot; + contour.orientation  contourCount++; } elt.endEdit( " />
<page href="00003872.html" title="Document object" text="Document object  Flash MX 2004.  The Document object represents the Stage. That is, only FLA files are considered documents. To return the Document object for the current document, use fl.getDocumentDOM(). Method summary for the Document object You can use the following methods with the Document object:  Property summary for the Document object You can use the following properties with the Document object.  Property Description document.accName A string that is equivalent to the Name field in the Accessibility panel.  document.as3AutoDeclare A Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. document.as3Dialect A string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. document.as3ExportFrame An integer that specifies in which frame to export ActionScript&#160;3.0 classes. document.as3StrictMode A Boolean value that specifies whether the ActionScript 3.0 compiler should compile with the Strict Mode option turned on or off. document.as3WarningsMode A Boolean value that specifies whether the ActionScript 3.0 compiler should compile with the Warnings Mode option turned on or off. document.asVersion An integer that specifies which version of ActionScript is being used in the specified file. document.autoLabel A Boolean value that is equivalent to the Auto Label check box in the Accessibility panel.  document.backgroundColor A string, hexadecimal value, or integer that represents the background color.  document.currentPublishProfile A string that specifies the name of the active publish profile for the specified document.  document.currentTimeline An integer that specifies the index of the active timeline.  document.description A string that is equivalent to the Description field in the Accessibility panel.  document.docClass Specifies the top-level ActionScript&#160;3.0 class associated with the document.  document.forceSimple A Boolean value that specifies whether the children of the specified object are accessible.  document.frameRate A float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. document.height An integer that specifies the height of the document (Stage) in pixels.  document.id A unique integer (assigned automatically) that identifies a document during a Flash session. document.library  Read-only; the library object for a document.  document.livePreview A Boolean value that specifies if Live Preview is enabled.  document.name  Read-only; a string that represents the name of a document (FLA file). document.path  Read-only; a string that represents the path of the document.  document.publishProfiles  Read-only; an array of the publish profile names for the document.  document.screenOutline  Read-only; the current ScreenOutline object for the document.  document.selection An array of the selected objects in the document.  document.silent A Boolean value that specifies whether the object is accessible.  document.timelines  Read-only; an array of Timeline objects (see Timeline object).  document.viewMatrix  Read-only; a Matrix object. document.width An integer that specifies the width of the document (Stage) in pixels.  document.zoomFactor Specifies the zoom percent of the Stage at author time. Method Description document.addDataToDocument() Stores specified data with a document.  document.addDataToSelection() Stores specified data with the selected object(s). document.addFilter() Applies a filter to the selected objects. document.addItem() Adds an item from any open document or library to the specified Document object. document.addNewLine() Adds a new path between two points. document.addNewOval() Adds a new Oval object in the specified bounding rectangle. document.addNewPublishProfile() Adds a new publish profile and makes it the current one. document.addNewRectangle() Adds a new rectangle or rounded rectangle, fitting it into the specified bounds. document.addNewScene() Adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. document.addNewText() Inserts a new empty text field.  document.align() Aligns the selection.  document.allowScreens() Use this method before using the document.screenOutline property.  document.arrange() Arranges the selection on the Stage. document.breakApart() Performs a break-apart operation on the current selection. document.canEditSymbol() Indicates whether the Edit Symbols menu and functionality is enabled.  document.canRevert() Determines whether you can use the document.revert() or fl.revertDocument() method successfully. document.canSaveAVersion() Determines whether a version of the specified document can be saved to the Version Cue server.  document.canTestMovie() Determines whether you can use the document.testMovie() method successfully. document.canTestScene() Determines whether you can use the document.testScene() method successfully. document.changeFilterOrder() Changes the index of the filter in the Filter list. document.clipCopy() Copies the current selection from the document to the Clipboard.  document.clipCut() Cuts the current selection from the document and writes it to the Clipboard. document.clipPaste() Pastes the contents of the Clipboard into the document.  document.close() Closes the specified document.  document.convertLinesToFills() Converts lines to fills on the selected objects.  document.convertToSymbol() Converts the selected Stage item(s) to a new symbol.  document.crop() Uses the top selected drawing object to crop all selected drawing objects underneath it.  document.deleteEnvelope() Deletes the envelope (bounding box that contains one or more objects) from the selected object.  document.deletePublishProfile() Deletes the currently active profile, if there is more than one. document.deleteScene() Deletes the current scene (Timeline object), and if the deleted scene was not the last one, sets the next scene as the current Timeline object. document.deleteSelection() Deletes the current selection on the Stage. document.disableAllFilters() Disables all filters on the selected objects. document.disableFilter() Disables the specified filter in the Filters list. document.disableOtherFilters() Disables all filters except the one at the specified position in the Filters list. document.distribute() Distributes the selection.  document.distributeToLayers() Performs a distribute-to-layers operation on the current selection; equivalent to selecting Distribute to Layers.  document.documentHasData() Checks the document for persistent data with the specified name.  document.duplicatePublishProfile() Duplicates the currently active profile and gives the duplicate version focus. document.duplicateScene() Makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.  document.duplicateSelection() Duplicates the selection on the Stage. document.editScene() Makes the specified scene the currently selected scene for editing.  document.enableAllFilters() Enables all the filters on the Filters list for the selected object(s). document.enableFilter() Enables the specified filter for the selected object(s). document.enterEditMode() Switches the authoring tool into the editing mode specified by the parameter. document.exitEditMode() Exits from symbol-editing mode and returns focus to the next level up from the editing mode. document.exportPNG() Exports the document as one or more PNG files. document.exportPublishProfile() Exports the currently active profile to an XML file.  document.exportSWF() Exports the document in the Flash SWF format.  document.getAlignToDocument() Identical to retrieving the value of the To Stage button in the Align panel. document.getBlendMode() Returns a string that specifies the blending mode for the selected object(s). document.getCustomFill() Retrieves the fill object of the selected shape, or the Tools panel and Property inspector if specified.  document.getCustomStroke() Returns the stroke object of the selected shape, or the Tools panel and Property inspector if specified. document.getDataFromDocument() Retrieves the value of the specified data. document.getElementProperty() Gets the specified Element property for the current selection. document.getElementTextAttr() Gets a specified TextAttrs property of the selected Text objects.  document.getFilters() Returns an array that contains the list of filters applied to the currently selected object(s). document.getMetadata() Returns a string containing the XML metadata associated with the document. document.getMobileSettings() Returns the string passed to document.setMobileSettings(). document.getPlayerVersion() Returns a string that represents the targeted player version for the specified document. document.getSelectionRect() Gets the bounding rectangle of the current selection. document.getTextString() Gets the currently selected text. document.getTimeline() Retrieves the current Timeline object in the document. document.getTransformationPoint() Gets the location of the transformation point of the current selection. document.group() Converts the current selection to a group. document.importFile() Imports a file into the document. document.importPublishProfile() Imports a profile from a file. document.importSWF() Imports a SWF file into the document. document.intersect() Creates an intersection drawing object from all selected drawing objects. document.match() Makes the size of the selected objects the same.  document.mouseClick() Performs a mouse click from the Selection tool. document.mouseDblClk() Performs a double mouse click from the Selection tool. document.moveSelectedBezierPointsBy() If the selection contains at least one path with at least one Bézier point selected, this method moves all selected Bézier points on all selected paths by the specified amount. document.moveSelectionBy() Moves selected objects by a specified distance. document.optimizeCurves() Optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing; equivalent to selecting Modify &gt; Shape &gt; Optimize. document.publish() Publishes the document according to the active Publish Settings (File &gt; Publish Settings equivalent to selecting File &gt; Publish. document.punch() Uses top selected drawing object to punch through all selected drawing objects underneath it.  document.removeAllFilters() Removes all filters from the selected object(s). document.removeDataFromDocument() Removes persistent data with the specified name that has been attached to the document.  document.removeDataFromSelection() Removes persistent data with the specified name that has been attached to the selection.  document.removeFilter() Removes the specified filter from the Filters list of the selected object(s). document.renamePublishProfile() Renames the current profile. document.renameScene() Renames the currently selected scene in the Scenes panel. document.reorderScene() Moves the specified scene before another specified scene.  document.resetOvalObject() Sets all values in the Property inspector to default Oval object settings. document.resetRectangleObject() Sets all values in the Property inspector to default Rectangle object settings. document.resetTransformation() Resets the transformation matrix; equivalent to selecting Modify &gt; Transform &gt; Remove transform. document.revert() Reverts the specified document to its previously saved version; equivalent to selecting File &gt; Revert.  document.revertToLastVersion() Reverts the specified document to the version stored on the Version Cue server and logs any errors to the Output panel. document.rotateSelection() Rotates the selection by a specified number of degrees. document.save() Saves the document in its default location; equivalent to selecting File &gt; Save. document.saveAndCompact() Saves and compacts the file; equivalent to selecting File&#160;&gt;&#160;Save and Compact.  document.saveAVersion() Saves a version of the specified document to the Version Cue server. document.scaleSelection() Scales the selection by a specified amount; equivalent to using the Free Transform tool to scale the object.  document.selectAll() Selects all items on the Stage; equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All. document.selectNone() Deselects any selected items.  document.setAlignToDocument() Sets the preferences for document.align(), document.distribute(),document.match(), and document.space() to act on the document; equivalent to enabling the To&#160;Stage button in the Align panel. document.setBlendMode() Sets the blending mode for the selected objects. document.setCustomFill() Sets the fill settings for the Tools panel, Property inspector, and any selected shapes. document.setCustomStroke() Sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. document.setElementProperty() Sets the specified Element property on selected object(s) in the document. document.setElementTextAttr() Sets the specified TextAttrs property of the selected text items to the specified value. document.setFillColor() Changes the fill color of the selection to the specified color.  document.setFilterProperty() Sets a specified filter property for the currently selected object(s). document.setFilters() Applies filters to the selected objects . document.setInstanceAlpha() Sets the opacity of the instance.  document.setInstanceBrightness() Sets the brightness for the instance.  document.setInstanceTint() Sets the tint for the instance.  document.setMetadata() Sets the XML metadata for the specified document, overwriting any existing metadata. document.setMobileSettings() Sets the value of an XML settings string in a mobile FLA file. document.setOvalObjectProperty() Specifies a value for a specified property of primitive Oval objects. document.setPlayerVersion() Sets the version of the Flash Player targeted by the specified document. document.setRectangleObjectProperty() Specifies a value for a specified property of primitive Rectangle objects. document.setSelectionBounds() Moves and resizes the selection in a single operation.  document.setSelectionRect() Draws a rectangular selection marquee relative to the Stage, using the specified coordinates. document.setStroke() Sets the color, width, and style of the selected strokes.  document.setStrokeColor() Changes the stroke color of the selection to the specified color. document.setStrokeSize() Changes the stroke size of the selection to the specified size.  document.setStrokeStyle() Changes the stroke style of the selection to the specified style.  document.setTextRectangle() Changes the bounding rectangle for the selected text item to the specified size.  document.setTextSelection() Sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. document.setTextString() Inserts a string of text. document.setTransformationPoint() Moves the transformation point of the current selection.  document.skewSelection() Skews the selection by a specified amount. document.smoothSelection() Smooths the curve of each selected fill outline or curved line. document.space() Spaces the objects in the selection evenly.  document.straightenSelection() Straightens the currently selected strokes; equivalent to using the Straighten button in the Tools panel. document.swapElement() Swaps the current selection with the specified one. document.swapStrokeAndFill() Swaps the Stroke and Fill colors. document.synchronizeWithHeadVersion() Synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. document.testMovie() Executes a Test Movie operation on the document.  document.testScene() Executes a Test Scene operation on the current scene of the document.  document.traceBitmap() Performs a trace bitmap on the current selection; equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap. document.transformSelection() Performs a general transformation on the current selection by applying the matrix specified in the arguments. document.unGroup() Ungroups the current selection.  document.union() Combines all selected shapes into a drawing object. document.unlockAllElements() Unlocks all locked elements on the currently selected frame. document.xmlPanel() Posts a XMLUI dialog box.  Document object  Flash MX 2004.  The Document object represents the Stage. That is, only FLA files are considered documents. To return the Document object for the current document, use fl.getDocumentDOM(). Method summary for the Document object You can use the following methods with the Document object:  Property summary for the Document object You can use the following properties with the Document object.  Property Description document.accName A string that is equivalent to the Name field in the Accessibility panel.  document.as3AutoDeclare A Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. document.as3Dialect A string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. document.as3ExportFrame An integer that specifies in which frame to export ActionScript&#160;3.0 classes. document.as3StrictMode A Boolean value that specifies whether the ActionScript 3.0 compiler should compile with the Strict Mode option turned on or off. document.as3WarningsMode A Boolean value that specifies whether the ActionScript 3.0 compiler should compile with the Warnings Mode option turned on or off. document.asVersion An integer that specifies which version of ActionScript is being used in the specified file. document.autoLabel A Boolean value that is equivalent to the Auto Label check box in the Accessibility panel.  document.backgroundColor A string, hexadecimal value, or integer that represents the background color.  document.currentPublishProfile A string that specifies the name of the active publish profile for the specified document.  document.currentTimeline An integer that specifies the index of the active timeline.  document.description A string that is equivalent to the Description field in the Accessibility panel.  document.docClass Specifies the top-level ActionScript&#160;3.0 class associated with the document.  document.forceSimple A Boolean value that specifies whether the children of the specified object are accessible.  document.frameRate A float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. document.height An integer that specifies the height of the document (Stage) in pixels.  document.id A unique integer (assigned automatically) that identifies a document during a Flash session. document.library  Read-only; the library object for a document.  document.livePreview A Boolean value that specifies if Live Preview is enabled.  document.name  Read-only; a string that represents the name of a document (FLA file). document.path  Read-only; a string that represents the path of the document.  document.publishProfiles  Read-only; an array of the publish profile names for the document.  document.screenOutline  Read-only; the current ScreenOutline object for the document.  document.selection An array of the selected objects in the document.  document.silent A Boolean value that specifies whether the object is accessible.  document.timelines  Read-only; an array of Timeline objects (see Timeline object).  document.viewMatrix  Read-only; a Matrix object. document.width An integer that specifies the width of the document (Stage) in pixels.  document.zoomFactor Specifies the zoom percent of the Stage at author time. Method Description document.addDataToDocument() Stores specified data with a document.  document.addDataToSelection() Stores specified data with the selected object(s). document.addFilter() Applies a filter to the selected objects. document.addItem() Adds an item from any open document or library to the specified Document object. document.addNewLine() Adds a new path between two points. document.addNewOval() Adds a new Oval object in the specified bounding rectangle. document.addNewPublishProfile() Adds a new publish profile and makes it the current one. document.addNewRectangle() Adds a new rectangle or rounded rectangle, fitting it into the specified bounds. document.addNewScene() Adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. document.addNewText() Inserts a new empty text field.  document.align() Aligns the selection.  document.allowScreens() Use this method before using the document.screenOutline property.  document.arrange() Arranges the selection on the Stage. document.breakApart() Performs a break-apart operation on the current selection. document.canEditSymbol() Indicates whether the Edit Symbols menu and functionality is enabled.  document.canRevert() Determines whether you can use the document.revert() or fl.revertDocument() method successfully. document.canSaveAVersion() Determines whether a version of the specified document can be saved to the Version Cue server.  document.canTestMovie() Determines whether you can use the document.testMovie() method successfully. document.canTestScene() Determines whether you can use the document.testScene() method successfully. document.changeFilterOrder() Changes the index of the filter in the Filter list. document.clipCopy() Copies the current selection from the document to the Clipboard.  document.clipCut() Cuts the current selection from the document and writes it to the Clipboard. document.clipPaste() Pastes the contents of the Clipboard into the document.  document.close() Closes the specified document.  document.convertLinesToFills() Converts lines to fills on the selected objects.  document.convertToSymbol() Converts the selected Stage item(s) to a new symbol.  document.crop() Uses the top selected drawing object to crop all selected drawing objects underneath it.  document.deleteEnvelope() Deletes the envelope (bounding box that contains one or more objects) from the selected object.  document.deletePublishProfile() Deletes the currently active profile, if there is more than one. document.deleteScene() Deletes the current scene (Timeline object), and if the deleted scene was not the last one, sets the next scene as the current Timeline object. document.deleteSelection() Deletes the current selection on the Stage. document.disableAllFilters() Disables all filters on the selected objects. document.disableFilter() Disables the specified filter in the Filters list. document.disableOtherFilters() Disables all filters except the one at the specified position in the Filters list. document.distribute() Distributes the selection.  document.distributeToLayers() Performs a distribute-to-layers operation on the current selection; equivalent to selecting Distribute to Layers.  document.documentHasData() Checks the document for persistent data with the specified name.  document.duplicatePublishProfile() Duplicates the currently active profile and gives the duplicate version focus. document.duplicateScene() Makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.  document.duplicateSelection() Duplicates the selection on the Stage. document.editScene() Makes the specified scene the currently selected scene for editing.  document.enableAllFilters() Enables all the filters on the Filters list for the selected object(s). document.enableFilter() Enables the specified filter for the selected object(s). document.enterEditMode() Switches the authoring tool into the editing mode specified by the parameter. document.exitEditMode() Exits from symbol-editing mode and returns focus to the next level up from the editing mode. document.exportPNG() Exports the document as one or more PNG files. document.exportPublishProfile() Exports the currently active profile to an XML file.  document.exportSWF() Exports the document in the Flash SWF format.  document.getAlignToDocument() Identical to retrieving the value of the To Stage button in the Align panel. document.getBlendMode() Returns a string that specifies the blending mode for the selected object(s). document.getCustomFill() Retrieves the fill object of the selected shape, or the Tools panel and Property inspector if specified.  document.getCustomStroke() Returns the stroke object of the selected shape, or the Tools panel and Property inspector if specified. document.getDataFromDocument() Retrieves the value of the specified data. document.getElementProperty() Gets the specified Element property for the current selection. document.getElementTextAttr() Gets a specified TextAttrs property of the selected Text objects.  document.getFilters() Returns an array that contains the list of filters applied to the currently selected object(s). document.getMetadata() Returns a string containing the XML metadata associated with the document. document.getMobileSettings() Returns the string passed to document.setMobileSettings(). document.getPlayerVersion() Returns a string that represents the targeted player version for the specified document. document.getSelectionRect() Gets the bounding rectangle of the current selection. document.getTextString() Gets the currently selected text. document.getTimeline() Retrieves the current Timeline object in the document. document.getTransformationPoint() Gets the location of the transformation point of the current selection. document.group() Converts the current selection to a group. document.importFile() Imports a file into the document. document.importPublishProfile() Imports a profile from a file. document.importSWF() Imports a SWF file into the document. document.intersect() Creates an intersection drawing object from all selected drawing objects. document.match() Makes the size of the selected objects the same.  document.mouseClick() Performs a mouse click from the Selection tool. document.mouseDblClk() Performs a double mouse click from the Selection tool. document.moveSelectedBezierPointsBy() If the selection contains at least one path with at least one Bézier point selected, this method moves all selected Bézier points on all selected paths by the specified amount. document.moveSelectionBy() Moves selected objects by a specified distance. document.optimizeCurves() Optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing; equivalent to selecting Modify &gt; Shape &gt; Optimize. document.publish() Publishes the document according to the active Publish Settings (File &gt; Publish Settings equivalent to selecting File &gt; Publish. document.punch() Uses top selected drawing object to punch through all selected drawing objects underneath it.  document.removeAllFilters() Removes all filters from the selected object(s). document.removeDataFromDocument() Removes persistent data with the specified name that has been attached to the document.  document.removeDataFromSelection() Removes persistent data with the specified name that has been attached to the selection.  document.removeFilter() Removes the specified filter from the Filters list of the selected object(s). document.renamePublishProfile() Renames the current profile. document.renameScene() Renames the currently selected scene in the Scenes panel. document.reorderScene() Moves the specified scene before another specified scene.  document.resetOvalObject() Sets all values in the Property inspector to default Oval object settings. document.resetRectangleObject() Sets all values in the Property inspector to default Rectangle object settings. document.resetTransformation() Resets the transformation matrix; equivalent to selecting Modify &gt; Transform &gt; Remove transform. document.revert() Reverts the specified document to its previously saved version; equivalent to selecting File &gt; Revert.  document.revertToLastVersion() Reverts the specified document to the version stored on the Version Cue server and logs any errors to the Output panel. document.rotateSelection() Rotates the selection by a specified number of degrees. document.save() Saves the document in its default location; equivalent to selecting File &gt; Save. document.saveAndCompact() Saves and compacts the file; equivalent to selecting File&#160;&gt;&#160;Save and Compact.  document.saveAVersion() Saves a version of the specified document to the Version Cue server. document.scaleSelection() Scales the selection by a specified amount; equivalent to using the Free Transform tool to scale the object.  document.selectAll() Selects all items on the Stage; equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All. document.selectNone() Deselects any selected items.  document.setAlignToDocument() Sets the preferences for document.align(), document.distribute(),document.match(), and document.space() to act on the document; equivalent to enabling the To&#160;Stage button in the Align panel. document.setBlendMode() Sets the blending mode for the selected objects. document.setCustomFill() Sets the fill settings for the Tools panel, Property inspector, and any selected shapes. document.setCustomStroke() Sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. document.setElementProperty() Sets the specified Element property on selected object(s) in the document. document.setElementTextAttr() Sets the specified TextAttrs property of the selected text items to the specified value. document.setFillColor() Changes the fill color of the selection to the specified color.  document.setFilterProperty() Sets a specified filter property for the currently selected object(s). document.setFilters() Applies filters to the selected objects . document.setInstanceAlpha() Sets the opacity of the instance.  document.setInstanceBrightness() Sets the brightness for the instance.  document.setInstanceTint() Sets the tint for the instance.  document.setMetadata() Sets the XML metadata for the specified document, overwriting any existing metadata. document.setMobileSettings() Sets the value of an XML settings string in a mobile FLA file. document.setOvalObjectProperty() Specifies a value for a specified property of primitive Oval objects. document.setPlayerVersion() Sets the version of the Flash Player targeted by the specified document. document.setRectangleObjectProperty() Specifies a value for a specified property of primitive Rectangle objects. document.setSelectionBounds() Moves and resizes the selection in a single operation.  document.setSelectionRect() Draws a rectangular selection marquee relative to the Stage, using the specified coordinates. document.setStroke() Sets the color, width, and style of the selected strokes.  document.setStrokeColor() Changes the stroke color of the selection to the specified color. document.setStrokeSize() Changes the stroke size of the selection to the specified size.  document.setStrokeStyle() Changes the stroke style of the selection to the specified style.  document.setTextRectangle() Changes the bounding rectangle for the selected text item to the specified size.  document.setTextSelection() Sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. document.setTextString() Inserts a string of text. document.setTransformationPoint() Moves the transformation point of the current selection.  document.skewSelection() Skews the selection by a specified amount. document.smoothSelection() Smooths the curve of each selected fill outline or curved line. document.space() Spaces the objects in the selection evenly.  document.straightenSelection() Straightens the currently selected strokes; equivalent to using the Straighten button in the Tools panel. document.swapElement() Swaps the current selection with the specified one. document.swapStrokeAndFill() Swaps the Stroke and Fill colors. document.synchronizeWithHeadVersion() Synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. document.testMovie() Executes a Test Movie operation on the document.  document.testScene() Executes a Test Scene operation on the current scene of the document.  document.traceBitmap() Performs a trace bitmap on the current selection; equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap. document.transformSelection() Performs a general transformation on the current selection by applying the matrix specified in the arguments. document.unGroup() Ungroups the current selection.  document.union() Combines all selected shapes into a drawing object. document.unlockAllElements() Unlocks all locked elements on the currently selected frame. document.xmlPanel() Posts a XMLUI dialog box.  Document object  Flash MX 2004.  The Document object represents the Stage. That is, only FLA files are considered documents. To return the Document object for the current document, use fl.getDocumentDOM(). Method summary for the Document object You can use the following methods with the Document object:  Property summary for the Document object You can use the following properties with the Document object.  Property Description document.accName A string that is equivalent to the Name field in the Accessibility panel.  document.as3AutoDeclare A Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. document.as3Dialect A string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. document.as3ExportFrame An integer that specifies in which frame to export ActionScript&#160;3.0 classes. document.as3StrictMode A Boolean value that specifies whether the ActionScript 3.0 compiler should compile with the Strict Mode option turned on or off. document.as3WarningsMode A Boolean value that specifies whether the ActionScript 3.0 compiler should compile with the Warnings Mode option turned on or off. document.asVersion An integer that specifies which version of ActionScript is being used in the specified file. document.autoLabel A Boolean value that is equivalent to the Auto Label check box in the Accessibility panel.  document.backgroundColor A string, hexadecimal value, or integer that represents the background color.  document.currentPublishProfile A string that specifies the name of the active publish profile for the specified document.  document.currentTimeline An integer that specifies the index of the active timeline.  document.description A string that is equivalent to the Description field in the Accessibility panel.  document.docClass Specifies the top-level ActionScript&#160;3.0 class associated with the document.  document.forceSimple A Boolean value that specifies whether the children of the specified object are accessible.  document.frameRate A float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. document.height An integer that specifies the height of the document (Stage) in pixels.  document.id A unique integer (assigned automatically) that identifies a document during a Flash session. document.library  Read-only; the library object for a document.  document.livePreview A Boolean value that specifies if Live Preview is enabled.  document.name  Read-only; a string that represents the name of a document (FLA file). document.path  Read-only; a string that represents the path of the document.  document.publishProfiles  Read-only; an array of the publish profile names for the document.  document.screenOutline  Read-only; the current ScreenOutline object for the document.  document.selection An array of the selected objects in the document.  document.silent A Boolean value that specifies whether the object is accessible.  document.timelines  Read-only; an array of Timeline objects (see Timeline object).  document.viewMatrix  Read-only; a Matrix object. document.width An integer that specifies the width of the document (Stage) in pixels.  document.zoomFactor Specifies the zoom percent of the Stage at author time. Method Description document.addDataToDocument() Stores specified data with a document.  document.addDataToSelection() Stores specified data with the selected object(s). document.addFilter() Applies a filter to the selected objects. document.addItem() Adds an item from any open document or library to the specified Document object. document.addNewLine() Adds a new path between two points. document.addNewOval() Adds a new Oval object in the specified bounding rectangle. document.addNewPublishProfile() Adds a new publish profile and makes it the current one. document.addNewRectangle() Adds a new rectangle or rounded rectangle, fitting it into the specified bounds. document.addNewScene() Adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. document.addNewText() Inserts a new empty text field.  document.align() Aligns the selection.  document.allowScreens() Use this method before using the document.screenOutline property.  document.arrange() Arranges the selection on the Stage. document.breakApart() Performs a break-apart operation on the current selection. document.canEditSymbol() Indicates whether the Edit Symbols menu and functionality is enabled.  document.canRevert() Determines whether you can use the document.revert() or fl.revertDocument() method successfully. document.canSaveAVersion() Determines whether a version of the specified document can be saved to the Version Cue server.  document.canTestMovie() Determines whether you can use the document.testMovie() method successfully. document.canTestScene() Determines whether you can use the document.testScene() method successfully. document.changeFilterOrder() Changes the index of the filter in the Filter list. document.clipCopy() Copies the current selection from the document to the Clipboard.  document.clipCut() Cuts the current selection from the document and writes it to the Clipboard. document.clipPaste() Pastes the contents of the Clipboard into the document.  document.close() Closes the specified document.  document.convertLinesToFills() Converts lines to fills on the selected objects.  document.convertToSymbol() Converts the selected Stage item(s) to a new symbol.  document.crop() Uses the top selected drawing object to crop all selected drawing objects underneath it.  document.deleteEnvelope() Deletes the envelope (bounding box that contains one or more objects) from the selected object.  document.deletePublishProfile() Deletes the currently active profile, if there is more than one. document.deleteScene() Deletes the current scene (Timeline object), and if the deleted scene was not the last one, sets the next scene as the current Timeline object. document.deleteSelection() Deletes the current selection on the Stage. document.disableAllFilters() Disables all filters on the selected objects. document.disableFilter() Disables the specified filter in the Filters list. document.disableOtherFilters() Disables all filters except the one at the specified position in the Filters list. document.distribute() Distributes the selection.  document.distributeToLayers() Performs a distribute-to-layers operation on the current selection; equivalent to selecting Distribute to Layers.  document.documentHasData() Checks the document for persistent data with the specified name.  document.duplicatePublishProfile() Duplicates the currently active profile and gives the duplicate version focus. document.duplicateScene() Makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.  document.duplicateSelection() Duplicates the selection on the Stage. document.editScene() Makes the specified scene the currently selected scene for editing.  document.enableAllFilters() Enables all the filters on the Filters list for the selected object(s). document.enableFilter() Enables the specified filter for the selected object(s). document.enterEditMode() Switches the authoring tool into the editing mode specified by the parameter. document.exitEditMode() Exits from symbol-editing mode and returns focus to the next level up from the editing mode. document.exportPNG() Exports the document as one or more PNG files. document.exportPublishProfile() Exports the currently active profile to an XML file.  document.exportSWF() Exports the document in the Flash SWF format.  document.getAlignToDocument() Identical to retrieving the value of the To Stage button in the Align panel. document.getBlendMode() Returns a string that specifies the blending mode for the selected object(s). document.getCustomFill() Retrieves the fill object of the selected shape, or the Tools panel and Property inspector if specified.  document.getCustomStroke() Returns the stroke object of the selected shape, or the Tools panel and Property inspector if specified. document.getDataFromDocument() Retrieves the value of the specified data. document.getElementProperty() Gets the specified Element property for the current selection. document.getElementTextAttr() Gets a specified TextAttrs property of the selected Text objects.  document.getFilters() Returns an array that contains the list of filters applied to the currently selected object(s). document.getMetadata() Returns a string containing the XML metadata associated with the document. document.getMobileSettings() Returns the string passed to document.setMobileSettings(). document.getPlayerVersion() Returns a string that represents the targeted player version for the specified document. document.getSelectionRect() Gets the bounding rectangle of the current selection. document.getTextString() Gets the currently selected text. document.getTimeline() Retrieves the current Timeline object in the document. document.getTransformationPoint() Gets the location of the transformation point of the current selection. document.group() Converts the current selection to a group. document.importFile() Imports a file into the document. document.importPublishProfile() Imports a profile from a file. document.importSWF() Imports a SWF file into the document. document.intersect() Creates an intersection drawing object from all selected drawing objects. document.match() Makes the size of the selected objects the same.  document.mouseClick() Performs a mouse click from the Selection tool. document.mouseDblClk() Performs a double mouse click from the Selection tool. document.moveSelectedBezierPointsBy() If the selection contains at least one path with at least one Bézier point selected, this method moves all selected Bézier points on all selected paths by the specified amount. document.moveSelectionBy() Moves selected objects by a specified distance. document.optimizeCurves() Optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing; equivalent to selecting Modify &gt; Shape &gt; Optimize. document.publish() Publishes the document according to the active Publish Settings (File &gt; Publish Settings equivalent to selecting File &gt; Publish. document.punch() Uses top selected drawing object to punch through all selected drawing objects underneath it.  document.removeAllFilters() Removes all filters from the selected object(s). document.removeDataFromDocument() Removes persistent data with the specified name that has been attached to the document.  document.removeDataFromSelection() Removes persistent data with the specified name that has been attached to the selection.  document.removeFilter() Removes the specified filter from the Filters list of the selected object(s). document.renamePublishProfile() Renames the current profile. document.renameScene() Renames the currently selected scene in the Scenes panel. document.reorderScene() Moves the specified scene before another specified scene.  document.resetOvalObject() Sets all values in the Property inspector to default Oval object settings. document.resetRectangleObject() Sets all values in the Property inspector to default Rectangle object settings. document.resetTransformation() Resets the transformation matrix; equivalent to selecting Modify &gt; Transform &gt; Remove transform. document.revert() Reverts the specified document to its previously saved version; equivalent to selecting File &gt; Revert.  document.revertToLastVersion() Reverts the specified document to the version stored on the Version Cue server and logs any errors to the Output panel. document.rotateSelection() Rotates the selection by a specified number of degrees. document.save() Saves the document in its default location; equivalent to selecting File &gt; Save. document.saveAndCompact() Saves and compacts the file; equivalent to selecting File&#160;&gt;&#160;Save and Compact.  document.saveAVersion() Saves a version of the specified document to the Version Cue server. document.scaleSelection() Scales the selection by a specified amount; equivalent to using the Free Transform tool to scale the object.  document.selectAll() Selects all items on the Stage; equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All. document.selectNone() Deselects any selected items.  document.setAlignToDocument() Sets the preferences for document.align(), document.distribute(),document.match(), and document.space() to act on the document; equivalent to enabling the To&#160;Stage button in the Align panel. document.setBlendMode() Sets the blending mode for the selected objects. document.setCustomFill() Sets the fill settings for the Tools panel, Property inspector, and any selected shapes. document.setCustomStroke() Sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. document.setElementProperty() Sets the specified Element property on selected object(s) in the document. document.setElementTextAttr() Sets the specified TextAttrs property of the selected text items to the specified value. document.setFillColor() Changes the fill color of the selection to the specified color.  document.setFilterProperty() Sets a specified filter property for the currently selected object(s). document.setFilters() Applies filters to the selected objects . document.setInstanceAlpha() Sets the opacity of the instance.  document.setInstanceBrightness() Sets the brightness for the instance.  document.setInstanceTint() Sets the tint for the instance.  document.setMetadata() Sets the XML metadata for the specified document, overwriting any existing metadata. document.setMobileSettings() Sets the value of an XML settings string in a mobile FLA file. document.setOvalObjectProperty() Specifies a value for a specified property of primitive Oval objects. document.setPlayerVersion() Sets the version of the Flash Player targeted by the specified document. document.setRectangleObjectProperty() Specifies a value for a specified property of primitive Rectangle objects. document.setSelectionBounds() Moves and resizes the selection in a single operation.  document.setSelectionRect() Draws a rectangular selection marquee relative to the Stage, using the specified coordinates. document.setStroke() Sets the color, width, and style of the selected strokes.  document.setStrokeColor() Changes the stroke color of the selection to the specified color. document.setStrokeSize() Changes the stroke size of the selection to the specified size.  document.setStrokeStyle() Changes the stroke style of the selection to the specified style.  document.setTextRectangle() Changes the bounding rectangle for the selected text item to the specified size.  document.setTextSelection() Sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. document.setTextString() Inserts a string of text. document.setTransformationPoint() Moves the transformation point of the current selection.  document.skewSelection() Skews the selection by a specified amount. document.smoothSelection() Smooths the curve of each selected fill outline or curved line. document.space() Spaces the objects in the selection evenly.  document.straightenSelection() Straightens the currently selected strokes; equivalent to using the Straighten button in the Tools panel. document.swapElement() Swaps the current selection with the specified one. document.swapStrokeAndFill() Swaps the Stroke and Fill colors. document.synchronizeWithHeadVersion() Synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. document.testMovie() Executes a Test Movie operation on the document.  document.testScene() Executes a Test Scene operation on the current scene of the document.  document.traceBitmap() Performs a trace bitmap on the current selection; equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap. document.transformSelection() Performs a general transformation on the current selection by applying the matrix specified in the arguments. document.unGroup() Ungroups the current selection.  document.union() Combines all selected shapes into a drawing object. document.unlockAllElements() Unlocks all locked elements on the currently selected frame. document.xmlPanel() Posts a XMLUI dialog box.  Document object  Flash MX 2004.  The Document object represents the Stage. That is, only FLA files are considered documents. To return the Document object for the current document, use fl.getDocumentDOM(). Method summary for the Document object You can use the following methods with the Document object:  Property summary for the Document object You can use the following properties with the Document object.  " />
<page href="00003873.html" title="document.accName" text="document.accName  Flash MX 2004.  document.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example sets the accessibility name of the document to &quot;Main Movie&quot;: fl.getDocumentDOM().accName = &quot;Main Movie&quot;; The following example gets the accessibility name of the document: fl.trace(fl.getDocumentDOM().accName  document.accName  Flash MX 2004.  document.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example sets the accessibility name of the document to &quot;Main Movie&quot;: fl.getDocumentDOM().accName = &quot;Main Movie&quot;; The following example gets the accessibility name of the document: fl.trace(fl.getDocumentDOM().accName  document.accName  Flash MX 2004.  document.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example sets the accessibility name of the document to &quot;Main Movie&quot;: fl.getDocumentDOM().accName = &quot;Main Movie&quot;; The following example gets the accessibility name of the document: fl.trace(fl.getDocumentDOM().accName  document.accName  Flash MX 2004.  document.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example sets the accessibility name of the document to &quot;Main Movie&quot;: fl.getDocumentDOM().accName = &quot;Main Movie&quot;; The following example gets the accessibility name of the document: fl.trace(fl.getDocumentDOM().accName  " />
<page href="00003874.html" title="document.addDataToDocument()" text="document.addDataToDocument()  Flash MX 2004. Usage document.addDataToDocument(name, type, data)  name&#160;A string that specifies the name of the data to add. type&#160;A string that defines the type of data to add. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with a document. Data is written to the FLA file and is available to JavaScript when the file reopens.   The following example adds an integer value of 12 to the current document: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 The following example returns the value of the data named &quot;myData&quot; and displays the result in the Output panel: fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.getDataFromDocument(), document.removeDataFromDocument() document.addDataToDocument()  Flash MX 2004. Usage document.addDataToDocument(name, type, data)  name&#160;A string that specifies the name of the data to add. type&#160;A string that defines the type of data to add. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with a document. Data is written to the FLA file and is available to JavaScript when the file reopens.   The following example adds an integer value of 12 to the current document: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 The following example returns the value of the data named &quot;myData&quot; and displays the result in the Output panel: fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.getDataFromDocument(), document.removeDataFromDocument() document.addDataToDocument()  Flash MX 2004. Usage document.addDataToDocument(name, type, data)  name&#160;A string that specifies the name of the data to add. type&#160;A string that defines the type of data to add. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with a document. Data is written to the FLA file and is available to JavaScript when the file reopens.   The following example adds an integer value of 12 to the current document: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 The following example returns the value of the data named &quot;myData&quot; and displays the result in the Output panel: fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.getDataFromDocument(), document.removeDataFromDocument() document.addDataToDocument()  Flash MX 2004. Usage document.addDataToDocument(name, type, data)  name&#160;A string that specifies the name of the data to add. type&#160;A string that defines the type of data to add. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with a document. Data is written to the FLA file and is available to JavaScript when the file reopens.   The following example adds an integer value of 12 to the current document: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 The following example returns the value of the data named &quot;myData&quot; and displays the result in the Output panel: fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.getDataFromDocument(), document.removeDataFromDocument() " />
<page href="00003875.html" title="document.addDataToSelection()" text="document.addDataToSelection()  Flash MX 2004. Usage document.addDataToSelection(name, type, data)  name&#160;A string that specifies the name of the persistent data. type&#160;Defines the type of data. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with the selected object(s). Data is written to the FLA file and is available to JavaScript when the file reopens. Only symbols and bitmaps support persistent data.   The following example adds an integer value of 12 to the selected object: fl.getDocumentDOM().addDataToSelection(&quot;myData&quot;, &quot;integer&quot;, 12   document.removeDataFromSelection() document.addDataToSelection()  Flash MX 2004. Usage document.addDataToSelection(name, type, data)  name&#160;A string that specifies the name of the persistent data. type&#160;Defines the type of data. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with the selected object(s). Data is written to the FLA file and is available to JavaScript when the file reopens. Only symbols and bitmaps support persistent data.   The following example adds an integer value of 12 to the selected object: fl.getDocumentDOM().addDataToSelection(&quot;myData&quot;, &quot;integer&quot;, 12   document.removeDataFromSelection() document.addDataToSelection()  Flash MX 2004. Usage document.addDataToSelection(name, type, data)  name&#160;A string that specifies the name of the persistent data. type&#160;Defines the type of data. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with the selected object(s). Data is written to the FLA file and is available to JavaScript when the file reopens. Only symbols and bitmaps support persistent data.   The following example adds an integer value of 12 to the selected object: fl.getDocumentDOM().addDataToSelection(&quot;myData&quot;, &quot;integer&quot;, 12   document.removeDataFromSelection() document.addDataToSelection()  Flash MX 2004. Usage document.addDataToSelection(name, type, data)  name&#160;A string that specifies the name of the persistent data. type&#160;Defines the type of data. Acceptable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;.  data&#160;The value to add. Valid types depend on the type parameter. Returns Nothing.  Method; stores specified data with the selected object(s). Data is written to the FLA file and is available to JavaScript when the file reopens. Only symbols and bitmaps support persistent data.   The following example adds an integer value of 12 to the selected object: fl.getDocumentDOM().addDataToSelection(&quot;myData&quot;, &quot;integer&quot;, 12   document.removeDataFromSelection() " />
<page href="00003876.html" title="document.addFilter()" text="document.addFilter()  Flash 8.  document.addFilter(filterName)  filterName&#160;A string specifying the filter to be added to the Filter list and enabled for the selected object(s). Acceptable values are &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, and &quot;gradientGlowFilter&quot;.   Nothing.  Method; applies a filter to the selected objects and places the filter at the end of the Filter list.  The following example applies a glow filter to the selected object(s): fl.getDocumentDOM().addFilter(&quot;glowFilter&quot;   document.changeFilterOrder(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), document.setBlendMode(), document.setFilterProperty() document.addFilter()  Flash 8.  document.addFilter(filterName)  filterName&#160;A string specifying the filter to be added to the Filter list and enabled for the selected object(s). Acceptable values are &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, and &quot;gradientGlowFilter&quot;.   Nothing.  Method; applies a filter to the selected objects and places the filter at the end of the Filter list.  The following example applies a glow filter to the selected object(s): fl.getDocumentDOM().addFilter(&quot;glowFilter&quot;   document.changeFilterOrder(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), document.setBlendMode(), document.setFilterProperty() document.addFilter()  Flash 8.  document.addFilter(filterName)  filterName&#160;A string specifying the filter to be added to the Filter list and enabled for the selected object(s). Acceptable values are &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, and &quot;gradientGlowFilter&quot;.   Nothing.  Method; applies a filter to the selected objects and places the filter at the end of the Filter list.  The following example applies a glow filter to the selected object(s): fl.getDocumentDOM().addFilter(&quot;glowFilter&quot;   document.changeFilterOrder(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), document.setBlendMode(), document.setFilterProperty() document.addFilter()  Flash 8.  document.addFilter(filterName)  filterName&#160;A string specifying the filter to be added to the Filter list and enabled for the selected object(s). Acceptable values are &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, and &quot;gradientGlowFilter&quot;.   Nothing.  Method; applies a filter to the selected objects and places the filter at the end of the Filter list.  The following example applies a glow filter to the selected object(s): fl.getDocumentDOM().addFilter(&quot;glowFilter&quot;   document.changeFilterOrder(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), document.setBlendMode(), document.setFilterProperty() " />
<page href="00003877.html" title="document.addItem()" text="document.addItem()  Flash MX 2004. Usage document.addItem(position, item)  position&#160;A point that specifies the x and y coordinates of the location at which to add the item. It uses the center of a symbol or the upper-left corner of a bitmap or video.  item&#160;An Item object that specifies the item to add and the library from which to add it (see Item object). Returns A Boolean value: true if successful; false otherwise.  Method; adds an item from any open document or library to the specified Document object.   The following example adds the first item from the library to the first document at the specified location for the selected symbol, bitmap, or video: var item = fl.documents[0].library.items[0]; fl.documents[0].addItem({x:0,y:0}, item The following example adds the symbol myMovieClip from the current document's library to the current document: var itemIndex = fl.getDocumentDOM().library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.getDocumentDOM().library.items[itemIndex]; fl.getDocumentDOM().addItem({x:0,y:0}, theItem The following example adds the symbol myMovieClip from the second document in the documents array to the third document in the documents array: var itemIndex = fl.documents[1].library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.documents[1].library.items[itemIndex]; fl.documents[2].addItem({x:0,y:0}, theItem document.addItem()  Flash MX 2004. Usage document.addItem(position, item)  position&#160;A point that specifies the x and y coordinates of the location at which to add the item. It uses the center of a symbol or the upper-left corner of a bitmap or video.  item&#160;An Item object that specifies the item to add and the library from which to add it (see Item object). Returns A Boolean value: true if successful; false otherwise.  Method; adds an item from any open document or library to the specified Document object.   The following example adds the first item from the library to the first document at the specified location for the selected symbol, bitmap, or video: var item = fl.documents[0].library.items[0]; fl.documents[0].addItem({x:0,y:0}, item The following example adds the symbol myMovieClip from the current document's library to the current document: var itemIndex = fl.getDocumentDOM().library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.getDocumentDOM().library.items[itemIndex]; fl.getDocumentDOM().addItem({x:0,y:0}, theItem The following example adds the symbol myMovieClip from the second document in the documents array to the third document in the documents array: var itemIndex = fl.documents[1].library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.documents[1].library.items[itemIndex]; fl.documents[2].addItem({x:0,y:0}, theItem document.addItem()  Flash MX 2004. Usage document.addItem(position, item)  position&#160;A point that specifies the x and y coordinates of the location at which to add the item. It uses the center of a symbol or the upper-left corner of a bitmap or video.  item&#160;An Item object that specifies the item to add and the library from which to add it (see Item object). Returns A Boolean value: true if successful; false otherwise.  Method; adds an item from any open document or library to the specified Document object.   The following example adds the first item from the library to the first document at the specified location for the selected symbol, bitmap, or video: var item = fl.documents[0].library.items[0]; fl.documents[0].addItem({x:0,y:0}, item The following example adds the symbol myMovieClip from the current document's library to the current document: var itemIndex = fl.getDocumentDOM().library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.getDocumentDOM().library.items[itemIndex]; fl.getDocumentDOM().addItem({x:0,y:0}, theItem The following example adds the symbol myMovieClip from the second document in the documents array to the third document in the documents array: var itemIndex = fl.documents[1].library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.documents[1].library.items[itemIndex]; fl.documents[2].addItem({x:0,y:0}, theItem document.addItem()  Flash MX 2004. Usage document.addItem(position, item)  position&#160;A point that specifies the x and y coordinates of the location at which to add the item. It uses the center of a symbol or the upper-left corner of a bitmap or video.  item&#160;An Item object that specifies the item to add and the library from which to add it (see Item object). Returns A Boolean value: true if successful; false otherwise.  Method; adds an item from any open document or library to the specified Document object.   The following example adds the first item from the library to the first document at the specified location for the selected symbol, bitmap, or video: var item = fl.documents[0].library.items[0]; fl.documents[0].addItem({x:0,y:0}, item The following example adds the symbol myMovieClip from the current document's library to the current document: var itemIndex = fl.getDocumentDOM().library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.getDocumentDOM().library.items[itemIndex]; fl.getDocumentDOM().addItem({x:0,y:0}, theItem The following example adds the symbol myMovieClip from the second document in the documents array to the third document in the documents array: var itemIndex = fl.documents[1].library.findItemIndex(&quot;myMovieClip&quot; var theItem = fl.documents[1].library.items[itemIndex]; fl.documents[2].addItem({x:0,y:0}, theItem " />
<page href="00003878.html" title="document.addNewLine()" text="document.addNewLine()  Flash MX 2004. Usage document.addNewLine(startPoint, endpoint)  startpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line starts.  endpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line ends.  Returns Nothing.  Method; adds a new path between two points. The method uses the document's current stroke attributes and adds the path on the current frame and current layer. This method works in the same way as clicking on the line tool and drawing a line.  The following example adds a line between the specified starting point and ending point: fl.getDocumentDOM().addNewLine({x:216.7, y:122.3}, {x:366.8, y:165.8} document.addNewLine()  Flash MX 2004. Usage document.addNewLine(startPoint, endpoint)  startpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line starts.  endpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line ends.  Returns Nothing.  Method; adds a new path between two points. The method uses the document's current stroke attributes and adds the path on the current frame and current layer. This method works in the same way as clicking on the line tool and drawing a line.  The following example adds a line between the specified starting point and ending point: fl.getDocumentDOM().addNewLine({x:216.7, y:122.3}, {x:366.8, y:165.8} document.addNewLine()  Flash MX 2004. Usage document.addNewLine(startPoint, endpoint)  startpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line starts.  endpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line ends.  Returns Nothing.  Method; adds a new path between two points. The method uses the document's current stroke attributes and adds the path on the current frame and current layer. This method works in the same way as clicking on the line tool and drawing a line.  The following example adds a line between the specified starting point and ending point: fl.getDocumentDOM().addNewLine({x:216.7, y:122.3}, {x:366.8, y:165.8} document.addNewLine()  Flash MX 2004. Usage document.addNewLine(startPoint, endpoint)  startpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line starts.  endpoint&#160;A pair of floating-point numbers that specify the x and y coordinates where the line ends.  Returns Nothing.  Method; adds a new path between two points. The method uses the document's current stroke attributes and adds the path on the current frame and current layer. This method works in the same way as clicking on the line tool and drawing a line.  The following example adds a line between the specified starting point and ending point: fl.getDocumentDOM().addNewLine({x:216.7, y:122.3}, {x:366.8, y:165.8} " />
<page href="00003879.html" title="document.addNewOval()" text="document.addNewOval()  Flash MX 2004. Usage document.addNewOval(boundingRectangle [, bSuppressFill [, bSuppressStroke]])   boundingRectangle&#160;A rectangle that specifies the bounds of the oval to be&#160;added. For information on the format of boundingRectangle, see document.addNewRectangle().  bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the shape without a stroke. The default value is false. This parameter is optional. Returns Nothing.  Method; adds a new Oval object in the specified bounding rectangle. This method performs the same operation as the Oval tool. The method uses the document's current default stroke and fill attributes and adds the oval on the current frame and layer. If bSuppressFill is set to true, the oval is drawn without a fill. If bSuppressStroke is set to true, the oval is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.   The following example adds a new oval within the specified coordinates; it is 164 pixels in width and 178 pixels in height: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228} The following example draws the oval without a fill: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, true The following example draws the oval without a stroke: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, false, true document.addNewOval()  Flash MX 2004. Usage document.addNewOval(boundingRectangle [, bSuppressFill [, bSuppressStroke]])   boundingRectangle&#160;A rectangle that specifies the bounds of the oval to be&#160;added. For information on the format of boundingRectangle, see document.addNewRectangle().  bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the shape without a stroke. The default value is false. This parameter is optional. Returns Nothing.  Method; adds a new Oval object in the specified bounding rectangle. This method performs the same operation as the Oval tool. The method uses the document's current default stroke and fill attributes and adds the oval on the current frame and layer. If bSuppressFill is set to true, the oval is drawn without a fill. If bSuppressStroke is set to true, the oval is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.   The following example adds a new oval within the specified coordinates; it is 164 pixels in width and 178 pixels in height: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228} The following example draws the oval without a fill: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, true The following example draws the oval without a stroke: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, false, true document.addNewOval()  Flash MX 2004. Usage document.addNewOval(boundingRectangle [, bSuppressFill [, bSuppressStroke]])   boundingRectangle&#160;A rectangle that specifies the bounds of the oval to be&#160;added. For information on the format of boundingRectangle, see document.addNewRectangle().  bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the shape without a stroke. The default value is false. This parameter is optional. Returns Nothing.  Method; adds a new Oval object in the specified bounding rectangle. This method performs the same operation as the Oval tool. The method uses the document's current default stroke and fill attributes and adds the oval on the current frame and layer. If bSuppressFill is set to true, the oval is drawn without a fill. If bSuppressStroke is set to true, the oval is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.   The following example adds a new oval within the specified coordinates; it is 164 pixels in width and 178 pixels in height: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228} The following example draws the oval without a fill: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, true The following example draws the oval without a stroke: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, false, true document.addNewOval()  Flash MX 2004. Usage document.addNewOval(boundingRectangle [, bSuppressFill [, bSuppressStroke]])   boundingRectangle&#160;A rectangle that specifies the bounds of the oval to be&#160;added. For information on the format of boundingRectangle, see document.addNewRectangle().  bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the shape without a stroke. The default value is false. This parameter is optional. Returns Nothing.  Method; adds a new Oval object in the specified bounding rectangle. This method performs the same operation as the Oval tool. The method uses the document's current default stroke and fill attributes and adds the oval on the current frame and layer. If bSuppressFill is set to true, the oval is drawn without a fill. If bSuppressStroke is set to true, the oval is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.   The following example adds a new oval within the specified coordinates; it is 164 pixels in width and 178 pixels in height: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228} The following example draws the oval without a fill: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, true The following example draws the oval without a stroke: flash.getDocumentDOM().addNewOval({left:72,top:50,right:236,bottom:228}, false, true " />
<page href="00003880.html" title="document.addNewPublishProfile()" text="document.addNewPublishProfile()  Flash MX 2004.  Usage document.addNewPublishProfile([profileName])  profileName&#160;The unique name of the new profile. If you do not specify a name, a default name is provided. This parameter is optional. Returns An integer that is the index of the new profile in the profiles list. Returns -1 if a new profile cannot be created.   Method; adds a new publish profile and makes it the current one.   The following example adds a new publish profile with a default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example adds a new publish profile with the name &quot;my profile&quot;: fl.getDocumentDOM().addNewPublishProfile(&quot;my profile&quot;   document.deletePublishProfile() document.addNewPublishProfile()  Flash MX 2004.  Usage document.addNewPublishProfile([profileName])  profileName&#160;The unique name of the new profile. If you do not specify a name, a default name is provided. This parameter is optional. Returns An integer that is the index of the new profile in the profiles list. Returns -1 if a new profile cannot be created.   Method; adds a new publish profile and makes it the current one.   The following example adds a new publish profile with a default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example adds a new publish profile with the name &quot;my profile&quot;: fl.getDocumentDOM().addNewPublishProfile(&quot;my profile&quot;   document.deletePublishProfile() document.addNewPublishProfile()  Flash MX 2004.  Usage document.addNewPublishProfile([profileName])  profileName&#160;The unique name of the new profile. If you do not specify a name, a default name is provided. This parameter is optional. Returns An integer that is the index of the new profile in the profiles list. Returns -1 if a new profile cannot be created.   Method; adds a new publish profile and makes it the current one.   The following example adds a new publish profile with a default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example adds a new publish profile with the name &quot;my profile&quot;: fl.getDocumentDOM().addNewPublishProfile(&quot;my profile&quot;   document.deletePublishProfile() document.addNewPublishProfile()  Flash MX 2004.  Usage document.addNewPublishProfile([profileName])  profileName&#160;The unique name of the new profile. If you do not specify a name, a default name is provided. This parameter is optional. Returns An integer that is the index of the new profile in the profiles list. Returns -1 if a new profile cannot be created.   Method; adds a new publish profile and makes it the current one.   The following example adds a new publish profile with a default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example adds a new publish profile with the name &quot;my profile&quot;: fl.getDocumentDOM().addNewPublishProfile(&quot;my profile&quot;   document.deletePublishProfile() " />
<page href="00003881.html" title="document.addNewRectangle()" text="document.addNewRectangle()  Flash MX 2004. Usage document.addNewRectangle(boundingRectangle, roundness   [, bSuppressFill [, bSuppressStroke]])  boundingRectangle&#160;A rectangle that specifies the bounds within which the new rectangle is added, in the format {left:value1,top:value2,right:value3,bottom:value4}. The left and top values specify the location of the upper-left corner (e.g., left:0,top:0 represents the upper-left of the Stage), and the right and bottom values specify the location of the lower-right corner. Therefore, the width of the rectangle is the difference in value between left and right, and the height of the rectangle is the difference in value between top and bottom.  In other words, the rectangle bounds do not all correspond to the values shown in the Property inspector. The left and top values correspond to the X and Y values in the Property inspector, respectively. However, the right and bottom values don't correspond to the W and H values in the Property inspector. For example, consider a rectangle with the following bounds: {left:10,top:10,right:50,bottom:100} This rectangle would display the following values in the Property inspector: X = 10, Y = 10, W = 40, H = 90 roundness&#160;An integer value from 0 to 999 that specifies the roundness to use for the corners. The value is specified as number of points. The greater the value, the greater the roundness. bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the rectangle without a stroke. The default value is false. This parameter is optional. Returns Nothing.   Method; adds a new rectangle or rounded rectangle, fitting it into the specified bounds. This method performs the same operation as the Rectangle tool. The method uses the document's current default stroke and fill attributes and adds the rectangle on the current frame and layer. If the bSuppressFill parameter is set to true, the rectangle is drawn without a fill. If the bSuppressStroke parameter is set to true, the rectangle is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.  The following example adds a new rectangle with no rounding on the corners within the specified coordinates; it is 100 pixels in width and in height: flash.getDocumentDOM().addNewRectangle({left:0,top:0,right:100,bottom:100},0 The following example adds a new rectangle with no rounding on the corners and without a fill; it is 100 pixels in width and 200 in height: flash.getDocumentDOM().addNewRectangle({left:10,top:10,right:110,bottom:210},0, true The following example adds a new rectangle with no rounding on the corners and without a stroke; it is 200 pixels in width and 100 in height: flash.getDocumentDOM().addNewRectangle({left:20,top:20,right:220,bottom:120},0, false, true document.addNewRectangle()  Flash MX 2004. Usage document.addNewRectangle(boundingRectangle, roundness   [, bSuppressFill [, bSuppressStroke]])  boundingRectangle&#160;A rectangle that specifies the bounds within which the new rectangle is added, in the format {left:value1,top:value2,right:value3,bottom:value4}. The left and top values specify the location of the upper-left corner (e.g., left:0,top:0 represents the upper-left of the Stage), and the right and bottom values specify the location of the lower-right corner. Therefore, the width of the rectangle is the difference in value between left and right, and the height of the rectangle is the difference in value between top and bottom.  In other words, the rectangle bounds do not all correspond to the values shown in the Property inspector. The left and top values correspond to the X and Y values in the Property inspector, respectively. However, the right and bottom values don't correspond to the W and H values in the Property inspector. For example, consider a rectangle with the following bounds: {left:10,top:10,right:50,bottom:100} This rectangle would display the following values in the Property inspector: X = 10, Y = 10, W = 40, H = 90 roundness&#160;An integer value from 0 to 999 that specifies the roundness to use for the corners. The value is specified as number of points. The greater the value, the greater the roundness. bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the rectangle without a stroke. The default value is false. This parameter is optional. Returns Nothing.   Method; adds a new rectangle or rounded rectangle, fitting it into the specified bounds. This method performs the same operation as the Rectangle tool. The method uses the document's current default stroke and fill attributes and adds the rectangle on the current frame and layer. If the bSuppressFill parameter is set to true, the rectangle is drawn without a fill. If the bSuppressStroke parameter is set to true, the rectangle is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.  The following example adds a new rectangle with no rounding on the corners within the specified coordinates; it is 100 pixels in width and in height: flash.getDocumentDOM().addNewRectangle({left:0,top:0,right:100,bottom:100},0 The following example adds a new rectangle with no rounding on the corners and without a fill; it is 100 pixels in width and 200 in height: flash.getDocumentDOM().addNewRectangle({left:10,top:10,right:110,bottom:210},0, true The following example adds a new rectangle with no rounding on the corners and without a stroke; it is 200 pixels in width and 100 in height: flash.getDocumentDOM().addNewRectangle({left:20,top:20,right:220,bottom:120},0, false, true document.addNewRectangle()  Flash MX 2004. Usage document.addNewRectangle(boundingRectangle, roundness   [, bSuppressFill [, bSuppressStroke]])  boundingRectangle&#160;A rectangle that specifies the bounds within which the new rectangle is added, in the format {left:value1,top:value2,right:value3,bottom:value4}. The left and top values specify the location of the upper-left corner (e.g., left:0,top:0 represents the upper-left of the Stage), and the right and bottom values specify the location of the lower-right corner. Therefore, the width of the rectangle is the difference in value between left and right, and the height of the rectangle is the difference in value between top and bottom.  In other words, the rectangle bounds do not all correspond to the values shown in the Property inspector. The left and top values correspond to the X and Y values in the Property inspector, respectively. However, the right and bottom values don't correspond to the W and H values in the Property inspector. For example, consider a rectangle with the following bounds: {left:10,top:10,right:50,bottom:100} This rectangle would display the following values in the Property inspector: X = 10, Y = 10, W = 40, H = 90 roundness&#160;An integer value from 0 to 999 that specifies the roundness to use for the corners. The value is specified as number of points. The greater the value, the greater the roundness. bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the rectangle without a stroke. The default value is false. This parameter is optional. Returns Nothing.   Method; adds a new rectangle or rounded rectangle, fitting it into the specified bounds. This method performs the same operation as the Rectangle tool. The method uses the document's current default stroke and fill attributes and adds the rectangle on the current frame and layer. If the bSuppressFill parameter is set to true, the rectangle is drawn without a fill. If the bSuppressStroke parameter is set to true, the rectangle is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.  The following example adds a new rectangle with no rounding on the corners within the specified coordinates; it is 100 pixels in width and in height: flash.getDocumentDOM().addNewRectangle({left:0,top:0,right:100,bottom:100},0 The following example adds a new rectangle with no rounding on the corners and without a fill; it is 100 pixels in width and 200 in height: flash.getDocumentDOM().addNewRectangle({left:10,top:10,right:110,bottom:210},0, true The following example adds a new rectangle with no rounding on the corners and without a stroke; it is 200 pixels in width and 100 in height: flash.getDocumentDOM().addNewRectangle({left:20,top:20,right:220,bottom:120},0, false, true document.addNewRectangle()  Flash MX 2004. Usage document.addNewRectangle(boundingRectangle, roundness   [, bSuppressFill [, bSuppressStroke]])  boundingRectangle&#160;A rectangle that specifies the bounds within which the new rectangle is added, in the format {left:value1,top:value2,right:value3,bottom:value4}. The left and top values specify the location of the upper-left corner (e.g., left:0,top:0 represents the upper-left of the Stage), and the right and bottom values specify the location of the lower-right corner. Therefore, the width of the rectangle is the difference in value between left and right, and the height of the rectangle is the difference in value between top and bottom.  In other words, the rectangle bounds do not all correspond to the values shown in the Property inspector. The left and top values correspond to the X and Y values in the Property inspector, respectively. However, the right and bottom values don't correspond to the W and H values in the Property inspector. For example, consider a rectangle with the following bounds: {left:10,top:10,right:50,bottom:100} This rectangle would display the following values in the Property inspector: X = 10, Y = 10, W = 40, H = 90 roundness&#160;An integer value from 0 to 999 that specifies the roundness to use for the corners. The value is specified as number of points. The greater the value, the greater the roundness. bSuppressFill&#160;A Boolean value that, if set to true, causes the method to create the shape without a fill. The default value is false. This parameter is optional. bSuppressStroke&#160;A Boolean value that, if set to true, causes the method to create the rectangle without a stroke. The default value is false. This parameter is optional. Returns Nothing.   Method; adds a new rectangle or rounded rectangle, fitting it into the specified bounds. This method performs the same operation as the Rectangle tool. The method uses the document's current default stroke and fill attributes and adds the rectangle on the current frame and layer. If the bSuppressFill parameter is set to true, the rectangle is drawn without a fill. If the bSuppressStroke parameter is set to true, the rectangle is drawn without a stroke. If both bSuppressFill and bSuppressStroke are set to true, the method has no effect.  The following example adds a new rectangle with no rounding on the corners within the specified coordinates; it is 100 pixels in width and in height: flash.getDocumentDOM().addNewRectangle({left:0,top:0,right:100,bottom:100},0 The following example adds a new rectangle with no rounding on the corners and without a fill; it is 100 pixels in width and 200 in height: flash.getDocumentDOM().addNewRectangle({left:10,top:10,right:110,bottom:210},0, true The following example adds a new rectangle with no rounding on the corners and without a stroke; it is 200 pixels in width and 100 in height: flash.getDocumentDOM().addNewRectangle({left:20,top:20,right:220,bottom:120},0, false, true " />
<page href="00003882.html" title="document.addNewScene()" text="document.addNewScene()  Flash MX 2004. Usage document.addNewScene([name])  name&#160;Specifies the name of the scene. If you do not specify a name, a new scene name is generated.  Returns A Boolean value: true if the scene is added successfully; false otherwise.  Method; adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. If the specified scene name already exists, the scene is not added and the method returns an error.   The following example adds a new scene named myScene after the current scene in the current document. The variable success will be true when the new scene is created; false otherwise.  var success = flash.getDocumentDOM().addNewScene(&quot;myScene&quot; The following example adds a new scene using the default naming convention. If only one scene exists, the newly created scene is named &quot;Scene 2&quot;. fl.getDocumentDOM().addNewScene( document.addNewScene()  Flash MX 2004. Usage document.addNewScene([name])  name&#160;Specifies the name of the scene. If you do not specify a name, a new scene name is generated.  Returns A Boolean value: true if the scene is added successfully; false otherwise.  Method; adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. If the specified scene name already exists, the scene is not added and the method returns an error.   The following example adds a new scene named myScene after the current scene in the current document. The variable success will be true when the new scene is created; false otherwise.  var success = flash.getDocumentDOM().addNewScene(&quot;myScene&quot; The following example adds a new scene using the default naming convention. If only one scene exists, the newly created scene is named &quot;Scene 2&quot;. fl.getDocumentDOM().addNewScene( document.addNewScene()  Flash MX 2004. Usage document.addNewScene([name])  name&#160;Specifies the name of the scene. If you do not specify a name, a new scene name is generated.  Returns A Boolean value: true if the scene is added successfully; false otherwise.  Method; adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. If the specified scene name already exists, the scene is not added and the method returns an error.   The following example adds a new scene named myScene after the current scene in the current document. The variable success will be true when the new scene is created; false otherwise.  var success = flash.getDocumentDOM().addNewScene(&quot;myScene&quot; The following example adds a new scene using the default naming convention. If only one scene exists, the newly created scene is named &quot;Scene 2&quot;. fl.getDocumentDOM().addNewScene( document.addNewScene()  Flash MX 2004. Usage document.addNewScene([name])  name&#160;Specifies the name of the scene. If you do not specify a name, a new scene name is generated.  Returns A Boolean value: true if the scene is added successfully; false otherwise.  Method; adds a new scene (Timeline object) as the next scene after the currently selected scene and makes the new scene the currently selected scene. If the specified scene name already exists, the scene is not added and the method returns an error.   The following example adds a new scene named myScene after the current scene in the current document. The variable success will be true when the new scene is created; false otherwise.  var success = flash.getDocumentDOM().addNewScene(&quot;myScene&quot; The following example adds a new scene using the default naming convention. If only one scene exists, the newly created scene is named &quot;Scene 2&quot;. fl.getDocumentDOM().addNewScene( " />
<page href="00003883.html" title="document.addNewText()" text="document.addNewText()  Flash MX 2004; optional text parameter added in Flash&#160;CS3 Professional. Usage document.addNewText(boundingRectangle [, text ])  boundingRectangle&#160;Specifies the size and location of the text field. For information on the format of boundingRectangle, see document.addNewRectangle(). text&#160;An optional string that specifies the text to place in the field. If you omit this parameter, the selection in the Tools panel switches to the Text tool. Therefore, if you don't want the selected tool to change, pass a value for text. Returns Nothing.   Method; inserts a new text field and optionally places text into the field. If you omit the text parameter, you can call document.setTextString() to populate the text field.   The following example creates a new text field in the upper-left corner of the Stage and sets the text string to &quot;Hello World&quot;: fl.getDocumentDOM().addNewText({left:0, top:0, right:100, bottom:100} , &quot;Hello World!&quot;  fl.getDocumentDOM().setTextString(&#39;Hello World!&#39;   document.setTextString() document.addNewText()  Flash MX 2004; optional text parameter added in Flash&#160;CS3 Professional. Usage document.addNewText(boundingRectangle [, text ])  boundingRectangle&#160;Specifies the size and location of the text field. For information on the format of boundingRectangle, see document.addNewRectangle(). text&#160;An optional string that specifies the text to place in the field. If you omit this parameter, the selection in the Tools panel switches to the Text tool. Therefore, if you don't want the selected tool to change, pass a value for text. Returns Nothing.   Method; inserts a new text field and optionally places text into the field. If you omit the text parameter, you can call document.setTextString() to populate the text field.   The following example creates a new text field in the upper-left corner of the Stage and sets the text string to &quot;Hello World&quot;: fl.getDocumentDOM().addNewText({left:0, top:0, right:100, bottom:100} , &quot;Hello World!&quot;  fl.getDocumentDOM().setTextString(&#39;Hello World!&#39;   document.setTextString() document.addNewText()  Flash MX 2004; optional text parameter added in Flash&#160;CS3 Professional. Usage document.addNewText(boundingRectangle [, text ])  boundingRectangle&#160;Specifies the size and location of the text field. For information on the format of boundingRectangle, see document.addNewRectangle(). text&#160;An optional string that specifies the text to place in the field. If you omit this parameter, the selection in the Tools panel switches to the Text tool. Therefore, if you don't want the selected tool to change, pass a value for text. Returns Nothing.   Method; inserts a new text field and optionally places text into the field. If you omit the text parameter, you can call document.setTextString() to populate the text field.   The following example creates a new text field in the upper-left corner of the Stage and sets the text string to &quot;Hello World&quot;: fl.getDocumentDOM().addNewText({left:0, top:0, right:100, bottom:100} , &quot;Hello World!&quot;  fl.getDocumentDOM().setTextString(&#39;Hello World!&#39;   document.setTextString() document.addNewText()  Flash MX 2004; optional text parameter added in Flash&#160;CS3 Professional. Usage document.addNewText(boundingRectangle [, text ])  boundingRectangle&#160;Specifies the size and location of the text field. For information on the format of boundingRectangle, see document.addNewRectangle(). text&#160;An optional string that specifies the text to place in the field. If you omit this parameter, the selection in the Tools panel switches to the Text tool. Therefore, if you don't want the selected tool to change, pass a value for text. Returns Nothing.   Method; inserts a new text field and optionally places text into the field. If you omit the text parameter, you can call document.setTextString() to populate the text field.   The following example creates a new text field in the upper-left corner of the Stage and sets the text string to &quot;Hello World&quot;: fl.getDocumentDOM().addNewText({left:0, top:0, right:100, bottom:100} , &quot;Hello World!&quot;  fl.getDocumentDOM().setTextString(&#39;Hello World!&#39;   document.setTextString() " />
<page href="00003884.html" title="document.align()" text="document.align()  Flash MX 2004. Usage document.align(alignmode [, bUseDocumentBounds])  alignmode&#160;A string that specifies how to align the selection. Acceptable values are &quot;left&quot;, &quot;right&quot;, &quot;top&quot;, &quot;bottom&quot;, &quot;vertical center&quot;, and &quot;horizontal center&quot;.  bUseDocumentBounds&#160;A Boolean value that, if set to true, causes the method to align to the bounds of the document. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; aligns the selection.   The following example aligns objects to left and to the Stage. This is equivalent to turning on the To Stage setting in the Align panel and clicking the Align to Left button:  fl.getDocumentDOM().align(&quot;left&quot;, true  document.distribute(), document.getAlignToDocument(), document.setAlignToDocument() document.align()  Flash MX 2004. Usage document.align(alignmode [, bUseDocumentBounds])  alignmode&#160;A string that specifies how to align the selection. Acceptable values are &quot;left&quot;, &quot;right&quot;, &quot;top&quot;, &quot;bottom&quot;, &quot;vertical center&quot;, and &quot;horizontal center&quot;.  bUseDocumentBounds&#160;A Boolean value that, if set to true, causes the method to align to the bounds of the document. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; aligns the selection.   The following example aligns objects to left and to the Stage. This is equivalent to turning on the To Stage setting in the Align panel and clicking the Align to Left button:  fl.getDocumentDOM().align(&quot;left&quot;, true  document.distribute(), document.getAlignToDocument(), document.setAlignToDocument() document.align()  Flash MX 2004. Usage document.align(alignmode [, bUseDocumentBounds])  alignmode&#160;A string that specifies how to align the selection. Acceptable values are &quot;left&quot;, &quot;right&quot;, &quot;top&quot;, &quot;bottom&quot;, &quot;vertical center&quot;, and &quot;horizontal center&quot;.  bUseDocumentBounds&#160;A Boolean value that, if set to true, causes the method to align to the bounds of the document. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; aligns the selection.   The following example aligns objects to left and to the Stage. This is equivalent to turning on the To Stage setting in the Align panel and clicking the Align to Left button:  fl.getDocumentDOM().align(&quot;left&quot;, true  document.distribute(), document.getAlignToDocument(), document.setAlignToDocument() document.align()  Flash MX 2004. Usage document.align(alignmode [, bUseDocumentBounds])  alignmode&#160;A string that specifies how to align the selection. Acceptable values are &quot;left&quot;, &quot;right&quot;, &quot;top&quot;, &quot;bottom&quot;, &quot;vertical center&quot;, and &quot;horizontal center&quot;.  bUseDocumentBounds&#160;A Boolean value that, if set to true, causes the method to align to the bounds of the document. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; aligns the selection.   The following example aligns objects to left and to the Stage. This is equivalent to turning on the To Stage setting in the Align panel and clicking the Align to Left button:  fl.getDocumentDOM().align(&quot;left&quot;, true  document.distribute(), document.getAlignToDocument(), document.setAlignToDocument() " />
<page href="00003885.html" title="document.allowScreens()" text="document.allowScreens()  Flash MX 2004. Usage document.allowScreens()  None.  Returns A Boolean value: true if document.screenOutline can be used safely; false otherwise.  Method; use before using the document.screenOutline property. If this method returns the value true, you can safely access document.screenOutline; Flash displays an error if you access document.screenOutline in a document without screens.   The following example determines whether screens methods can be used in the current document: if(fl.getDocumentDOM().allowScreens()) {  fl.trace(&quot;screen outline is available.&quot; }  else {  fl.trace(&quot;whoops, no screens.&quot; }  document.screenOutline document.allowScreens()  Flash MX 2004. Usage document.allowScreens()  None.  Returns A Boolean value: true if document.screenOutline can be used safely; false otherwise.  Method; use before using the document.screenOutline property. If this method returns the value true, you can safely access document.screenOutline; Flash displays an error if you access document.screenOutline in a document without screens.   The following example determines whether screens methods can be used in the current document: if(fl.getDocumentDOM().allowScreens()) {  fl.trace(&quot;screen outline is available.&quot; }  else {  fl.trace(&quot;whoops, no screens.&quot; }  document.screenOutline document.allowScreens()  Flash MX 2004. Usage document.allowScreens()  None.  Returns A Boolean value: true if document.screenOutline can be used safely; false otherwise.  Method; use before using the document.screenOutline property. If this method returns the value true, you can safely access document.screenOutline; Flash displays an error if you access document.screenOutline in a document without screens.   The following example determines whether screens methods can be used in the current document: if(fl.getDocumentDOM().allowScreens()) {  fl.trace(&quot;screen outline is available.&quot; }  else {  fl.trace(&quot;whoops, no screens.&quot; }  document.screenOutline document.allowScreens()  Flash MX 2004. Usage document.allowScreens()  None.  Returns A Boolean value: true if document.screenOutline can be used safely; false otherwise.  Method; use before using the document.screenOutline property. If this method returns the value true, you can safely access document.screenOutline; Flash displays an error if you access document.screenOutline in a document without screens.   The following example determines whether screens methods can be used in the current document: if(fl.getDocumentDOM().allowScreens()) {  fl.trace(&quot;screen outline is available.&quot; }  else {  fl.trace(&quot;whoops, no screens.&quot; }  document.screenOutline " />
<page href="00003886.html" title="document.arrange()" text="document.arrange()  Flash MX 2004. Usage document.arrange(arrangeMode)  arrangeMode&#160;Specifies the direction in which to move the selection. Acceptable values are &quot;back&quot;, &quot;backward&quot;, &quot;forward&quot;, and &quot;front&quot;. It provides the same capabilities as these options provide on the Modify &gt; Arrange menu. Returns Nothing.   Method; arranges the selection on the Stage. This method applies only to non-shape objects.   The following example moves the current selection to the front: fl.getDocumentDOM().arrange(&quot;front&quot; document.arrange()  Flash MX 2004. Usage document.arrange(arrangeMode)  arrangeMode&#160;Specifies the direction in which to move the selection. Acceptable values are &quot;back&quot;, &quot;backward&quot;, &quot;forward&quot;, and &quot;front&quot;. It provides the same capabilities as these options provide on the Modify &gt; Arrange menu. Returns Nothing.   Method; arranges the selection on the Stage. This method applies only to non-shape objects.   The following example moves the current selection to the front: fl.getDocumentDOM().arrange(&quot;front&quot; document.arrange()  Flash MX 2004. Usage document.arrange(arrangeMode)  arrangeMode&#160;Specifies the direction in which to move the selection. Acceptable values are &quot;back&quot;, &quot;backward&quot;, &quot;forward&quot;, and &quot;front&quot;. It provides the same capabilities as these options provide on the Modify &gt; Arrange menu. Returns Nothing.   Method; arranges the selection on the Stage. This method applies only to non-shape objects.   The following example moves the current selection to the front: fl.getDocumentDOM().arrange(&quot;front&quot; document.arrange()  Flash MX 2004. Usage document.arrange(arrangeMode)  arrangeMode&#160;Specifies the direction in which to move the selection. Acceptable values are &quot;back&quot;, &quot;backward&quot;, &quot;forward&quot;, and &quot;front&quot;. It provides the same capabilities as these options provide on the Modify &gt; Arrange menu. Returns Nothing.   Method; arranges the selection on the Stage. This method applies only to non-shape objects.   The following example moves the current selection to the front: fl.getDocumentDOM().arrange(&quot;front&quot; " />
<page href="00003887.html" title="document.as3AutoDeclare" text="document.as3AutoDeclare  Flash CS3 Professional.  document.as3AutoDeclare  Property; a Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. The default value is true.  The following example specifies that instances placed on the Stage in the current document must be manually added to user-defined timeline classes. fl.getDocumentDOM().as3AutoDeclare=false; document.as3AutoDeclare  Flash CS3 Professional.  document.as3AutoDeclare  Property; a Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. The default value is true.  The following example specifies that instances placed on the Stage in the current document must be manually added to user-defined timeline classes. fl.getDocumentDOM().as3AutoDeclare=false; document.as3AutoDeclare  Flash CS3 Professional.  document.as3AutoDeclare  Property; a Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. The default value is true.  The following example specifies that instances placed on the Stage in the current document must be manually added to user-defined timeline classes. fl.getDocumentDOM().as3AutoDeclare=false; document.as3AutoDeclare  Flash CS3 Professional.  document.as3AutoDeclare  Property; a Boolean value that describes whether the instances placed on the Stage are automatically added to user-defined timeline classes. The default value is true.  The following example specifies that instances placed on the Stage in the current document must be manually added to user-defined timeline classes. fl.getDocumentDOM().as3AutoDeclare=false; " />
<page href="00003888.html" title="document.as3Dialect" text="document.as3Dialect  Flash CS3 Professional.  document.as3Dialect  Property; a string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. The default value is &quot;AS3&quot;. If you wish to allow prototype classes, as permitted in earlier ECMAScript specifications, set this value to &quot;ES&quot;.  The following example specifies that the dialect being used in the current document is ECMAScript: fl.getDocumentDOM().as3Dialect=&quot;ES&quot;;  document.asVersion document.as3Dialect  Flash CS3 Professional.  document.as3Dialect  Property; a string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. The default value is &quot;AS3&quot;. If you wish to allow prototype classes, as permitted in earlier ECMAScript specifications, set this value to &quot;ES&quot;.  The following example specifies that the dialect being used in the current document is ECMAScript: fl.getDocumentDOM().as3Dialect=&quot;ES&quot;;  document.asVersion document.as3Dialect  Flash CS3 Professional.  document.as3Dialect  Property; a string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. The default value is &quot;AS3&quot;. If you wish to allow prototype classes, as permitted in earlier ECMAScript specifications, set this value to &quot;ES&quot;.  The following example specifies that the dialect being used in the current document is ECMAScript: fl.getDocumentDOM().as3Dialect=&quot;ES&quot;;  document.asVersion document.as3Dialect  Flash CS3 Professional.  document.as3Dialect  Property; a string that describes the ActionScript&#160;3.0 &quot;dialect&quot; being used in the specified document. The default value is &quot;AS3&quot;. If you wish to allow prototype classes, as permitted in earlier ECMAScript specifications, set this value to &quot;ES&quot;.  The following example specifies that the dialect being used in the current document is ECMAScript: fl.getDocumentDOM().as3Dialect=&quot;ES&quot;;  document.asVersion " />
<page href="00003889.html" title="document.as3ExportFrame" text="document.as3ExportFrame  Flash CS3 Professional.  document.as3ExportFrame  Property; an integer that specifies in which frame to export ActionScript&#160;3.0 classes. By default, classes are exported in Frame&#160;1.  The following example changes the frame in which classes are exported from&#160;1 (the default) to&#160; 5.  var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value before modification is &quot; + myDocument.as3ExportFrame myDocument.as3ExportFrame = 5;  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value after modification is &quot; + myDocument.as3ExportFrame document.as3ExportFrame  Flash CS3 Professional.  document.as3ExportFrame  Property; an integer that specifies in which frame to export ActionScript&#160;3.0 classes. By default, classes are exported in Frame&#160;1.  The following example changes the frame in which classes are exported from&#160;1 (the default) to&#160; 5.  var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value before modification is &quot; + myDocument.as3ExportFrame myDocument.as3ExportFrame = 5;  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value after modification is &quot; + myDocument.as3ExportFrame document.as3ExportFrame  Flash CS3 Professional.  document.as3ExportFrame  Property; an integer that specifies in which frame to export ActionScript&#160;3.0 classes. By default, classes are exported in Frame&#160;1.  The following example changes the frame in which classes are exported from&#160;1 (the default) to&#160; 5.  var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value before modification is &quot; + myDocument.as3ExportFrame myDocument.as3ExportFrame = 5;  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value after modification is &quot; + myDocument.as3ExportFrame document.as3ExportFrame  Flash CS3 Professional.  document.as3ExportFrame  Property; an integer that specifies in which frame to export ActionScript&#160;3.0 classes. By default, classes are exported in Frame&#160;1.  The following example changes the frame in which classes are exported from&#160;1 (the default) to&#160; 5.  var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value before modification is &quot; + myDocument.as3ExportFrame myDocument.as3ExportFrame = 5;  fl.outputPanel.trace(&quot;&#39;Export classes in frame:&#39; value after modification is &quot; + myDocument.as3ExportFrame " />
<page href="00003890.html" title="document.as3StrictMode" text="document.as3StrictMode  Flash CS3 Professional. Usage document.as3StrictMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Strict Mode option turned on (true) or off (false). Strict Mode causes warnings to be reported as errors, which means that compilation will not succeed if those errors exist. The default value is true.  The following example turns off the Strict Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Strict Mode value before modification is &quot; + myDocument.as3StrictMode  myDocument.as3StrictMode = false;  fl.outputPanel.trace(&quot;Strict Mode value after modification is &quot; + myDocument.as3StrictMode   document.as3WarningsMode document.as3StrictMode  Flash CS3 Professional. Usage document.as3StrictMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Strict Mode option turned on (true) or off (false). Strict Mode causes warnings to be reported as errors, which means that compilation will not succeed if those errors exist. The default value is true.  The following example turns off the Strict Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Strict Mode value before modification is &quot; + myDocument.as3StrictMode  myDocument.as3StrictMode = false;  fl.outputPanel.trace(&quot;Strict Mode value after modification is &quot; + myDocument.as3StrictMode   document.as3WarningsMode document.as3StrictMode  Flash CS3 Professional. Usage document.as3StrictMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Strict Mode option turned on (true) or off (false). Strict Mode causes warnings to be reported as errors, which means that compilation will not succeed if those errors exist. The default value is true.  The following example turns off the Strict Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Strict Mode value before modification is &quot; + myDocument.as3StrictMode  myDocument.as3StrictMode = false;  fl.outputPanel.trace(&quot;Strict Mode value after modification is &quot; + myDocument.as3StrictMode   document.as3WarningsMode document.as3StrictMode  Flash CS3 Professional. Usage document.as3StrictMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Strict Mode option turned on (true) or off (false). Strict Mode causes warnings to be reported as errors, which means that compilation will not succeed if those errors exist. The default value is true.  The following example turns off the Strict Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Strict Mode value before modification is &quot; + myDocument.as3StrictMode  myDocument.as3StrictMode = false;  fl.outputPanel.trace(&quot;Strict Mode value after modification is &quot; + myDocument.as3StrictMode   document.as3WarningsMode " />
<page href="00003891.html" title="document.as3WarningsMode" text="document.as3WarningsMode  Flash CS3 Professional. Usage document.as3WarningsMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Warnings Mode option turned on (true) or off (false). Warnings Mode causes extra warnings to be reported that are useful for discovering incompatibilities when updating ActionScript 2.0 code to ActionScript 3.0. The default value is true.  The following example turns off the Warnings Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Warnings Mode value before modification is &quot; + myDocument.as3WarningsMode  myDocument.as3WarningsMode = false;  fl.outputPanel.trace(&quot;Warnings Mode value after modification is &quot; + myDocument.as3WarningsMode   document.as3StrictMode document.as3WarningsMode  Flash CS3 Professional. Usage document.as3WarningsMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Warnings Mode option turned on (true) or off (false). Warnings Mode causes extra warnings to be reported that are useful for discovering incompatibilities when updating ActionScript 2.0 code to ActionScript 3.0. The default value is true.  The following example turns off the Warnings Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Warnings Mode value before modification is &quot; + myDocument.as3WarningsMode  myDocument.as3WarningsMode = false;  fl.outputPanel.trace(&quot;Warnings Mode value after modification is &quot; + myDocument.as3WarningsMode   document.as3StrictMode document.as3WarningsMode  Flash CS3 Professional. Usage document.as3WarningsMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Warnings Mode option turned on (true) or off (false). Warnings Mode causes extra warnings to be reported that are useful for discovering incompatibilities when updating ActionScript 2.0 code to ActionScript 3.0. The default value is true.  The following example turns off the Warnings Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Warnings Mode value before modification is &quot; + myDocument.as3WarningsMode  myDocument.as3WarningsMode = false;  fl.outputPanel.trace(&quot;Warnings Mode value after modification is &quot; + myDocument.as3WarningsMode   document.as3StrictMode document.as3WarningsMode  Flash CS3 Professional. Usage document.as3WarningsMode  Property; a Boolean value that specifies whether the ActionScript&#160;3.0 compiler should compile with the Warnings Mode option turned on (true) or off (false). Warnings Mode causes extra warnings to be reported that are useful for discovering incompatibilities when updating ActionScript 2.0 code to ActionScript 3.0. The default value is true.  The following example turns off the Warnings Mode compiler option. var myDocument = fl.getDocumentDOM(  fl.outputPanel.trace(&quot;Warnings Mode value before modification is &quot; + myDocument.as3WarningsMode  myDocument.as3WarningsMode = false;  fl.outputPanel.trace(&quot;Warnings Mode value after modification is &quot; + myDocument.as3WarningsMode   document.as3StrictMode " />
<page href="00003892.html" title="document.asVersion" text="document.asVersion  Flash CS3 Professional.  document.asVersion  Property; an integer that specifies which version of ActionScript is being used in the specified document. Acceptable values are 1, 2, and 3.  To determine the targeted player version for the specified document, use document.getPlayerVersion(). This method returns a string, so it can be used by Flash&#160;Lite players.   The following example sets the version of ActionScript in the current document to ActionScript&#160;2.0 if it is currently set as ActionScript 1.0.  if(fl.getDocumentDOM().asVersion == 1){   fl.getDocumentDOM().asVersion = 2;  }  document.as3Dialect, document.getPlayerVersion() document.asVersion  Flash CS3 Professional.  document.asVersion  Property; an integer that specifies which version of ActionScript is being used in the specified document. Acceptable values are 1, 2, and 3.  To determine the targeted player version for the specified document, use document.getPlayerVersion(). This method returns a string, so it can be used by Flash&#160;Lite players.   The following example sets the version of ActionScript in the current document to ActionScript&#160;2.0 if it is currently set as ActionScript 1.0.  if(fl.getDocumentDOM().asVersion == 1){   fl.getDocumentDOM().asVersion = 2;  }  document.as3Dialect, document.getPlayerVersion() document.asVersion  Flash CS3 Professional.  document.asVersion  Property; an integer that specifies which version of ActionScript is being used in the specified document. Acceptable values are 1, 2, and 3.  To determine the targeted player version for the specified document, use document.getPlayerVersion(). This method returns a string, so it can be used by Flash&#160;Lite players.   The following example sets the version of ActionScript in the current document to ActionScript&#160;2.0 if it is currently set as ActionScript 1.0.  if(fl.getDocumentDOM().asVersion == 1){   fl.getDocumentDOM().asVersion = 2;  }  document.as3Dialect, document.getPlayerVersion() document.asVersion  Flash CS3 Professional.  document.asVersion  Property; an integer that specifies which version of ActionScript is being used in the specified document. Acceptable values are 1, 2, and 3.  To determine the targeted player version for the specified document, use document.getPlayerVersion(). This method returns a string, so it can be used by Flash&#160;Lite players.   The following example sets the version of ActionScript in the current document to ActionScript&#160;2.0 if it is currently set as ActionScript 1.0.  if(fl.getDocumentDOM().asVersion == 1){   fl.getDocumentDOM().asVersion = 2;  }  document.as3Dialect, document.getPlayerVersion() " />
<page href="00003893.html" title="document.autoLabel" text="document.autoLabel  Flash MX 2004.  document.autoLabel  Property; a Boolean value that is equivalent to the Auto Label check box in the Accessibility panel. You can use this property to tell Flash to automatically label objects on the Stage with the text associated with them.  The following example gets the value of the autoLabel property and displays the result in the Output panel:  var isAutoLabel = fl.getDocumentDOM().autoLabel;  fl.trace(isAutoLabel The following example sets the autoLabel property to true, telling Flash to automatically label objects on the Stage:  fl.getDocumentDOM().autoLabel = true; document.autoLabel  Flash MX 2004.  document.autoLabel  Property; a Boolean value that is equivalent to the Auto Label check box in the Accessibility panel. You can use this property to tell Flash to automatically label objects on the Stage with the text associated with them.  The following example gets the value of the autoLabel property and displays the result in the Output panel:  var isAutoLabel = fl.getDocumentDOM().autoLabel;  fl.trace(isAutoLabel The following example sets the autoLabel property to true, telling Flash to automatically label objects on the Stage:  fl.getDocumentDOM().autoLabel = true; document.autoLabel  Flash MX 2004.  document.autoLabel  Property; a Boolean value that is equivalent to the Auto Label check box in the Accessibility panel. You can use this property to tell Flash to automatically label objects on the Stage with the text associated with them.  The following example gets the value of the autoLabel property and displays the result in the Output panel:  var isAutoLabel = fl.getDocumentDOM().autoLabel;  fl.trace(isAutoLabel The following example sets the autoLabel property to true, telling Flash to automatically label objects on the Stage:  fl.getDocumentDOM().autoLabel = true; document.autoLabel  Flash MX 2004.  document.autoLabel  Property; a Boolean value that is equivalent to the Auto Label check box in the Accessibility panel. You can use this property to tell Flash to automatically label objects on the Stage with the text associated with them.  The following example gets the value of the autoLabel property and displays the result in the Output panel:  var isAutoLabel = fl.getDocumentDOM().autoLabel;  fl.trace(isAutoLabel The following example sets the autoLabel property to true, telling Flash to automatically label objects on the Stage:  fl.getDocumentDOM().autoLabel = true; " />
<page href="00003894.html" title="document.backgroundColor" text="document.backgroundColor  Flash MX 2004.  document.backgroundColor  Property; the color of the background, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the background color to black: fl.getDocumentDOM().backgroundColor = &#39;#000000&#39;; document.backgroundColor  Flash MX 2004.  document.backgroundColor  Property; the color of the background, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the background color to black: fl.getDocumentDOM().backgroundColor = &#39;#000000&#39;; document.backgroundColor  Flash MX 2004.  document.backgroundColor  Property; the color of the background, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the background color to black: fl.getDocumentDOM().backgroundColor = &#39;#000000&#39;; document.backgroundColor  Flash MX 2004.  document.backgroundColor  Property; the color of the background, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the background color to black: fl.getDocumentDOM().backgroundColor = &#39;#000000&#39;; " />
<page href="00003895.html" title="document.breakApart()" text="document.breakApart()  Flash MX 2004. Usage document.breakApart()  None.  Returns Nothing.   Method; performs a break-apart operation on the current selection.   The following example breaks apart the current selection: fl.getDocumentDOM().breakApart( document.breakApart()  Flash MX 2004. Usage document.breakApart()  None.  Returns Nothing.   Method; performs a break-apart operation on the current selection.   The following example breaks apart the current selection: fl.getDocumentDOM().breakApart( document.breakApart()  Flash MX 2004. Usage document.breakApart()  None.  Returns Nothing.   Method; performs a break-apart operation on the current selection.   The following example breaks apart the current selection: fl.getDocumentDOM().breakApart( document.breakApart()  Flash MX 2004. Usage document.breakApart()  None.  Returns Nothing.   Method; performs a break-apart operation on the current selection.   The following example breaks apart the current selection: fl.getDocumentDOM().breakApart( " />
<page href="00003896.html" title="document.canEditSymbol()" text="document.canEditSymbol()  Flash MX 2004. Usage document.canEditSymbol()  None.  Returns A Boolean value: true if the Edit Symbols menu and functionality are available for use; false otherwise.  Method; indicates whether the Edit Symbols menu and functionality are enabled. This is not related to whether the selection can be edited. This method should not be used to test whether fl.getDocumentDOM().enterEditMode() is allowed.  The following example displays in the Output panel the state of the Edit Symbols menu and functionality: fl.trace(&quot;fl.getDocumentDOM().canEditSymbol() returns: &quot; + fl.getDocumentDOM().canEditSymbol() document.canEditSymbol()  Flash MX 2004. Usage document.canEditSymbol()  None.  Returns A Boolean value: true if the Edit Symbols menu and functionality are available for use; false otherwise.  Method; indicates whether the Edit Symbols menu and functionality are enabled. This is not related to whether the selection can be edited. This method should not be used to test whether fl.getDocumentDOM().enterEditMode() is allowed.  The following example displays in the Output panel the state of the Edit Symbols menu and functionality: fl.trace(&quot;fl.getDocumentDOM().canEditSymbol() returns: &quot; + fl.getDocumentDOM().canEditSymbol() document.canEditSymbol()  Flash MX 2004. Usage document.canEditSymbol()  None.  Returns A Boolean value: true if the Edit Symbols menu and functionality are available for use; false otherwise.  Method; indicates whether the Edit Symbols menu and functionality are enabled. This is not related to whether the selection can be edited. This method should not be used to test whether fl.getDocumentDOM().enterEditMode() is allowed.  The following example displays in the Output panel the state of the Edit Symbols menu and functionality: fl.trace(&quot;fl.getDocumentDOM().canEditSymbol() returns: &quot; + fl.getDocumentDOM().canEditSymbol() document.canEditSymbol()  Flash MX 2004. Usage document.canEditSymbol()  None.  Returns A Boolean value: true if the Edit Symbols menu and functionality are available for use; false otherwise.  Method; indicates whether the Edit Symbols menu and functionality are enabled. This is not related to whether the selection can be edited. This method should not be used to test whether fl.getDocumentDOM().enterEditMode() is allowed.  The following example displays in the Output panel the state of the Edit Symbols menu and functionality: fl.trace(&quot;fl.getDocumentDOM().canEditSymbol() returns: &quot; + fl.getDocumentDOM().canEditSymbol() " />
<page href="00003897.html" title="document.canRevert()" text="document.canRevert()  Flash MX 2004. Usage document.canRevert()  None.  Returns A Boolean value: true if you can use the document.revert() or fl.revertDocument() methods successfully; false otherwise.  Method; determines whether you can use the document.revert() or fl.revertDocument() method successfully.  The following example checks whether the current document can revert to the previously saved version. If so, fl.getDocumentDOM().revert() restores the previously saved version. if(fl.getDocumentDOM().canRevert()){   fl.getDocumentDOM().revert(  } document.canRevert()  Flash MX 2004. Usage document.canRevert()  None.  Returns A Boolean value: true if you can use the document.revert() or fl.revertDocument() methods successfully; false otherwise.  Method; determines whether you can use the document.revert() or fl.revertDocument() method successfully.  The following example checks whether the current document can revert to the previously saved version. If so, fl.getDocumentDOM().revert() restores the previously saved version. if(fl.getDocumentDOM().canRevert()){   fl.getDocumentDOM().revert(  } document.canRevert()  Flash MX 2004. Usage document.canRevert()  None.  Returns A Boolean value: true if you can use the document.revert() or fl.revertDocument() methods successfully; false otherwise.  Method; determines whether you can use the document.revert() or fl.revertDocument() method successfully.  The following example checks whether the current document can revert to the previously saved version. If so, fl.getDocumentDOM().revert() restores the previously saved version. if(fl.getDocumentDOM().canRevert()){   fl.getDocumentDOM().revert(  } document.canRevert()  Flash MX 2004. Usage document.canRevert()  None.  Returns A Boolean value: true if you can use the document.revert() or fl.revertDocument() methods successfully; false otherwise.  Method; determines whether you can use the document.revert() or fl.revertDocument() method successfully.  The following example checks whether the current document can revert to the previously saved version. If so, fl.getDocumentDOM().revert() restores the previously saved version. if(fl.getDocumentDOM().canRevert()){   fl.getDocumentDOM().revert(  } " />
<page href="00003898.html" title="document.canSaveAVersion()" text="document.canSaveAVersion()  Flash CS3 Professional.  document.canSaveAVersion()  None.  A Boolean value of true if a version of the file can be saved to the Version Cue server; false otherwise.  Method; determines whether a version of the specified document can be saved to the Version Cue server.   The following example tests whether document.saveAVersion() can be used. If so, it calls the method. if(fl.getDocumentDOM().canSaveAVersion()){  fl.getDocumentDOM().saveAVersion; }  document.revertToLastVersion(), document.saveAVersion() document.canSaveAVersion()  Flash CS3 Professional.  document.canSaveAVersion()  None.  A Boolean value of true if a version of the file can be saved to the Version Cue server; false otherwise.  Method; determines whether a version of the specified document can be saved to the Version Cue server.   The following example tests whether document.saveAVersion() can be used. If so, it calls the method. if(fl.getDocumentDOM().canSaveAVersion()){  fl.getDocumentDOM().saveAVersion; }  document.revertToLastVersion(), document.saveAVersion() document.canSaveAVersion()  Flash CS3 Professional.  document.canSaveAVersion()  None.  A Boolean value of true if a version of the file can be saved to the Version Cue server; false otherwise.  Method; determines whether a version of the specified document can be saved to the Version Cue server.   The following example tests whether document.saveAVersion() can be used. If so, it calls the method. if(fl.getDocumentDOM().canSaveAVersion()){  fl.getDocumentDOM().saveAVersion; }  document.revertToLastVersion(), document.saveAVersion() document.canSaveAVersion()  Flash CS3 Professional.  document.canSaveAVersion()  None.  A Boolean value of true if a version of the file can be saved to the Version Cue server; false otherwise.  Method; determines whether a version of the specified document can be saved to the Version Cue server.   The following example tests whether document.saveAVersion() can be used. If so, it calls the method. if(fl.getDocumentDOM().canSaveAVersion()){  fl.getDocumentDOM().saveAVersion; }  document.revertToLastVersion(), document.saveAVersion() " />
<page href="00003899.html" title="document.canTestMovie()" text="document.canTestMovie()  Flash MX 2004. Usage document.canTestMovie()  None.  Returns A Boolean value: true if you can use the document.testMovie() method successfully: false otherwise.  Method; determines whether you can use the document.testMovie() method successfully.   The following example tests whether fl.getDocumentDOM().testMovie() can be used. If so, it calls the method. if(fl.getDocumentDOM().canTestMovie()){  fl.getDocumentDOM().testMovie( }  document.canTestScene(), document.testScene() document.canTestMovie()  Flash MX 2004. Usage document.canTestMovie()  None.  Returns A Boolean value: true if you can use the document.testMovie() method successfully: false otherwise.  Method; determines whether you can use the document.testMovie() method successfully.   The following example tests whether fl.getDocumentDOM().testMovie() can be used. If so, it calls the method. if(fl.getDocumentDOM().canTestMovie()){  fl.getDocumentDOM().testMovie( }  document.canTestScene(), document.testScene() document.canTestMovie()  Flash MX 2004. Usage document.canTestMovie()  None.  Returns A Boolean value: true if you can use the document.testMovie() method successfully: false otherwise.  Method; determines whether you can use the document.testMovie() method successfully.   The following example tests whether fl.getDocumentDOM().testMovie() can be used. If so, it calls the method. if(fl.getDocumentDOM().canTestMovie()){  fl.getDocumentDOM().testMovie( }  document.canTestScene(), document.testScene() document.canTestMovie()  Flash MX 2004. Usage document.canTestMovie()  None.  Returns A Boolean value: true if you can use the document.testMovie() method successfully: false otherwise.  Method; determines whether you can use the document.testMovie() method successfully.   The following example tests whether fl.getDocumentDOM().testMovie() can be used. If so, it calls the method. if(fl.getDocumentDOM().canTestMovie()){  fl.getDocumentDOM().testMovie( }  document.canTestScene(), document.testScene() " />
<page href="00003900.html" title="document.canTestScene()" text="document.canTestScene()  Flash MX 2004. Usage document.canTestScene()  None.  Returns A Boolean value: true if you can use the document.testScene() method successfully; false otherwise.  Method; determines whether you can use the document.testScene() method successfully.   The following example first tests whether fl.getDocumentDOM().testScene() can be used successfully. If so, it calls the method. if(fl.getDocumentDOM().canTestScene()){  fl.getDocumentDOM().testScene(  }  document.canTestMovie(), document.testMovie() document.canTestScene()  Flash MX 2004. Usage document.canTestScene()  None.  Returns A Boolean value: true if you can use the document.testScene() method successfully; false otherwise.  Method; determines whether you can use the document.testScene() method successfully.   The following example first tests whether fl.getDocumentDOM().testScene() can be used successfully. If so, it calls the method. if(fl.getDocumentDOM().canTestScene()){  fl.getDocumentDOM().testScene(  }  document.canTestMovie(), document.testMovie() document.canTestScene()  Flash MX 2004. Usage document.canTestScene()  None.  Returns A Boolean value: true if you can use the document.testScene() method successfully; false otherwise.  Method; determines whether you can use the document.testScene() method successfully.   The following example first tests whether fl.getDocumentDOM().testScene() can be used successfully. If so, it calls the method. if(fl.getDocumentDOM().canTestScene()){  fl.getDocumentDOM().testScene(  }  document.canTestMovie(), document.testMovie() document.canTestScene()  Flash MX 2004. Usage document.canTestScene()  None.  Returns A Boolean value: true if you can use the document.testScene() method successfully; false otherwise.  Method; determines whether you can use the document.testScene() method successfully.   The following example first tests whether fl.getDocumentDOM().testScene() can be used successfully. If so, it calls the method. if(fl.getDocumentDOM().canTestScene()){  fl.getDocumentDOM().testScene(  }  document.canTestMovie(), document.testMovie() " />
<page href="00003901.html" title="document.changeFilterOrder()" text="document.changeFilterOrder()  Flash 8.  document.changeFilterOrder(oldIndex, newIndex)  oldIndex&#160;An integer that represents the current zero-based index position of the filter you want to reposition in the Filters list.  newIndex&#160;An integer that represents the new index position of the filter in the list.  Nothing.  Method; changes the index of the filter in the Filter list. Any filters above or below newIndex are shifted up or down accordingly. For example, using the filters shown below, if you issue the command fl.getDocumentDOM().changeFilterOrder(3,&#160;0), the filters are rearranged as follows: Before: blurFilter, dropShadowFilter, glowFilter, gradientBevelFilter After: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter If you then issue the command fl.getDocumentDOM().changeFilterOrder(0,&#160;2), the filters are rearranged as follows: Before: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter After: blurFilter, dropShadowFilter, gradientBevelFilter, glowFilter  The following example moves the filter that is currently in the second position in the Filter list to the first position: fl.getDocumentDOM().changeFilterOrder(1,0   document.addFilter(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.changeFilterOrder()  Flash 8.  document.changeFilterOrder(oldIndex, newIndex)  oldIndex&#160;An integer that represents the current zero-based index position of the filter you want to reposition in the Filters list.  newIndex&#160;An integer that represents the new index position of the filter in the list.  Nothing.  Method; changes the index of the filter in the Filter list. Any filters above or below newIndex are shifted up or down accordingly. For example, using the filters shown below, if you issue the command fl.getDocumentDOM().changeFilterOrder(3,&#160;0), the filters are rearranged as follows: Before: blurFilter, dropShadowFilter, glowFilter, gradientBevelFilter After: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter If you then issue the command fl.getDocumentDOM().changeFilterOrder(0,&#160;2), the filters are rearranged as follows: Before: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter After: blurFilter, dropShadowFilter, gradientBevelFilter, glowFilter  The following example moves the filter that is currently in the second position in the Filter list to the first position: fl.getDocumentDOM().changeFilterOrder(1,0   document.addFilter(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.changeFilterOrder()  Flash 8.  document.changeFilterOrder(oldIndex, newIndex)  oldIndex&#160;An integer that represents the current zero-based index position of the filter you want to reposition in the Filters list.  newIndex&#160;An integer that represents the new index position of the filter in the list.  Nothing.  Method; changes the index of the filter in the Filter list. Any filters above or below newIndex are shifted up or down accordingly. For example, using the filters shown below, if you issue the command fl.getDocumentDOM().changeFilterOrder(3,&#160;0), the filters are rearranged as follows: Before: blurFilter, dropShadowFilter, glowFilter, gradientBevelFilter After: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter If you then issue the command fl.getDocumentDOM().changeFilterOrder(0,&#160;2), the filters are rearranged as follows: Before: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter After: blurFilter, dropShadowFilter, gradientBevelFilter, glowFilter  The following example moves the filter that is currently in the second position in the Filter list to the first position: fl.getDocumentDOM().changeFilterOrder(1,0   document.addFilter(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.changeFilterOrder()  Flash 8.  document.changeFilterOrder(oldIndex, newIndex)  oldIndex&#160;An integer that represents the current zero-based index position of the filter you want to reposition in the Filters list.  newIndex&#160;An integer that represents the new index position of the filter in the list.  Nothing.  Method; changes the index of the filter in the Filter list. Any filters above or below newIndex are shifted up or down accordingly. For example, using the filters shown below, if you issue the command fl.getDocumentDOM().changeFilterOrder(3,&#160;0), the filters are rearranged as follows: Before: blurFilter, dropShadowFilter, glowFilter, gradientBevelFilter After: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter If you then issue the command fl.getDocumentDOM().changeFilterOrder(0,&#160;2), the filters are rearranged as follows: Before: gradientBevelFilter, blurFilter, dropShadowFilter, glowFilter After: blurFilter, dropShadowFilter, gradientBevelFilter, glowFilter  The following example moves the filter that is currently in the second position in the Filter list to the first position: fl.getDocumentDOM().changeFilterOrder(1,0   document.addFilter(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object " />
<page href="00003902.html" title="document.clipCopy()" text="document.clipCopy()  Flash MX 2004. Usage document.clipCopy()  None.  Returns Nothing.   Method; copies the current selection from the document to the Clipboard.  To copy a string to the Clipboard, use fl.clipCopyString().  The following example copies the current selection from the document to the Clipboard: fl.getDocumentDOM().clipCopy(  document.clipCut(), document.clipPaste() document.clipCopy()  Flash MX 2004. Usage document.clipCopy()  None.  Returns Nothing.   Method; copies the current selection from the document to the Clipboard.  To copy a string to the Clipboard, use fl.clipCopyString().  The following example copies the current selection from the document to the Clipboard: fl.getDocumentDOM().clipCopy(  document.clipCut(), document.clipPaste() document.clipCopy()  Flash MX 2004. Usage document.clipCopy()  None.  Returns Nothing.   Method; copies the current selection from the document to the Clipboard.  To copy a string to the Clipboard, use fl.clipCopyString().  The following example copies the current selection from the document to the Clipboard: fl.getDocumentDOM().clipCopy(  document.clipCut(), document.clipPaste() document.clipCopy()  Flash MX 2004. Usage document.clipCopy()  None.  Returns Nothing.   Method; copies the current selection from the document to the Clipboard.  To copy a string to the Clipboard, use fl.clipCopyString().  The following example copies the current selection from the document to the Clipboard: fl.getDocumentDOM().clipCopy(  document.clipCut(), document.clipPaste() " />
<page href="00003903.html" title="document.clipCut()" text="document.clipCut()  Flash MX 2004. Usage document.clipCut()  None.  Returns Nothing.   Method; cuts the current selection from the document and writes it to the Clipboard. Example The following example cuts the current selection from the document and writes it to the Clipboard: fl.getDocumentDOM().clipCut(  document.clipCopy(), document.clipPaste(), fl.clipCopyString() document.clipCut()  Flash MX 2004. Usage document.clipCut()  None.  Returns Nothing.   Method; cuts the current selection from the document and writes it to the Clipboard. Example The following example cuts the current selection from the document and writes it to the Clipboard: fl.getDocumentDOM().clipCut(  document.clipCopy(), document.clipPaste(), fl.clipCopyString() document.clipCut()  Flash MX 2004. Usage document.clipCut()  None.  Returns Nothing.   Method; cuts the current selection from the document and writes it to the Clipboard. Example The following example cuts the current selection from the document and writes it to the Clipboard: fl.getDocumentDOM().clipCut(  document.clipCopy(), document.clipPaste(), fl.clipCopyString() document.clipCut()  Flash MX 2004. Usage document.clipCut()  None.  Returns Nothing.   Method; cuts the current selection from the document and writes it to the Clipboard. Example The following example cuts the current selection from the document and writes it to the Clipboard: fl.getDocumentDOM().clipCut(  document.clipCopy(), document.clipPaste(), fl.clipCopyString() " />
<page href="00003904.html" title="document.clipPaste()" text="document.clipPaste()  Flash MX 2004. Usage document.clipPaste([bInPlace])  bInPlace&#160;A Boolean value that, when set to true, causes the method to perform a paste-in-place operation. The default value is false, which causes the method to perform a paste operation to the center of the document. This parameter is optional. Returns Nothing.   Method; pastes the contents of the Clipboard into the document.   The following example pastes the Clipboard contents to the center of the document: fl.getDocumentDOM().clipPaste( The following example pastes the Clipboard contents in place in the current document: fl.getDocumentDOM().clipPaste(true  document.clipCopy(), document.clipCut(), fl.clipCopyString() document.clipPaste()  Flash MX 2004. Usage document.clipPaste([bInPlace])  bInPlace&#160;A Boolean value that, when set to true, causes the method to perform a paste-in-place operation. The default value is false, which causes the method to perform a paste operation to the center of the document. This parameter is optional. Returns Nothing.   Method; pastes the contents of the Clipboard into the document.   The following example pastes the Clipboard contents to the center of the document: fl.getDocumentDOM().clipPaste( The following example pastes the Clipboard contents in place in the current document: fl.getDocumentDOM().clipPaste(true  document.clipCopy(), document.clipCut(), fl.clipCopyString() document.clipPaste()  Flash MX 2004. Usage document.clipPaste([bInPlace])  bInPlace&#160;A Boolean value that, when set to true, causes the method to perform a paste-in-place operation. The default value is false, which causes the method to perform a paste operation to the center of the document. This parameter is optional. Returns Nothing.   Method; pastes the contents of the Clipboard into the document.   The following example pastes the Clipboard contents to the center of the document: fl.getDocumentDOM().clipPaste( The following example pastes the Clipboard contents in place in the current document: fl.getDocumentDOM().clipPaste(true  document.clipCopy(), document.clipCut(), fl.clipCopyString() document.clipPaste()  Flash MX 2004. Usage document.clipPaste([bInPlace])  bInPlace&#160;A Boolean value that, when set to true, causes the method to perform a paste-in-place operation. The default value is false, which causes the method to perform a paste operation to the center of the document. This parameter is optional. Returns Nothing.   Method; pastes the contents of the Clipboard into the document.   The following example pastes the Clipboard contents to the center of the document: fl.getDocumentDOM().clipPaste( The following example pastes the Clipboard contents in place in the current document: fl.getDocumentDOM().clipPaste(true  document.clipCopy(), document.clipCut(), fl.clipCopyString() " />
<page href="00003905.html" title="document.close()" text="document.close()  Flash MX 2004. Usage document.close([bPromptToSaveChanges])  bPromptToSaveChanges&#160;A Boolean value that, when set to true, causes the method to prompt the user with a dialog box if there are unsaved changes in the document. If bPromptToSaveChanges is set to false, the user is not prompted to save any changed documents. The default value is true. This parameter is optional. Returns Nothing.   Method; closes the specified document.   The following example closes the current document and prompts the user with a dialog box to save changes: fl.getDocumentDOM().close( The following example closes the current document without saving changes: fl.getDocumentDOM().close(false  document.close()  Flash MX 2004. Usage document.close([bPromptToSaveChanges])  bPromptToSaveChanges&#160;A Boolean value that, when set to true, causes the method to prompt the user with a dialog box if there are unsaved changes in the document. If bPromptToSaveChanges is set to false, the user is not prompted to save any changed documents. The default value is true. This parameter is optional. Returns Nothing.   Method; closes the specified document.   The following example closes the current document and prompts the user with a dialog box to save changes: fl.getDocumentDOM().close( The following example closes the current document without saving changes: fl.getDocumentDOM().close(false  document.close()  Flash MX 2004. Usage document.close([bPromptToSaveChanges])  bPromptToSaveChanges&#160;A Boolean value that, when set to true, causes the method to prompt the user with a dialog box if there are unsaved changes in the document. If bPromptToSaveChanges is set to false, the user is not prompted to save any changed documents. The default value is true. This parameter is optional. Returns Nothing.   Method; closes the specified document.   The following example closes the current document and prompts the user with a dialog box to save changes: fl.getDocumentDOM().close( The following example closes the current document without saving changes: fl.getDocumentDOM().close(false  document.close()  Flash MX 2004. Usage document.close([bPromptToSaveChanges])  bPromptToSaveChanges&#160;A Boolean value that, when set to true, causes the method to prompt the user with a dialog box if there are unsaved changes in the document. If bPromptToSaveChanges is set to false, the user is not prompted to save any changed documents. The default value is true. This parameter is optional. Returns Nothing.   Method; closes the specified document.   The following example closes the current document and prompts the user with a dialog box to save changes: fl.getDocumentDOM().close( The following example closes the current document without saving changes: fl.getDocumentDOM().close(false  " />
<page href="00003906.html" title="document.convertLinesToFills()" text="document.convertLinesToFills()  Flash MX 2004. Usage document.convertLinesToFills()  None.  Returns Nothing.   Method; converts lines to fills on the selected objects.   The following example converts the current selected lines to fills:  fl.getDocumentDOM().convertLinesToFills( document.convertLinesToFills()  Flash MX 2004. Usage document.convertLinesToFills()  None.  Returns Nothing.   Method; converts lines to fills on the selected objects.   The following example converts the current selected lines to fills:  fl.getDocumentDOM().convertLinesToFills( document.convertLinesToFills()  Flash MX 2004. Usage document.convertLinesToFills()  None.  Returns Nothing.   Method; converts lines to fills on the selected objects.   The following example converts the current selected lines to fills:  fl.getDocumentDOM().convertLinesToFills( document.convertLinesToFills()  Flash MX 2004. Usage document.convertLinesToFills()  None.  Returns Nothing.   Method; converts lines to fills on the selected objects.   The following example converts the current selected lines to fills:  fl.getDocumentDOM().convertLinesToFills( " />
<page href="00003907.html" title="document.convertToSymbol()" text="document.convertToSymbol()  Flash MX 2004. Usage document.convertToSymbol(type, name, registrationPoint)  type&#160;A string that specifies the type of symbol to create. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.  name&#160;A string that specifies the name for the new symbol, which must be unique. You can submit an empty string to have this method create a unique symbol name for you. registration point&#160;Specifies the point that represents the&#160;0,0&#160;location for the symbol. Acceptable values are: &quot;top left&quot;, &quot;top center&quot;, &quot;top right&quot;, &quot;center left&quot;, &quot;center&quot;, &quot;center right&quot;, &quot;bottom left&quot;, &quot;bottom center&quot;, and &quot;bottom right&quot;. Returns An object for the newly created symbol, or null if it cannot create the symbol.  Method; converts the selected Stage item(s) to a new symbol. For information on defining linkage and shared asset properties for a symbol, see Item object.   The following examples create a movie clip symbol with a specified name, a button symbol with a specified name, and a movie clip symbol with a default name: newMc = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;mcSymbolName&quot;, &quot;top left&quot; newButton = fl.getDocumentDOM().convertToSymbol(&quot;button&quot;, &quot;btnSymbolName&quot;, &quot;bottom right&quot; newClipWithDefaultName = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;&quot;, &quot;top left&quot; document.convertToSymbol()  Flash MX 2004. Usage document.convertToSymbol(type, name, registrationPoint)  type&#160;A string that specifies the type of symbol to create. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.  name&#160;A string that specifies the name for the new symbol, which must be unique. You can submit an empty string to have this method create a unique symbol name for you. registration point&#160;Specifies the point that represents the&#160;0,0&#160;location for the symbol. Acceptable values are: &quot;top left&quot;, &quot;top center&quot;, &quot;top right&quot;, &quot;center left&quot;, &quot;center&quot;, &quot;center right&quot;, &quot;bottom left&quot;, &quot;bottom center&quot;, and &quot;bottom right&quot;. Returns An object for the newly created symbol, or null if it cannot create the symbol.  Method; converts the selected Stage item(s) to a new symbol. For information on defining linkage and shared asset properties for a symbol, see Item object.   The following examples create a movie clip symbol with a specified name, a button symbol with a specified name, and a movie clip symbol with a default name: newMc = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;mcSymbolName&quot;, &quot;top left&quot; newButton = fl.getDocumentDOM().convertToSymbol(&quot;button&quot;, &quot;btnSymbolName&quot;, &quot;bottom right&quot; newClipWithDefaultName = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;&quot;, &quot;top left&quot; document.convertToSymbol()  Flash MX 2004. Usage document.convertToSymbol(type, name, registrationPoint)  type&#160;A string that specifies the type of symbol to create. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.  name&#160;A string that specifies the name for the new symbol, which must be unique. You can submit an empty string to have this method create a unique symbol name for you. registration point&#160;Specifies the point that represents the&#160;0,0&#160;location for the symbol. Acceptable values are: &quot;top left&quot;, &quot;top center&quot;, &quot;top right&quot;, &quot;center left&quot;, &quot;center&quot;, &quot;center right&quot;, &quot;bottom left&quot;, &quot;bottom center&quot;, and &quot;bottom right&quot;. Returns An object for the newly created symbol, or null if it cannot create the symbol.  Method; converts the selected Stage item(s) to a new symbol. For information on defining linkage and shared asset properties for a symbol, see Item object.   The following examples create a movie clip symbol with a specified name, a button symbol with a specified name, and a movie clip symbol with a default name: newMc = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;mcSymbolName&quot;, &quot;top left&quot; newButton = fl.getDocumentDOM().convertToSymbol(&quot;button&quot;, &quot;btnSymbolName&quot;, &quot;bottom right&quot; newClipWithDefaultName = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;&quot;, &quot;top left&quot; document.convertToSymbol()  Flash MX 2004. Usage document.convertToSymbol(type, name, registrationPoint)  type&#160;A string that specifies the type of symbol to create. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.  name&#160;A string that specifies the name for the new symbol, which must be unique. You can submit an empty string to have this method create a unique symbol name for you. registration point&#160;Specifies the point that represents the&#160;0,0&#160;location for the symbol. Acceptable values are: &quot;top left&quot;, &quot;top center&quot;, &quot;top right&quot;, &quot;center left&quot;, &quot;center&quot;, &quot;center right&quot;, &quot;bottom left&quot;, &quot;bottom center&quot;, and &quot;bottom right&quot;. Returns An object for the newly created symbol, or null if it cannot create the symbol.  Method; converts the selected Stage item(s) to a new symbol. For information on defining linkage and shared asset properties for a symbol, see Item object.   The following examples create a movie clip symbol with a specified name, a button symbol with a specified name, and a movie clip symbol with a default name: newMc = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;mcSymbolName&quot;, &quot;top left&quot; newButton = fl.getDocumentDOM().convertToSymbol(&quot;button&quot;, &quot;btnSymbolName&quot;, &quot;bottom right&quot; newClipWithDefaultName = fl.getDocumentDOM().convertToSymbol(&quot;movie clip&quot;, &quot;&quot;, &quot;top left&quot; " />
<page href="00003908.html" title="document.crop()" text="document.crop()  Flash 8.  document.crop()  None.  A Boolean value: true if successful; false otherwise.   Method; uses the top selected drawing object to crop all selected drawing objects underneath it. This method returns false if there are no drawing objects selected or if any of the selected items are not drawing objects.  The following example crops the currently selected objects: fl.getDocumentDOM().crop(  document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject document.crop()  Flash 8.  document.crop()  None.  A Boolean value: true if successful; false otherwise.   Method; uses the top selected drawing object to crop all selected drawing objects underneath it. This method returns false if there are no drawing objects selected or if any of the selected items are not drawing objects.  The following example crops the currently selected objects: fl.getDocumentDOM().crop(  document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject document.crop()  Flash 8.  document.crop()  None.  A Boolean value: true if successful; false otherwise.   Method; uses the top selected drawing object to crop all selected drawing objects underneath it. This method returns false if there are no drawing objects selected or if any of the selected items are not drawing objects.  The following example crops the currently selected objects: fl.getDocumentDOM().crop(  document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject document.crop()  Flash 8.  document.crop()  None.  A Boolean value: true if successful; false otherwise.   Method; uses the top selected drawing object to crop all selected drawing objects underneath it. This method returns false if there are no drawing objects selected or if any of the selected items are not drawing objects.  The following example crops the currently selected objects: fl.getDocumentDOM().crop(  document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject " />
<page href="00003909.html" title="document.currentPublishProfile" text="document.currentPublishProfile  Flash MX 2004.  document.currentPublishProfile  Property; a string that specifies the name of the active publish profile for the specified document.   The following example adds a new publish profile with the default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example changes the selected publish profile to &quot;Default&quot;: fl.getDocumentDOM().currentPublishProfile = &quot;Default&quot;;  document.currentPublishProfile  Flash MX 2004.  document.currentPublishProfile  Property; a string that specifies the name of the active publish profile for the specified document.   The following example adds a new publish profile with the default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example changes the selected publish profile to &quot;Default&quot;: fl.getDocumentDOM().currentPublishProfile = &quot;Default&quot;;  document.currentPublishProfile  Flash MX 2004.  document.currentPublishProfile  Property; a string that specifies the name of the active publish profile for the specified document.   The following example adds a new publish profile with the default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example changes the selected publish profile to &quot;Default&quot;: fl.getDocumentDOM().currentPublishProfile = &quot;Default&quot;;  document.currentPublishProfile  Flash MX 2004.  document.currentPublishProfile  Property; a string that specifies the name of the active publish profile for the specified document.   The following example adds a new publish profile with the default name and then displays the name of the profile in the Output panel: fl.getDocumentDOM().addNewPublishProfile( fl.outputPanel.trace(fl.getDocumentDOM().currentPublishProfile The following example changes the selected publish profile to &quot;Default&quot;: fl.getDocumentDOM().currentPublishProfile = &quot;Default&quot;;  " />
<page href="00003910.html" title="document.currentTimeline" text="document.currentTimeline  Flash MX 2004.  document.currentTimeline  Property; an integer that specifies the index of the active timeline. You can set the active timeline by changing the value of this property; the effect is almost equivalent to calling document.editScene(). The only difference is that you don't get an error message if the index of the timeline is not valid; the property is simply not set, which causes silent failure.  The following example displays the index of the current timeline: var myCurrentTL = fl.getDocumentDOM().currentTimeline;  fl.trace(&quot;The index of the current timeline is: &quot;+ myCurrentTL The following example changes the active timeline from the main timeline to a scene named &quot;myScene&quot;: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  if(curTimelines[i].name == &quot;myScene&quot;){  fl.getDocumentDOM().currentTimeline = i;  }  ++i; }   document.getTimeline() document.currentTimeline  Flash MX 2004.  document.currentTimeline  Property; an integer that specifies the index of the active timeline. You can set the active timeline by changing the value of this property; the effect is almost equivalent to calling document.editScene(). The only difference is that you don't get an error message if the index of the timeline is not valid; the property is simply not set, which causes silent failure.  The following example displays the index of the current timeline: var myCurrentTL = fl.getDocumentDOM().currentTimeline;  fl.trace(&quot;The index of the current timeline is: &quot;+ myCurrentTL The following example changes the active timeline from the main timeline to a scene named &quot;myScene&quot;: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  if(curTimelines[i].name == &quot;myScene&quot;){  fl.getDocumentDOM().currentTimeline = i;  }  ++i; }   document.getTimeline() document.currentTimeline  Flash MX 2004.  document.currentTimeline  Property; an integer that specifies the index of the active timeline. You can set the active timeline by changing the value of this property; the effect is almost equivalent to calling document.editScene(). The only difference is that you don't get an error message if the index of the timeline is not valid; the property is simply not set, which causes silent failure.  The following example displays the index of the current timeline: var myCurrentTL = fl.getDocumentDOM().currentTimeline;  fl.trace(&quot;The index of the current timeline is: &quot;+ myCurrentTL The following example changes the active timeline from the main timeline to a scene named &quot;myScene&quot;: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  if(curTimelines[i].name == &quot;myScene&quot;){  fl.getDocumentDOM().currentTimeline = i;  }  ++i; }   document.getTimeline() document.currentTimeline  Flash MX 2004.  document.currentTimeline  Property; an integer that specifies the index of the active timeline. You can set the active timeline by changing the value of this property; the effect is almost equivalent to calling document.editScene(). The only difference is that you don't get an error message if the index of the timeline is not valid; the property is simply not set, which causes silent failure.  The following example displays the index of the current timeline: var myCurrentTL = fl.getDocumentDOM().currentTimeline;  fl.trace(&quot;The index of the current timeline is: &quot;+ myCurrentTL The following example changes the active timeline from the main timeline to a scene named &quot;myScene&quot;: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  if(curTimelines[i].name == &quot;myScene&quot;){  fl.getDocumentDOM().currentTimeline = i;  }  ++i; }   document.getTimeline() " />
<page href="00003911.html" title="document.deleteEnvelope()" text="document.deleteEnvelope()  Flash 8.  document.deleteEnvelope(  None.  A Boolean value: true if successful; false otherwise.  Method; deletes the envelope (bounding box that contains one or more objects) from the selected objects.   The following example deletes the envelope from the selected objects: fl.getDocumentDOM().deleteEnvelope(  document.crop(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject document.deleteEnvelope()  Flash 8.  document.deleteEnvelope(  None.  A Boolean value: true if successful; false otherwise.  Method; deletes the envelope (bounding box that contains one or more objects) from the selected objects.   The following example deletes the envelope from the selected objects: fl.getDocumentDOM().deleteEnvelope(  document.crop(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject document.deleteEnvelope()  Flash 8.  document.deleteEnvelope(  None.  A Boolean value: true if successful; false otherwise.  Method; deletes the envelope (bounding box that contains one or more objects) from the selected objects.   The following example deletes the envelope from the selected objects: fl.getDocumentDOM().deleteEnvelope(  document.crop(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject document.deleteEnvelope()  Flash 8.  document.deleteEnvelope(  None.  A Boolean value: true if successful; false otherwise.  Method; deletes the envelope (bounding box that contains one or more objects) from the selected objects.   The following example deletes the envelope from the selected objects: fl.getDocumentDOM().deleteEnvelope(  document.crop(), document.intersect(), document.punch(), document.union(), shape.isDrawingObject " />
<page href="00003912.html" title="document.deletePublishProfile()" text="document.deletePublishProfile()  Flash MX 2004. Usage document.deletePublishProfile()  None.  Returns An integer that is the index of the new current profile. If a new profile is not available, the method leaves the current profile unchanged and returns its index.  Method; deletes the currently active profile, if there is more than one. There must be at least one profile left.   The following example deletes the currently active profile, if there is more than one, and displays the index of the new currently active profile: alert(fl.getDocumentDOM().deletePublishProfile()  document.addNewPublishProfile() document.deletePublishProfile()  Flash MX 2004. Usage document.deletePublishProfile()  None.  Returns An integer that is the index of the new current profile. If a new profile is not available, the method leaves the current profile unchanged and returns its index.  Method; deletes the currently active profile, if there is more than one. There must be at least one profile left.   The following example deletes the currently active profile, if there is more than one, and displays the index of the new currently active profile: alert(fl.getDocumentDOM().deletePublishProfile()  document.addNewPublishProfile() document.deletePublishProfile()  Flash MX 2004. Usage document.deletePublishProfile()  None.  Returns An integer that is the index of the new current profile. If a new profile is not available, the method leaves the current profile unchanged and returns its index.  Method; deletes the currently active profile, if there is more than one. There must be at least one profile left.   The following example deletes the currently active profile, if there is more than one, and displays the index of the new currently active profile: alert(fl.getDocumentDOM().deletePublishProfile()  document.addNewPublishProfile() document.deletePublishProfile()  Flash MX 2004. Usage document.deletePublishProfile()  None.  Returns An integer that is the index of the new current profile. If a new profile is not available, the method leaves the current profile unchanged and returns its index.  Method; deletes the currently active profile, if there is more than one. There must be at least one profile left.   The following example deletes the currently active profile, if there is more than one, and displays the index of the new currently active profile: alert(fl.getDocumentDOM().deletePublishProfile()  document.addNewPublishProfile() " />
<page href="00003913.html" title="document.deleteScene()" text="document.deleteScene()  Flash MX 2004. Usage document.deleteScene()  None.  Returns A Boolean value: true if the scene is successfully deleted; false otherwise.  Method; deletes the current scene (Timeline object) and, if the deleted scene was not the last one, sets the next scene as the current Timeline object. If the deleted scene was the last one, it sets the first object as the current Timeline object. If only one Timeline object (scene) exists, it returns the value false.   Assuming there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 var success = fl.getDocumentDOM().deleteScene( document.deleteScene()  Flash MX 2004. Usage document.deleteScene()  None.  Returns A Boolean value: true if the scene is successfully deleted; false otherwise.  Method; deletes the current scene (Timeline object) and, if the deleted scene was not the last one, sets the next scene as the current Timeline object. If the deleted scene was the last one, it sets the first object as the current Timeline object. If only one Timeline object (scene) exists, it returns the value false.   Assuming there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 var success = fl.getDocumentDOM().deleteScene( document.deleteScene()  Flash MX 2004. Usage document.deleteScene()  None.  Returns A Boolean value: true if the scene is successfully deleted; false otherwise.  Method; deletes the current scene (Timeline object) and, if the deleted scene was not the last one, sets the next scene as the current Timeline object. If the deleted scene was the last one, it sets the first object as the current Timeline object. If only one Timeline object (scene) exists, it returns the value false.   Assuming there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 var success = fl.getDocumentDOM().deleteScene( document.deleteScene()  Flash MX 2004. Usage document.deleteScene()  None.  Returns A Boolean value: true if the scene is successfully deleted; false otherwise.  Method; deletes the current scene (Timeline object) and, if the deleted scene was not the last one, sets the next scene as the current Timeline object. If the deleted scene was the last one, it sets the first object as the current Timeline object. If only one Timeline object (scene) exists, it returns the value false.   Assuming there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 var success = fl.getDocumentDOM().deleteScene( " />
<page href="00003914.html" title="document.deleteSelection()" text="document.deleteSelection()  Flash MX 2004. Usage document.deleteSelection()  None.  Returns Nothing.   Method; deletes the current selection on the Stage. Displays an error message if there is no selection.  The following example deletes the current selection in the document: fl.getDocumentDOM().deleteSelection( document.deleteSelection()  Flash MX 2004. Usage document.deleteSelection()  None.  Returns Nothing.   Method; deletes the current selection on the Stage. Displays an error message if there is no selection.  The following example deletes the current selection in the document: fl.getDocumentDOM().deleteSelection( document.deleteSelection()  Flash MX 2004. Usage document.deleteSelection()  None.  Returns Nothing.   Method; deletes the current selection on the Stage. Displays an error message if there is no selection.  The following example deletes the current selection in the document: fl.getDocumentDOM().deleteSelection( document.deleteSelection()  Flash MX 2004. Usage document.deleteSelection()  None.  Returns Nothing.   Method; deletes the current selection on the Stage. Displays an error message if there is no selection.  The following example deletes the current selection in the document: fl.getDocumentDOM().deleteSelection( " />
<page href="00003915.html" title="document.description" text="document.description  Flash MX 2004.  document.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example sets the description of the document: fl.getDocumentDOM().description= &quot;This is the main movie&quot;; The following example gets the description of the document and displays it in the Output panel: fl.trace(fl.getDocumentDOM().description  document.description  Flash MX 2004.  document.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example sets the description of the document: fl.getDocumentDOM().description= &quot;This is the main movie&quot;; The following example gets the description of the document and displays it in the Output panel: fl.trace(fl.getDocumentDOM().description  document.description  Flash MX 2004.  document.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example sets the description of the document: fl.getDocumentDOM().description= &quot;This is the main movie&quot;; The following example gets the description of the document and displays it in the Output panel: fl.trace(fl.getDocumentDOM().description  document.description  Flash MX 2004.  document.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example sets the description of the document: fl.getDocumentDOM().description= &quot;This is the main movie&quot;; The following example gets the description of the document and displays it in the Output panel: fl.trace(fl.getDocumentDOM().description  " />
<page href="00003916.html" title="document.disableAllFilters()" text="document.disableAllFilters()  Flash 8.  document.disableAllFilters()  None.  Nothing.   Method; disables all filters on the selected objects.   The following example disables all filters on the selected objects: fl.getDocumentDOM().disableAllFilters(   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.disableOtherFilters(), document.enableAllFilters(), document.getFilters(), document.removeAllFilters(), Filter object document.disableAllFilters()  Flash 8.  document.disableAllFilters()  None.  Nothing.   Method; disables all filters on the selected objects.   The following example disables all filters on the selected objects: fl.getDocumentDOM().disableAllFilters(   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.disableOtherFilters(), document.enableAllFilters(), document.getFilters(), document.removeAllFilters(), Filter object document.disableAllFilters()  Flash 8.  document.disableAllFilters()  None.  Nothing.   Method; disables all filters on the selected objects.   The following example disables all filters on the selected objects: fl.getDocumentDOM().disableAllFilters(   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.disableOtherFilters(), document.enableAllFilters(), document.getFilters(), document.removeAllFilters(), Filter object document.disableAllFilters()  Flash 8.  document.disableAllFilters()  None.  Nothing.   Method; disables all filters on the selected objects.   The following example disables all filters on the selected objects: fl.getDocumentDOM().disableAllFilters(   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.disableOtherFilters(), document.enableAllFilters(), document.getFilters(), document.removeAllFilters(), Filter object " />
<page href="00003917.html" title="document.disableFilter()" text="document.disableFilter()  Flash 8.  document.disableFilter(filterIndex)  filterIndex&#160;An integer representing the zero-based index of the filter in the Filter list.  Nothing.  Method; disables the specified filter in the Filters list.   The following example disables the first and third filters (index values of&#160;0 and&#160;2) in the Filters list from the selected object(s): fl.getDocumentDOM().disableFilter(0  fl.getDocumentDOM().disableFilter(2   document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableOtherFilters(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.disableFilter()  Flash 8.  document.disableFilter(filterIndex)  filterIndex&#160;An integer representing the zero-based index of the filter in the Filter list.  Nothing.  Method; disables the specified filter in the Filters list.   The following example disables the first and third filters (index values of&#160;0 and&#160;2) in the Filters list from the selected object(s): fl.getDocumentDOM().disableFilter(0  fl.getDocumentDOM().disableFilter(2   document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableOtherFilters(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.disableFilter()  Flash 8.  document.disableFilter(filterIndex)  filterIndex&#160;An integer representing the zero-based index of the filter in the Filter list.  Nothing.  Method; disables the specified filter in the Filters list.   The following example disables the first and third filters (index values of&#160;0 and&#160;2) in the Filters list from the selected object(s): fl.getDocumentDOM().disableFilter(0  fl.getDocumentDOM().disableFilter(2   document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableOtherFilters(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.disableFilter()  Flash 8.  document.disableFilter(filterIndex)  filterIndex&#160;An integer representing the zero-based index of the filter in the Filter list.  Nothing.  Method; disables the specified filter in the Filters list.   The following example disables the first and third filters (index values of&#160;0 and&#160;2) in the Filters list from the selected object(s): fl.getDocumentDOM().disableFilter(0  fl.getDocumentDOM().disableFilter(2   document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableOtherFilters(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object " />
<page href="00003918.html" title="document.disableOtherFilters()" text="document.disableOtherFilters()  Flash 8.  document.disableOtherFilters(enabledFilterIndex)  enabledFilterIndex&#160;An integer representing the zero-based index of the filter that should remain enabled after other filters are disabled.   Nothing.   Method; disables all filters except the one at the specified position in the Filters list.   The following example disables all filters except the second filter in the list (index value of&#160;1): fl.getDocumentDom().disableOtherFilters(1  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.disableOtherFilters()  Flash 8.  document.disableOtherFilters(enabledFilterIndex)  enabledFilterIndex&#160;An integer representing the zero-based index of the filter that should remain enabled after other filters are disabled.   Nothing.   Method; disables all filters except the one at the specified position in the Filters list.   The following example disables all filters except the second filter in the list (index value of&#160;1): fl.getDocumentDom().disableOtherFilters(1  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.disableOtherFilters()  Flash 8.  document.disableOtherFilters(enabledFilterIndex)  enabledFilterIndex&#160;An integer representing the zero-based index of the filter that should remain enabled after other filters are disabled.   Nothing.   Method; disables all filters except the one at the specified position in the Filters list.   The following example disables all filters except the second filter in the list (index value of&#160;1): fl.getDocumentDom().disableOtherFilters(1  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object document.disableOtherFilters()  Flash 8.  document.disableOtherFilters(enabledFilterIndex)  enabledFilterIndex&#160;An integer representing the zero-based index of the filter that should remain enabled after other filters are disabled.   Nothing.   Method; disables all filters except the one at the specified position in the Filters list.   The following example disables all filters except the second filter in the list (index value of&#160;1): fl.getDocumentDom().disableOtherFilters(1  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.disableFilter(), document.enableFilter(), document.getFilters(), document.removeFilter(), Filter object " />
<page href="00003919.html" title="document.distribute()" text="document.distribute()  Flash MX 2004. Usage document.distribute(distributemode [, bUseDocumentBounds])  distributemode&#160;A string that specifies where to distribute the selected object. Acceptable values are &quot;left edge&quot;, &quot;horizontal center&quot;, &quot;right edge&quot;, &quot;top edge&quot;, &quot;vertical center&quot;, and &quot;bottom edge&quot;. bUseDocumentBounds&#160;A Boolean value that, when set to true, distributes the selected objects using the bounds of the document. Otherwise, the method uses the bounds of the selected object. The default is false.  Returns Nothing.   Method; distributes the selection.   The following example distributes the selected objects by the top edge:  fl.getDocumentDOM().distribute(&quot;top edge&quot;  The following example distributes the selected objects by top edge and expressly sets the bUseDcoumentBounds parameter:  fl.getDocumentDOM().distribute(&quot;top edge&quot;, false The following example distributes the selected objects by their top edges, using the bounds of the document: fl.getDocumentDOM().distribute(&quot;top edge&quot;, true   document.getAlignToDocument(), document.setAlignToDocument()  document.distribute()  Flash MX 2004. Usage document.distribute(distributemode [, bUseDocumentBounds])  distributemode&#160;A string that specifies where to distribute the selected object. Acceptable values are &quot;left edge&quot;, &quot;horizontal center&quot;, &quot;right edge&quot;, &quot;top edge&quot;, &quot;vertical center&quot;, and &quot;bottom edge&quot;. bUseDocumentBounds&#160;A Boolean value that, when set to true, distributes the selected objects using the bounds of the document. Otherwise, the method uses the bounds of the selected object. The default is false.  Returns Nothing.   Method; distributes the selection.   The following example distributes the selected objects by the top edge:  fl.getDocumentDOM().distribute(&quot;top edge&quot;  The following example distributes the selected objects by top edge and expressly sets the bUseDcoumentBounds parameter:  fl.getDocumentDOM().distribute(&quot;top edge&quot;, false The following example distributes the selected objects by their top edges, using the bounds of the document: fl.getDocumentDOM().distribute(&quot;top edge&quot;, true   document.getAlignToDocument(), document.setAlignToDocument()  document.distribute()  Flash MX 2004. Usage document.distribute(distributemode [, bUseDocumentBounds])  distributemode&#160;A string that specifies where to distribute the selected object. Acceptable values are &quot;left edge&quot;, &quot;horizontal center&quot;, &quot;right edge&quot;, &quot;top edge&quot;, &quot;vertical center&quot;, and &quot;bottom edge&quot;. bUseDocumentBounds&#160;A Boolean value that, when set to true, distributes the selected objects using the bounds of the document. Otherwise, the method uses the bounds of the selected object. The default is false.  Returns Nothing.   Method; distributes the selection.   The following example distributes the selected objects by the top edge:  fl.getDocumentDOM().distribute(&quot;top edge&quot;  The following example distributes the selected objects by top edge and expressly sets the bUseDcoumentBounds parameter:  fl.getDocumentDOM().distribute(&quot;top edge&quot;, false The following example distributes the selected objects by their top edges, using the bounds of the document: fl.getDocumentDOM().distribute(&quot;top edge&quot;, true   document.getAlignToDocument(), document.setAlignToDocument()  document.distribute()  Flash MX 2004. Usage document.distribute(distributemode [, bUseDocumentBounds])  distributemode&#160;A string that specifies where to distribute the selected object. Acceptable values are &quot;left edge&quot;, &quot;horizontal center&quot;, &quot;right edge&quot;, &quot;top edge&quot;, &quot;vertical center&quot;, and &quot;bottom edge&quot;. bUseDocumentBounds&#160;A Boolean value that, when set to true, distributes the selected objects using the bounds of the document. Otherwise, the method uses the bounds of the selected object. The default is false.  Returns Nothing.   Method; distributes the selection.   The following example distributes the selected objects by the top edge:  fl.getDocumentDOM().distribute(&quot;top edge&quot;  The following example distributes the selected objects by top edge and expressly sets the bUseDcoumentBounds parameter:  fl.getDocumentDOM().distribute(&quot;top edge&quot;, false The following example distributes the selected objects by their top edges, using the bounds of the document: fl.getDocumentDOM().distribute(&quot;top edge&quot;, true   document.getAlignToDocument(), document.setAlignToDocument()  " />
<page href="00003920.html" title="document.distributeToLayers()" text="document.distributeToLayers()  Flash MX 2004. Usage document.distributeToLayers()  None.  Returns Nothing.   Method; performs a distribute-to-layers operation on the current selection--equivalent to selecting Distribute to Layers. This method displays an error if there is no selection.  The following example distributes the current selection to layers: fl.getDocumentDOM().distributeToLayers( document.distributeToLayers()  Flash MX 2004. Usage document.distributeToLayers()  None.  Returns Nothing.   Method; performs a distribute-to-layers operation on the current selection--equivalent to selecting Distribute to Layers. This method displays an error if there is no selection.  The following example distributes the current selection to layers: fl.getDocumentDOM().distributeToLayers( document.distributeToLayers()  Flash MX 2004. Usage document.distributeToLayers()  None.  Returns Nothing.   Method; performs a distribute-to-layers operation on the current selection--equivalent to selecting Distribute to Layers. This method displays an error if there is no selection.  The following example distributes the current selection to layers: fl.getDocumentDOM().distributeToLayers( document.distributeToLayers()  Flash MX 2004. Usage document.distributeToLayers()  None.  Returns Nothing.   Method; performs a distribute-to-layers operation on the current selection--equivalent to selecting Distribute to Layers. This method displays an error if there is no selection.  The following example distributes the current selection to layers: fl.getDocumentDOM().distributeToLayers( " />
<page href="00003921.html" title="document.docClass " text="document.docClass   Flash CS3 Professional.  document.docClass   Property; a string that specifies the top-level ActionScript&#160;3.0 class associated with the document. If the document isn't configured to use ActionScript&#160;3.0, this property is ignored.   The following example specifies that the ActionScript&#160;3.0 class associated with the document is com.mycompany.ManagerClass, which is defined in com/mycompany/ManagerClass.as: var myDocument = fl.getDocumentDOM(  // set the property  myDocument.docClass = &quot;com.mycompany.ManagerClass&quot;;  // get the property  fl.outputPanel.trace(&quot;document.docClass has been set to &quot; + myDocument.docClass  item.linkageBaseClass document.docClass   Flash CS3 Professional.  document.docClass   Property; a string that specifies the top-level ActionScript&#160;3.0 class associated with the document. If the document isn't configured to use ActionScript&#160;3.0, this property is ignored.   The following example specifies that the ActionScript&#160;3.0 class associated with the document is com.mycompany.ManagerClass, which is defined in com/mycompany/ManagerClass.as: var myDocument = fl.getDocumentDOM(  // set the property  myDocument.docClass = &quot;com.mycompany.ManagerClass&quot;;  // get the property  fl.outputPanel.trace(&quot;document.docClass has been set to &quot; + myDocument.docClass  item.linkageBaseClass document.docClass   Flash CS3 Professional.  document.docClass   Property; a string that specifies the top-level ActionScript&#160;3.0 class associated with the document. If the document isn't configured to use ActionScript&#160;3.0, this property is ignored.   The following example specifies that the ActionScript&#160;3.0 class associated with the document is com.mycompany.ManagerClass, which is defined in com/mycompany/ManagerClass.as: var myDocument = fl.getDocumentDOM(  // set the property  myDocument.docClass = &quot;com.mycompany.ManagerClass&quot;;  // get the property  fl.outputPanel.trace(&quot;document.docClass has been set to &quot; + myDocument.docClass  item.linkageBaseClass document.docClass   Flash CS3 Professional.  document.docClass   Property; a string that specifies the top-level ActionScript&#160;3.0 class associated with the document. If the document isn't configured to use ActionScript&#160;3.0, this property is ignored.   The following example specifies that the ActionScript&#160;3.0 class associated with the document is com.mycompany.ManagerClass, which is defined in com/mycompany/ManagerClass.as: var myDocument = fl.getDocumentDOM(  // set the property  myDocument.docClass = &quot;com.mycompany.ManagerClass&quot;;  // get the property  fl.outputPanel.trace(&quot;document.docClass has been set to &quot; + myDocument.docClass  item.linkageBaseClass " />
<page href="00003922.html" title="document.documentHasData()" text="document.documentHasData()  Flash MX 2004. Usage document.documentHasData(name)  name&#160;A string that specifies the name of the data to check.  Returns A Boolean value: true if the document has persistent data; false otherwise.  Method; checks the document for persistent data with the specified name.   The following example checks the document for persistent data with the name &quot;myData&quot;: var hasData = fl.getDocumentDOM().documentHasData(&quot;myData&quot;  document.addDataToDocument(), document.getDataFromDocument(), document.removeDataFromDocument() document.documentHasData()  Flash MX 2004. Usage document.documentHasData(name)  name&#160;A string that specifies the name of the data to check.  Returns A Boolean value: true if the document has persistent data; false otherwise.  Method; checks the document for persistent data with the specified name.   The following example checks the document for persistent data with the name &quot;myData&quot;: var hasData = fl.getDocumentDOM().documentHasData(&quot;myData&quot;  document.addDataToDocument(), document.getDataFromDocument(), document.removeDataFromDocument() document.documentHasData()  Flash MX 2004. Usage document.documentHasData(name)  name&#160;A string that specifies the name of the data to check.  Returns A Boolean value: true if the document has persistent data; false otherwise.  Method; checks the document for persistent data with the specified name.   The following example checks the document for persistent data with the name &quot;myData&quot;: var hasData = fl.getDocumentDOM().documentHasData(&quot;myData&quot;  document.addDataToDocument(), document.getDataFromDocument(), document.removeDataFromDocument() document.documentHasData()  Flash MX 2004. Usage document.documentHasData(name)  name&#160;A string that specifies the name of the data to check.  Returns A Boolean value: true if the document has persistent data; false otherwise.  Method; checks the document for persistent data with the specified name.   The following example checks the document for persistent data with the name &quot;myData&quot;: var hasData = fl.getDocumentDOM().documentHasData(&quot;myData&quot;  document.addDataToDocument(), document.getDataFromDocument(), document.removeDataFromDocument() " />
<page href="00003923.html" title="document.duplicatePublishProfile()" text="document.duplicatePublishProfile()  Flash MX 2004. Usage document.duplicatePublishProfile([profileName])  profileName&#160;A string that specifies the unique name of the duplicated profile. If you do not specify a name, the method uses the default name. This parameter is optional. Returns An integer that is the index of the new profile in the profile list. Returns -1 if the profile cannot be&#160;duplicated.  Method; duplicates the currently active profile and gives the duplicate version focus.  The following example duplicates the currently active profile and displays the index of the new profile in the Output panel: fl.trace(fl.getDocumentDOM().duplicatePublishProfile(&quot;dup profile&quot;)  document.duplicatePublishProfile()  Flash MX 2004. Usage document.duplicatePublishProfile([profileName])  profileName&#160;A string that specifies the unique name of the duplicated profile. If you do not specify a name, the method uses the default name. This parameter is optional. Returns An integer that is the index of the new profile in the profile list. Returns -1 if the profile cannot be&#160;duplicated.  Method; duplicates the currently active profile and gives the duplicate version focus.  The following example duplicates the currently active profile and displays the index of the new profile in the Output panel: fl.trace(fl.getDocumentDOM().duplicatePublishProfile(&quot;dup profile&quot;)  document.duplicatePublishProfile()  Flash MX 2004. Usage document.duplicatePublishProfile([profileName])  profileName&#160;A string that specifies the unique name of the duplicated profile. If you do not specify a name, the method uses the default name. This parameter is optional. Returns An integer that is the index of the new profile in the profile list. Returns -1 if the profile cannot be&#160;duplicated.  Method; duplicates the currently active profile and gives the duplicate version focus.  The following example duplicates the currently active profile and displays the index of the new profile in the Output panel: fl.trace(fl.getDocumentDOM().duplicatePublishProfile(&quot;dup profile&quot;)  document.duplicatePublishProfile()  Flash MX 2004. Usage document.duplicatePublishProfile([profileName])  profileName&#160;A string that specifies the unique name of the duplicated profile. If you do not specify a name, the method uses the default name. This parameter is optional. Returns An integer that is the index of the new profile in the profile list. Returns -1 if the profile cannot be&#160;duplicated.  Method; duplicates the currently active profile and gives the duplicate version focus.  The following example duplicates the currently active profile and displays the index of the new profile in the Output panel: fl.trace(fl.getDocumentDOM().duplicatePublishProfile(&quot;dup profile&quot;)  " />
<page href="00003924.html" title="document.duplicateScene()" text="document.duplicateScene()  Flash MX 2004. Usage document.duplicateScene()  None.  Returns A Boolean value: true if the scene is duplicated successfully; false otherwise.  Method; makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.   The following example duplicates the second scene in the current document: fl.getDocumentDOM().editScene(1 //Set the middle scene to current scene. var success = fl.getDocumentDOM().duplicateScene( document.duplicateScene()  Flash MX 2004. Usage document.duplicateScene()  None.  Returns A Boolean value: true if the scene is duplicated successfully; false otherwise.  Method; makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.   The following example duplicates the second scene in the current document: fl.getDocumentDOM().editScene(1 //Set the middle scene to current scene. var success = fl.getDocumentDOM().duplicateScene( document.duplicateScene()  Flash MX 2004. Usage document.duplicateScene()  None.  Returns A Boolean value: true if the scene is duplicated successfully; false otherwise.  Method; makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.   The following example duplicates the second scene in the current document: fl.getDocumentDOM().editScene(1 //Set the middle scene to current scene. var success = fl.getDocumentDOM().duplicateScene( document.duplicateScene()  Flash MX 2004. Usage document.duplicateScene()  None.  Returns A Boolean value: true if the scene is duplicated successfully; false otherwise.  Method; makes a copy of the currently selected scene, giving the new scene a unique name and making it the current scene.   The following example duplicates the second scene in the current document: fl.getDocumentDOM().editScene(1 //Set the middle scene to current scene. var success = fl.getDocumentDOM().duplicateScene( " />
<page href="00003925.html" title="document.duplicateSelection()" text="document.duplicateSelection()  Flash MX 2004. Usage document.duplicateSelection()  None.  Returns Nothing.   Method; duplicates the selection on the Stage.  The following example duplicates the current selection, which is similar to Alt-clicking and then dragging an item: fl.getDocumentDOM().duplicateSelection( document.duplicateSelection()  Flash MX 2004. Usage document.duplicateSelection()  None.  Returns Nothing.   Method; duplicates the selection on the Stage.  The following example duplicates the current selection, which is similar to Alt-clicking and then dragging an item: fl.getDocumentDOM().duplicateSelection( document.duplicateSelection()  Flash MX 2004. Usage document.duplicateSelection()  None.  Returns Nothing.   Method; duplicates the selection on the Stage.  The following example duplicates the current selection, which is similar to Alt-clicking and then dragging an item: fl.getDocumentDOM().duplicateSelection( document.duplicateSelection()  Flash MX 2004. Usage document.duplicateSelection()  None.  Returns Nothing.   Method; duplicates the selection on the Stage.  The following example duplicates the current selection, which is similar to Alt-clicking and then dragging an item: fl.getDocumentDOM().duplicateSelection( " />
<page href="00003926.html" title="document.editScene()" text="document.editScene()  Flash MX 2004. Usage document.editScene(index)  index&#160;A zero-based integer that specifies which scene to edit.  Returns Nothing.   Method; makes the specified scene the currently selected scene for editing.   Assuming that there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 fl.getDocumentDOM().deleteScene(  document.editScene()  Flash MX 2004. Usage document.editScene(index)  index&#160;A zero-based integer that specifies which scene to edit.  Returns Nothing.   Method; makes the specified scene the currently selected scene for editing.   Assuming that there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 fl.getDocumentDOM().deleteScene(  document.editScene()  Flash MX 2004. Usage document.editScene(index)  index&#160;A zero-based integer that specifies which scene to edit.  Returns Nothing.   Method; makes the specified scene the currently selected scene for editing.   Assuming that there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 fl.getDocumentDOM().deleteScene(  document.editScene()  Flash MX 2004. Usage document.editScene(index)  index&#160;A zero-based integer that specifies which scene to edit.  Returns Nothing.   Method; makes the specified scene the currently selected scene for editing.   Assuming that there are three scenes (Scene0, Scene1, and Scene2) in the current document, the following example makes Scene2 the current scene and then deletes it: fl.getDocumentDOM().editScene(2 fl.getDocumentDOM().deleteScene(  " />
<page href="00003927.html" title="document.enableAllFilters()" text="document.enableAllFilters()  Flash 8.  document.enableAllFilters()  None.  Nothing.  Method; enables all the filters on the Filters list for the selected object(s).  The following example enables all the filters on the Filters list for the selected object(s): fl.getDocumentDOM().enableAllFilters()  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.enableFilter(), document.getFilters(), document.removeAllFilters(), Filter object document.enableAllFilters()  Flash 8.  document.enableAllFilters()  None.  Nothing.  Method; enables all the filters on the Filters list for the selected object(s).  The following example enables all the filters on the Filters list for the selected object(s): fl.getDocumentDOM().enableAllFilters()  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.enableFilter(), document.getFilters(), document.removeAllFilters(), Filter object document.enableAllFilters()  Flash 8.  document.enableAllFilters()  None.  Nothing.  Method; enables all the filters on the Filters list for the selected object(s).  The following example enables all the filters on the Filters list for the selected object(s): fl.getDocumentDOM().enableAllFilters()  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.enableFilter(), document.getFilters(), document.removeAllFilters(), Filter object document.enableAllFilters()  Flash 8.  document.enableAllFilters()  None.  Nothing.  Method; enables all the filters on the Filters list for the selected object(s).  The following example enables all the filters on the Filters list for the selected object(s): fl.getDocumentDOM().enableAllFilters()  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.enableFilter(), document.getFilters(), document.removeAllFilters(), Filter object " />
<page href="00003928.html" title="document.enableFilter()" text="document.enableFilter()  Flash 8.  document.enableFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list to enable.  Nothing.  Method; enables the specified filter for the selected object(s).  The following example enables the second filter of the selected object(s): fl.getDocumentDOM().enableFilter(1   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.enableAllFilters(), document.getFilters(), document.removeFilter(), Filter object document.enableFilter()  Flash 8.  document.enableFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list to enable.  Nothing.  Method; enables the specified filter for the selected object(s).  The following example enables the second filter of the selected object(s): fl.getDocumentDOM().enableFilter(1   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.enableAllFilters(), document.getFilters(), document.removeFilter(), Filter object document.enableFilter()  Flash 8.  document.enableFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list to enable.  Nothing.  Method; enables the specified filter for the selected object(s).  The following example enables the second filter of the selected object(s): fl.getDocumentDOM().enableFilter(1   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.enableAllFilters(), document.getFilters(), document.removeFilter(), Filter object document.enableFilter()  Flash 8.  document.enableFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list to enable.  Nothing.  Method; enables the specified filter for the selected object(s).  The following example enables the second filter of the selected object(s): fl.getDocumentDOM().enableFilter(1   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.enableAllFilters(), document.getFilters(), document.removeFilter(), Filter object " />
<page href="00003929.html" title="document.enterEditMode()" text="document.enterEditMode()  Flash MX 2004. Usage document.enterEditMode([editMode])  editMode&#160;A string that specifies the editing mode. Acceptable values are &quot;inPlace&quot; or &quot;newWindow&quot;. If no parameter is specified, the default is symbol-editing mode. This parameter is optional. Returns Nothing.   Method; switches the authoring tool into the editing mode specified by the parameter. If no parameter is specified, the method defaults to symbol-editing mode, which has the same result as right-clicking the symbol to invoke the context menu and selecting Edit.  Example  The following example puts Flash in edit-in-place mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;inPlace&#39; The following example puts Flash in edit-in-new-window mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;newWindow&#39;   document.exitEditMode() document.enterEditMode()  Flash MX 2004. Usage document.enterEditMode([editMode])  editMode&#160;A string that specifies the editing mode. Acceptable values are &quot;inPlace&quot; or &quot;newWindow&quot;. If no parameter is specified, the default is symbol-editing mode. This parameter is optional. Returns Nothing.   Method; switches the authoring tool into the editing mode specified by the parameter. If no parameter is specified, the method defaults to symbol-editing mode, which has the same result as right-clicking the symbol to invoke the context menu and selecting Edit.  Example  The following example puts Flash in edit-in-place mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;inPlace&#39; The following example puts Flash in edit-in-new-window mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;newWindow&#39;   document.exitEditMode() document.enterEditMode()  Flash MX 2004. Usage document.enterEditMode([editMode])  editMode&#160;A string that specifies the editing mode. Acceptable values are &quot;inPlace&quot; or &quot;newWindow&quot;. If no parameter is specified, the default is symbol-editing mode. This parameter is optional. Returns Nothing.   Method; switches the authoring tool into the editing mode specified by the parameter. If no parameter is specified, the method defaults to symbol-editing mode, which has the same result as right-clicking the symbol to invoke the context menu and selecting Edit.  Example  The following example puts Flash in edit-in-place mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;inPlace&#39; The following example puts Flash in edit-in-new-window mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;newWindow&#39;   document.exitEditMode() document.enterEditMode()  Flash MX 2004. Usage document.enterEditMode([editMode])  editMode&#160;A string that specifies the editing mode. Acceptable values are &quot;inPlace&quot; or &quot;newWindow&quot;. If no parameter is specified, the default is symbol-editing mode. This parameter is optional. Returns Nothing.   Method; switches the authoring tool into the editing mode specified by the parameter. If no parameter is specified, the method defaults to symbol-editing mode, which has the same result as right-clicking the symbol to invoke the context menu and selecting Edit.  Example  The following example puts Flash in edit-in-place mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;inPlace&#39; The following example puts Flash in edit-in-new-window mode for the currently selected symbol: fl.getDocumentDOM().enterEditMode(&#39;newWindow&#39;   document.exitEditMode() " />
<page href="00003930.html" title="document.exitEditMode()" text="document.exitEditMode()  Flash MX 2004. Usage document.exitEditMode()  None.  Returns Nothing.   Method; exits from symbol-editing mode and returns focus to the next level up from the editing mode. For example, if you are editing a symbol inside another symbol, this method takes you up a level from the symbol you are editing, into the parent symbol.   The following example exits symbol-editing mode: fl.getDocumentDOM().exitEditMode(  document.enterEditMode() document.exitEditMode()  Flash MX 2004. Usage document.exitEditMode()  None.  Returns Nothing.   Method; exits from symbol-editing mode and returns focus to the next level up from the editing mode. For example, if you are editing a symbol inside another symbol, this method takes you up a level from the symbol you are editing, into the parent symbol.   The following example exits symbol-editing mode: fl.getDocumentDOM().exitEditMode(  document.enterEditMode() document.exitEditMode()  Flash MX 2004. Usage document.exitEditMode()  None.  Returns Nothing.   Method; exits from symbol-editing mode and returns focus to the next level up from the editing mode. For example, if you are editing a symbol inside another symbol, this method takes you up a level from the symbol you are editing, into the parent symbol.   The following example exits symbol-editing mode: fl.getDocumentDOM().exitEditMode(  document.enterEditMode() document.exitEditMode()  Flash MX 2004. Usage document.exitEditMode()  None.  Returns Nothing.   Method; exits from symbol-editing mode and returns focus to the next level up from the editing mode. For example, if you are editing a symbol inside another symbol, this method takes you up a level from the symbol you are editing, into the parent symbol.   The following example exits symbol-editing mode: fl.getDocumentDOM().exitEditMode(  document.enterEditMode() " />
<page href="00003931.html" title="document.exportPNG()" text="document.exportPNG()  Flash 8. Usage document.exportPNG([fileURI [, bCurrentPNGSettings [, bCurrentFrame]]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the exported file. If fileURI is an empty string or is not specified, Flash displays the Export Movie dialog box.  bCurrentPNGSettings&#160;A Boolean value that specifies whether to use the current PNG publish settings (true) or to display the Export PNG dialog box (false). This parameter is optional. The default value is false. bCurrentFrame&#160;A Boolean value that specifies whether to export only the current frame (true) or to export all frames, with each frame a separate PNG file (false). This parameter is optional. The default value is false.  Returns A Boolean value of true if the file is successfully exported as a PNG file; false otherwise.  Method; exports the document as one or more PNG files. If fileURI is specified and the file already exists, it is overwritten without warning.  The following example exports the current frame in the current document to myFile.png, using the current PNG publish settings: fl.getDocumentDOM().exportPNG(&quot;file:///C|/myProject/myFile.png&quot;, true, true document.exportPNG()  Flash 8. Usage document.exportPNG([fileURI [, bCurrentPNGSettings [, bCurrentFrame]]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the exported file. If fileURI is an empty string or is not specified, Flash displays the Export Movie dialog box.  bCurrentPNGSettings&#160;A Boolean value that specifies whether to use the current PNG publish settings (true) or to display the Export PNG dialog box (false). This parameter is optional. The default value is false. bCurrentFrame&#160;A Boolean value that specifies whether to export only the current frame (true) or to export all frames, with each frame a separate PNG file (false). This parameter is optional. The default value is false.  Returns A Boolean value of true if the file is successfully exported as a PNG file; false otherwise.  Method; exports the document as one or more PNG files. If fileURI is specified and the file already exists, it is overwritten without warning.  The following example exports the current frame in the current document to myFile.png, using the current PNG publish settings: fl.getDocumentDOM().exportPNG(&quot;file:///C|/myProject/myFile.png&quot;, true, true document.exportPNG()  Flash 8. Usage document.exportPNG([fileURI [, bCurrentPNGSettings [, bCurrentFrame]]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the exported file. If fileURI is an empty string or is not specified, Flash displays the Export Movie dialog box.  bCurrentPNGSettings&#160;A Boolean value that specifies whether to use the current PNG publish settings (true) or to display the Export PNG dialog box (false). This parameter is optional. The default value is false. bCurrentFrame&#160;A Boolean value that specifies whether to export only the current frame (true) or to export all frames, with each frame a separate PNG file (false). This parameter is optional. The default value is false.  Returns A Boolean value of true if the file is successfully exported as a PNG file; false otherwise.  Method; exports the document as one or more PNG files. If fileURI is specified and the file already exists, it is overwritten without warning.  The following example exports the current frame in the current document to myFile.png, using the current PNG publish settings: fl.getDocumentDOM().exportPNG(&quot;file:///C|/myProject/myFile.png&quot;, true, true document.exportPNG()  Flash 8. Usage document.exportPNG([fileURI [, bCurrentPNGSettings [, bCurrentFrame]]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the filename for the exported file. If fileURI is an empty string or is not specified, Flash displays the Export Movie dialog box.  bCurrentPNGSettings&#160;A Boolean value that specifies whether to use the current PNG publish settings (true) or to display the Export PNG dialog box (false). This parameter is optional. The default value is false. bCurrentFrame&#160;A Boolean value that specifies whether to export only the current frame (true) or to export all frames, with each frame a separate PNG file (false). This parameter is optional. The default value is false.  Returns A Boolean value of true if the file is successfully exported as a PNG file; false otherwise.  Method; exports the document as one or more PNG files. If fileURI is specified and the file already exists, it is overwritten without warning.  The following example exports the current frame in the current document to myFile.png, using the current PNG publish settings: fl.getDocumentDOM().exportPNG(&quot;file:///C|/myProject/myFile.png&quot;, true, true " />
<page href="00003932.html" title="document.exportPublishProfile()" text="document.exportPublishProfile()  Flash MX 2004. Usage document.exportPublishProfile(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file to which the profile is exported.  Returns Nothing.   Method; exports the currently active profile to an XML file.   The following example exports the currently active profile to the file named profile.xml in the folder /Documents and Settings/username/Desktop on the&#160;C&#160;drive: fl.getDocumentDOM().exportPublishProfile(&#39;file:///C|/Documents and Settings/username/Desktop/profile.xml&#39; document.exportPublishProfile()  Flash MX 2004. Usage document.exportPublishProfile(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file to which the profile is exported.  Returns Nothing.   Method; exports the currently active profile to an XML file.   The following example exports the currently active profile to the file named profile.xml in the folder /Documents and Settings/username/Desktop on the&#160;C&#160;drive: fl.getDocumentDOM().exportPublishProfile(&#39;file:///C|/Documents and Settings/username/Desktop/profile.xml&#39; document.exportPublishProfile()  Flash MX 2004. Usage document.exportPublishProfile(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file to which the profile is exported.  Returns Nothing.   Method; exports the currently active profile to an XML file.   The following example exports the currently active profile to the file named profile.xml in the folder /Documents and Settings/username/Desktop on the&#160;C&#160;drive: fl.getDocumentDOM().exportPublishProfile(&#39;file:///C|/Documents and Settings/username/Desktop/profile.xml&#39; document.exportPublishProfile()  Flash MX 2004. Usage document.exportPublishProfile(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file to which the profile is exported.  Returns Nothing.   Method; exports the currently active profile to an XML file.   The following example exports the currently active profile to the file named profile.xml in the folder /Documents and Settings/username/Desktop on the&#160;C&#160;drive: fl.getDocumentDOM().exportPublishProfile(&#39;file:///C|/Documents and Settings/username/Desktop/profile.xml&#39; " />
<page href="00003933.html" title="document.exportSWF()" text="document.exportSWF()  Flash MX 2004. Usage document.exportSWF([fileURI [, bCurrentSettings]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the exported file. If fileURI is empty or not specified, Flash displays the Export Movie dialog box. This parameter is optional. bCurrentSettings&#160;A Boolean value that, when set to true, causes Flash to use current SWF publish settings. Otherwise, Flash displays the Export Flash Player dialog box. The default is false. This parameter is optional. Returns Nothing.   Method; exports the document in the Flash SWF format.   The following example exports the document to the specified file location with the current publish settings: fl.getDocumentDOM().exportSWF(&quot;file:///C|/Documents and Settings/joe_user/Desktop/qwerty.swf&quot; The following example displays the Export Movie dialog box and the Export Flash Player dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF(&quot;&quot;, true The following example displays the Export Movie dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF( document.exportSWF()  Flash MX 2004. Usage document.exportSWF([fileURI [, bCurrentSettings]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the exported file. If fileURI is empty or not specified, Flash displays the Export Movie dialog box. This parameter is optional. bCurrentSettings&#160;A Boolean value that, when set to true, causes Flash to use current SWF publish settings. Otherwise, Flash displays the Export Flash Player dialog box. The default is false. This parameter is optional. Returns Nothing.   Method; exports the document in the Flash SWF format.   The following example exports the document to the specified file location with the current publish settings: fl.getDocumentDOM().exportSWF(&quot;file:///C|/Documents and Settings/joe_user/Desktop/qwerty.swf&quot; The following example displays the Export Movie dialog box and the Export Flash Player dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF(&quot;&quot;, true The following example displays the Export Movie dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF( document.exportSWF()  Flash MX 2004. Usage document.exportSWF([fileURI [, bCurrentSettings]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the exported file. If fileURI is empty or not specified, Flash displays the Export Movie dialog box. This parameter is optional. bCurrentSettings&#160;A Boolean value that, when set to true, causes Flash to use current SWF publish settings. Otherwise, Flash displays the Export Flash Player dialog box. The default is false. This parameter is optional. Returns Nothing.   Method; exports the document in the Flash SWF format.   The following example exports the document to the specified file location with the current publish settings: fl.getDocumentDOM().exportSWF(&quot;file:///C|/Documents and Settings/joe_user/Desktop/qwerty.swf&quot; The following example displays the Export Movie dialog box and the Export Flash Player dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF(&quot;&quot;, true The following example displays the Export Movie dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF( document.exportSWF()  Flash MX 2004. Usage document.exportSWF([fileURI [, bCurrentSettings]])   fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the exported file. If fileURI is empty or not specified, Flash displays the Export Movie dialog box. This parameter is optional. bCurrentSettings&#160;A Boolean value that, when set to true, causes Flash to use current SWF publish settings. Otherwise, Flash displays the Export Flash Player dialog box. The default is false. This parameter is optional. Returns Nothing.   Method; exports the document in the Flash SWF format.   The following example exports the document to the specified file location with the current publish settings: fl.getDocumentDOM().exportSWF(&quot;file:///C|/Documents and Settings/joe_user/Desktop/qwerty.swf&quot; The following example displays the Export Movie dialog box and the Export Flash Player dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF(&quot;&quot;, true The following example displays the Export Movie dialog box and then exports the document based on the specified settings: fl.getDocumentDOM().exportSWF( " />
<page href="00003934.html" title="document.forceSimple" text="document.forceSimple  Flash MX 2004.  document.forceSimple  Property; a Boolean value that specifies whether the children of the specified object are accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.   The following example sets the areChildrenAccessible variable to the value of the forceSimple property. A value of false means the children are accessible. var areChildrenAccessible = fl.getDocumentDOM().forceSimple;  The following example sets the forceSimple property to allow the children of the document to be accessible:  fl.getDocumentDOM().forceSimple = false; document.forceSimple  Flash MX 2004.  document.forceSimple  Property; a Boolean value that specifies whether the children of the specified object are accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.   The following example sets the areChildrenAccessible variable to the value of the forceSimple property. A value of false means the children are accessible. var areChildrenAccessible = fl.getDocumentDOM().forceSimple;  The following example sets the forceSimple property to allow the children of the document to be accessible:  fl.getDocumentDOM().forceSimple = false; document.forceSimple  Flash MX 2004.  document.forceSimple  Property; a Boolean value that specifies whether the children of the specified object are accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.   The following example sets the areChildrenAccessible variable to the value of the forceSimple property. A value of false means the children are accessible. var areChildrenAccessible = fl.getDocumentDOM().forceSimple;  The following example sets the forceSimple property to allow the children of the document to be accessible:  fl.getDocumentDOM().forceSimple = false; document.forceSimple  Flash MX 2004.  document.forceSimple  Property; a Boolean value that specifies whether the children of the specified object are accessible. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.   The following example sets the areChildrenAccessible variable to the value of the forceSimple property. A value of false means the children are accessible. var areChildrenAccessible = fl.getDocumentDOM().forceSimple;  The following example sets the forceSimple property to allow the children of the document to be accessible:  fl.getDocumentDOM().forceSimple = false; " />
<page href="00003935.html" title="document.frameRate" text="document.frameRate  Flash MX 2004.  document.frameRate  Property; a float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. Setting this property is the same as setting the default frame rate in the Document Properties dialog box (Modify &gt; Document) in the FLA file.   The following example sets the frame rate to 25.5 frames per second: fl.getDocumentDOM().frameRate = 25.5; document.frameRate  Flash MX 2004.  document.frameRate  Property; a float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. Setting this property is the same as setting the default frame rate in the Document Properties dialog box (Modify &gt; Document) in the FLA file.   The following example sets the frame rate to 25.5 frames per second: fl.getDocumentDOM().frameRate = 25.5; document.frameRate  Flash MX 2004.  document.frameRate  Property; a float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. Setting this property is the same as setting the default frame rate in the Document Properties dialog box (Modify &gt; Document) in the FLA file.   The following example sets the frame rate to 25.5 frames per second: fl.getDocumentDOM().frameRate = 25.5; document.frameRate  Flash MX 2004.  document.frameRate  Property; a float value that specifies the number of frames displayed per second when the SWF file plays; the default is&#160;12. Setting this property is the same as setting the default frame rate in the Document Properties dialog box (Modify &gt; Document) in the FLA file.   The following example sets the frame rate to 25.5 frames per second: fl.getDocumentDOM().frameRate = 25.5; " />
<page href="00003936.html" title="document.getAlignToDocument()" text="document.getAlignToDocument()  Flash MX 2004. Usage document.getAlignToDocument()  None.  Returns A Boolean value: true if the preference is set to align the objects to the Stage; false otherwise.  Method; identical to retrieving the value of the To Stage button in the Align panel. Gets the preference that can be used for document.align(), document.distribute(), document.match(), and document.space() methods on the document.   The following example retrieves the value of the To Stage button in the Align panel. If the return value is true, the To Stage button is active; otherwise, it is not. var isAlignToDoc = fl.getDocumentDOM().getAlignToDocument( fl.getDocumentDOM().align(&quot;left&quot;, isAlignToDoc  document.setAlignToDocument() document.getAlignToDocument()  Flash MX 2004. Usage document.getAlignToDocument()  None.  Returns A Boolean value: true if the preference is set to align the objects to the Stage; false otherwise.  Method; identical to retrieving the value of the To Stage button in the Align panel. Gets the preference that can be used for document.align(), document.distribute(), document.match(), and document.space() methods on the document.   The following example retrieves the value of the To Stage button in the Align panel. If the return value is true, the To Stage button is active; otherwise, it is not. var isAlignToDoc = fl.getDocumentDOM().getAlignToDocument( fl.getDocumentDOM().align(&quot;left&quot;, isAlignToDoc  document.setAlignToDocument() document.getAlignToDocument()  Flash MX 2004. Usage document.getAlignToDocument()  None.  Returns A Boolean value: true if the preference is set to align the objects to the Stage; false otherwise.  Method; identical to retrieving the value of the To Stage button in the Align panel. Gets the preference that can be used for document.align(), document.distribute(), document.match(), and document.space() methods on the document.   The following example retrieves the value of the To Stage button in the Align panel. If the return value is true, the To Stage button is active; otherwise, it is not. var isAlignToDoc = fl.getDocumentDOM().getAlignToDocument( fl.getDocumentDOM().align(&quot;left&quot;, isAlignToDoc  document.setAlignToDocument() document.getAlignToDocument()  Flash MX 2004. Usage document.getAlignToDocument()  None.  Returns A Boolean value: true if the preference is set to align the objects to the Stage; false otherwise.  Method; identical to retrieving the value of the To Stage button in the Align panel. Gets the preference that can be used for document.align(), document.distribute(), document.match(), and document.space() methods on the document.   The following example retrieves the value of the To Stage button in the Align panel. If the return value is true, the To Stage button is active; otherwise, it is not. var isAlignToDoc = fl.getDocumentDOM().getAlignToDocument( fl.getDocumentDOM().align(&quot;left&quot;, isAlignToDoc  document.setAlignToDocument() " />
<page href="00003937.html" title="document.getBlendMode()" text="document.getBlendMode()  Flash 8.  document.getBlendMode()  None.  A string that specifies the blending mode for the selected object(s). If more than one object is selected and they have different blending modes, the string reflects the blending mode of the object with the highest depth.  Method; returns a string that specifies the blending mode for the selected object(s).  The following example displays the name of the blending mode in the Output panel: fl.trace(fl.getDocumentDom().getBlendMode()   The return value is unpredictable if the selection contains objects that don't support blending modes, or that have a blending mode value of &quot;normal&quot;. document.getBlendMode()  Flash 8.  document.getBlendMode()  None.  A string that specifies the blending mode for the selected object(s). If more than one object is selected and they have different blending modes, the string reflects the blending mode of the object with the highest depth.  Method; returns a string that specifies the blending mode for the selected object(s).  The following example displays the name of the blending mode in the Output panel: fl.trace(fl.getDocumentDom().getBlendMode()   The return value is unpredictable if the selection contains objects that don't support blending modes, or that have a blending mode value of &quot;normal&quot;. document.getBlendMode()  Flash 8.  document.getBlendMode()  None.  A string that specifies the blending mode for the selected object(s). If more than one object is selected and they have different blending modes, the string reflects the blending mode of the object with the highest depth.  Method; returns a string that specifies the blending mode for the selected object(s).  The following example displays the name of the blending mode in the Output panel: fl.trace(fl.getDocumentDom().getBlendMode()   The return value is unpredictable if the selection contains objects that don't support blending modes, or that have a blending mode value of &quot;normal&quot;. document.getBlendMode()  Flash 8.  document.getBlendMode()  None.  A string that specifies the blending mode for the selected object(s). If more than one object is selected and they have different blending modes, the string reflects the blending mode of the object with the highest depth.  Method; returns a string that specifies the blending mode for the selected object(s).  The following example displays the name of the blending mode in the Output panel: fl.trace(fl.getDocumentDom().getBlendMode() " />
<page href="00003938.html" title="document.getCustomFill()" text="document.getCustomFill()  Flash MX 2004. Usage document.getCustomFill([objectToFill])  objectToFill&#160;A string that specifies the location of the fill object. The following values are&#160;valid:  &quot;toolbar&quot; returns the fill object of the Tools panel and Property inspector. &quot;selection&quot; returns the fill object of the selection. If you omit this parameter, the default value is &quot;selection&quot;. If there is no selection, the method returns undefined. This parameter is optional. Returns The Fill object specified by the objectToFill parameter, if successful; otherwise, it returns undefined.  Method; retrieves the fill object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example gets the fill object of the selection and then changes the selection's color to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill The following example returns the fill object of the Tools panel and Property inspector and then changes the color swatch to a linear gradient: var fill = fl.getDocumentDOM().getCustomFill(&quot;toolbar&quot;  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   document.setCustomFill() document.getCustomFill()  Flash MX 2004. Usage document.getCustomFill([objectToFill])  objectToFill&#160;A string that specifies the location of the fill object. The following values are&#160;valid:  &quot;toolbar&quot; returns the fill object of the Tools panel and Property inspector. &quot;selection&quot; returns the fill object of the selection. If you omit this parameter, the default value is &quot;selection&quot;. If there is no selection, the method returns undefined. This parameter is optional. Returns The Fill object specified by the objectToFill parameter, if successful; otherwise, it returns undefined.  Method; retrieves the fill object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example gets the fill object of the selection and then changes the selection's color to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill The following example returns the fill object of the Tools panel and Property inspector and then changes the color swatch to a linear gradient: var fill = fl.getDocumentDOM().getCustomFill(&quot;toolbar&quot;  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   document.setCustomFill() document.getCustomFill()  Flash MX 2004. Usage document.getCustomFill([objectToFill])  objectToFill&#160;A string that specifies the location of the fill object. The following values are&#160;valid:  &quot;toolbar&quot; returns the fill object of the Tools panel and Property inspector. &quot;selection&quot; returns the fill object of the selection. If you omit this parameter, the default value is &quot;selection&quot;. If there is no selection, the method returns undefined. This parameter is optional. Returns The Fill object specified by the objectToFill parameter, if successful; otherwise, it returns undefined.  Method; retrieves the fill object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example gets the fill object of the selection and then changes the selection's color to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill The following example returns the fill object of the Tools panel and Property inspector and then changes the color swatch to a linear gradient: var fill = fl.getDocumentDOM().getCustomFill(&quot;toolbar&quot;  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   document.setCustomFill() document.getCustomFill()  Flash MX 2004. Usage document.getCustomFill([objectToFill])  objectToFill&#160;A string that specifies the location of the fill object. The following values are&#160;valid:  &quot;toolbar&quot; returns the fill object of the Tools panel and Property inspector. &quot;selection&quot; returns the fill object of the selection. If you omit this parameter, the default value is &quot;selection&quot;. If there is no selection, the method returns undefined. This parameter is optional. Returns The Fill object specified by the objectToFill parameter, if successful; otherwise, it returns undefined.  Method; retrieves the fill object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example gets the fill object of the selection and then changes the selection's color to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill The following example returns the fill object of the Tools panel and Property inspector and then changes the color swatch to a linear gradient: var fill = fl.getDocumentDOM().getCustomFill(&quot;toolbar&quot;  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   document.setCustomFill() " />
<page href="00003939.html" title="document.getCustomStroke()" text="document.getCustomStroke()  Flash MX 2004. Usage document.getCustomStroke([locationOfStroke])  locationOfStroke&#160;A string that specifies the location of the stroke object. The following values are valid:  &quot;toolbar&quot;, if set, returns the stroke object of the Tools panel and Property inspector. &quot;selection&quot;, if set, returns the stroke object of the selection. If you omit this parameter, it defaults to &quot;selection&quot;. If there is no selection, it returns undefined. This parameter is optional. Returns The Stroke object specified by the locationOfStroke parameter, if successful; otherwise, it returns undefined.   Returns the stroke object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example returns the current stroke settings of the selection and changes the stroke thickness to&#160;2: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;selection&quot;  stroke.thickness = 2; fl.getDocumentDOM().setCustomStroke(stroke The following example returns the current stroke settings of the Tools panel and Property inspector and sets the stroke color to red: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;toolbar&quot;  stroke.color = &quot;#FF0000&quot;; fl.getDocumentDOM().setCustomStroke(stroke   document.setCustomStroke() document.getCustomStroke()  Flash MX 2004. Usage document.getCustomStroke([locationOfStroke])  locationOfStroke&#160;A string that specifies the location of the stroke object. The following values are valid:  &quot;toolbar&quot;, if set, returns the stroke object of the Tools panel and Property inspector. &quot;selection&quot;, if set, returns the stroke object of the selection. If you omit this parameter, it defaults to &quot;selection&quot;. If there is no selection, it returns undefined. This parameter is optional. Returns The Stroke object specified by the locationOfStroke parameter, if successful; otherwise, it returns undefined.   Returns the stroke object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example returns the current stroke settings of the selection and changes the stroke thickness to&#160;2: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;selection&quot;  stroke.thickness = 2; fl.getDocumentDOM().setCustomStroke(stroke The following example returns the current stroke settings of the Tools panel and Property inspector and sets the stroke color to red: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;toolbar&quot;  stroke.color = &quot;#FF0000&quot;; fl.getDocumentDOM().setCustomStroke(stroke   document.setCustomStroke() document.getCustomStroke()  Flash MX 2004. Usage document.getCustomStroke([locationOfStroke])  locationOfStroke&#160;A string that specifies the location of the stroke object. The following values are valid:  &quot;toolbar&quot;, if set, returns the stroke object of the Tools panel and Property inspector. &quot;selection&quot;, if set, returns the stroke object of the selection. If you omit this parameter, it defaults to &quot;selection&quot;. If there is no selection, it returns undefined. This parameter is optional. Returns The Stroke object specified by the locationOfStroke parameter, if successful; otherwise, it returns undefined.   Returns the stroke object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example returns the current stroke settings of the selection and changes the stroke thickness to&#160;2: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;selection&quot;  stroke.thickness = 2; fl.getDocumentDOM().setCustomStroke(stroke The following example returns the current stroke settings of the Tools panel and Property inspector and sets the stroke color to red: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;toolbar&quot;  stroke.color = &quot;#FF0000&quot;; fl.getDocumentDOM().setCustomStroke(stroke   document.setCustomStroke() document.getCustomStroke()  Flash MX 2004. Usage document.getCustomStroke([locationOfStroke])  locationOfStroke&#160;A string that specifies the location of the stroke object. The following values are valid:  &quot;toolbar&quot;, if set, returns the stroke object of the Tools panel and Property inspector. &quot;selection&quot;, if set, returns the stroke object of the selection. If you omit this parameter, it defaults to &quot;selection&quot;. If there is no selection, it returns undefined. This parameter is optional. Returns The Stroke object specified by the locationOfStroke parameter, if successful; otherwise, it returns undefined.   Returns the stroke object of the selected shape or, if specified, of the Tools panel and Property inspector.   The following example returns the current stroke settings of the selection and changes the stroke thickness to&#160;2: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;selection&quot;  stroke.thickness = 2; fl.getDocumentDOM().setCustomStroke(stroke The following example returns the current stroke settings of the Tools panel and Property inspector and sets the stroke color to red: var stroke = fl.getDocumentDOM().getCustomStroke(&quot;toolbar&quot;  stroke.color = &quot;#FF0000&quot;; fl.getDocumentDOM().setCustomStroke(stroke   document.setCustomStroke() " />
<page href="00003940.html" title="document.getDataFromDocument()" text="document.getDataFromDocument()  Flash MX 2004. Usage document.getDataFromDocument(name)  name&#160;A string that specifies the name of the data to return. Returns The specified data.  Method; retrieves the value of the specified data. The type returned depends on the type of data that was&#160;stored.   The following example adds an integer value of 12 to the current document and uses this method to display the value in the Output panel: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.addDataToDocument(), document.documentHasData(), document.removeDataFromDocument() document.getDataFromDocument()  Flash MX 2004. Usage document.getDataFromDocument(name)  name&#160;A string that specifies the name of the data to return. Returns The specified data.  Method; retrieves the value of the specified data. The type returned depends on the type of data that was&#160;stored.   The following example adds an integer value of 12 to the current document and uses this method to display the value in the Output panel: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.addDataToDocument(), document.documentHasData(), document.removeDataFromDocument() document.getDataFromDocument()  Flash MX 2004. Usage document.getDataFromDocument(name)  name&#160;A string that specifies the name of the data to return. Returns The specified data.  Method; retrieves the value of the specified data. The type returned depends on the type of data that was&#160;stored.   The following example adds an integer value of 12 to the current document and uses this method to display the value in the Output panel: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.addDataToDocument(), document.documentHasData(), document.removeDataFromDocument() document.getDataFromDocument()  Flash MX 2004. Usage document.getDataFromDocument(name)  name&#160;A string that specifies the name of the data to return. Returns The specified data.  Method; retrieves the value of the specified data. The type returned depends on the type of data that was&#160;stored.   The following example adds an integer value of 12 to the current document and uses this method to display the value in the Output panel: fl.getDocumentDOM().addDataToDocument(&quot;myData&quot;, &quot;integer&quot;, 12 fl.trace(fl.getDocumentDOM().getDataFromDocument(&quot;myData&quot;)   document.addDataToDocument(), document.documentHasData(), document.removeDataFromDocument() " />
<page href="00003941.html" title="document.getElementProperty()" text="document.getElementProperty()  Flash MX 2004. Usage document.getElementProperty(propertyName)  propertyName&#160; A string that specifies the name of the Element property for which to retrieve the value. Returns The value of the specified property. Returns null if the property is an indeterminate state, as when multiple elements are selected with different property values. Returns undefined if the property is not a valid property of the selected element.  Method; gets the specified Element property for the current selection. For a list of acceptable values, see Property summary for the Element object.   The following example gets the name of the Element property for the current selection: // elementName = the instance name of the selected object.  var elementName = fl.getDocumentDOM().getElementProperty(&quot;name&quot;  document.setElementProperty() document.getElementProperty()  Flash MX 2004. Usage document.getElementProperty(propertyName)  propertyName&#160; A string that specifies the name of the Element property for which to retrieve the value. Returns The value of the specified property. Returns null if the property is an indeterminate state, as when multiple elements are selected with different property values. Returns undefined if the property is not a valid property of the selected element.  Method; gets the specified Element property for the current selection. For a list of acceptable values, see Property summary for the Element object.   The following example gets the name of the Element property for the current selection: // elementName = the instance name of the selected object.  var elementName = fl.getDocumentDOM().getElementProperty(&quot;name&quot;  document.setElementProperty() document.getElementProperty()  Flash MX 2004. Usage document.getElementProperty(propertyName)  propertyName&#160; A string that specifies the name of the Element property for which to retrieve the value. Returns The value of the specified property. Returns null if the property is an indeterminate state, as when multiple elements are selected with different property values. Returns undefined if the property is not a valid property of the selected element.  Method; gets the specified Element property for the current selection. For a list of acceptable values, see Property summary for the Element object.   The following example gets the name of the Element property for the current selection: // elementName = the instance name of the selected object.  var elementName = fl.getDocumentDOM().getElementProperty(&quot;name&quot;  document.setElementProperty() document.getElementProperty()  Flash MX 2004. Usage document.getElementProperty(propertyName)  propertyName&#160; A string that specifies the name of the Element property for which to retrieve the value. Returns The value of the specified property. Returns null if the property is an indeterminate state, as when multiple elements are selected with different property values. Returns undefined if the property is not a valid property of the selected element.  Method; gets the specified Element property for the current selection. For a list of acceptable values, see Property summary for the Element object.   The following example gets the name of the Element property for the current selection: // elementName = the instance name of the selected object.  var elementName = fl.getDocumentDOM().getElementProperty(&quot;name&quot;  document.setElementProperty() " />
<page href="00003942.html" title="document.getElementTextAttr()" text="document.getElementTextAttr()  Flash MX 2004. Usage document.getElementTextAttr(attrName [, startIndex [, endIndex]])   attrName&#160;A string that specifies the name of the TextAttrs property to be&#160;returned. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer that specifies the index of first character, with 0 (zero) specifying the first position. This parameter is optional. endIndex&#160;An integer that specifies the index of last character. This parameter is optional. Returns If one text field is selected, the property is returned if there is only one value used within the text. Returns undefined if there are several values used inside the text field. If several text fields are selected, and all the text alignment values are equal, the method returns this value. If several text fields are selected, but all the text alignment values are not equal, the method returns undefined. If the optional arguments are not passed, these rules apply to the range of text currently selected or the whole text field if the text is not currently being edited. If only startIndex is passed, the property of the character to the right of the index is returned, if all the selected Text objects match values. If startIndex and endIndex are passed, the value returned reflects the entire range of characters from startIndex up to, but not including, endIndex.   Method; gets a specific TextAttrs property of the selected Text objects. Selected objects that are not text fields are ignored. For a list of property names and expected values, see Property summary for the TextAttrs object. See also document.setElementTextAttr().  The following example gets the size of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;size&quot; The following example gets the color of the character at index 3 in the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;fillColor&quot;, 3 The following example gets the font name of the text from index 2 up to, but not including, index 10 of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;face&quot;, 2, 10 document.getElementTextAttr()  Flash MX 2004. Usage document.getElementTextAttr(attrName [, startIndex [, endIndex]])   attrName&#160;A string that specifies the name of the TextAttrs property to be&#160;returned. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer that specifies the index of first character, with 0 (zero) specifying the first position. This parameter is optional. endIndex&#160;An integer that specifies the index of last character. This parameter is optional. Returns If one text field is selected, the property is returned if there is only one value used within the text. Returns undefined if there are several values used inside the text field. If several text fields are selected, and all the text alignment values are equal, the method returns this value. If several text fields are selected, but all the text alignment values are not equal, the method returns undefined. If the optional arguments are not passed, these rules apply to the range of text currently selected or the whole text field if the text is not currently being edited. If only startIndex is passed, the property of the character to the right of the index is returned, if all the selected Text objects match values. If startIndex and endIndex are passed, the value returned reflects the entire range of characters from startIndex up to, but not including, endIndex.   Method; gets a specific TextAttrs property of the selected Text objects. Selected objects that are not text fields are ignored. For a list of property names and expected values, see Property summary for the TextAttrs object. See also document.setElementTextAttr().  The following example gets the size of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;size&quot; The following example gets the color of the character at index 3 in the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;fillColor&quot;, 3 The following example gets the font name of the text from index 2 up to, but not including, index 10 of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;face&quot;, 2, 10 document.getElementTextAttr()  Flash MX 2004. Usage document.getElementTextAttr(attrName [, startIndex [, endIndex]])   attrName&#160;A string that specifies the name of the TextAttrs property to be&#160;returned. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer that specifies the index of first character, with 0 (zero) specifying the first position. This parameter is optional. endIndex&#160;An integer that specifies the index of last character. This parameter is optional. Returns If one text field is selected, the property is returned if there is only one value used within the text. Returns undefined if there are several values used inside the text field. If several text fields are selected, and all the text alignment values are equal, the method returns this value. If several text fields are selected, but all the text alignment values are not equal, the method returns undefined. If the optional arguments are not passed, these rules apply to the range of text currently selected or the whole text field if the text is not currently being edited. If only startIndex is passed, the property of the character to the right of the index is returned, if all the selected Text objects match values. If startIndex and endIndex are passed, the value returned reflects the entire range of characters from startIndex up to, but not including, endIndex.   Method; gets a specific TextAttrs property of the selected Text objects. Selected objects that are not text fields are ignored. For a list of property names and expected values, see Property summary for the TextAttrs object. See also document.setElementTextAttr().  The following example gets the size of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;size&quot; The following example gets the color of the character at index 3 in the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;fillColor&quot;, 3 The following example gets the font name of the text from index 2 up to, but not including, index 10 of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;face&quot;, 2, 10 document.getElementTextAttr()  Flash MX 2004. Usage document.getElementTextAttr(attrName [, startIndex [, endIndex]])   attrName&#160;A string that specifies the name of the TextAttrs property to be&#160;returned. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer that specifies the index of first character, with 0 (zero) specifying the first position. This parameter is optional. endIndex&#160;An integer that specifies the index of last character. This parameter is optional. Returns If one text field is selected, the property is returned if there is only one value used within the text. Returns undefined if there are several values used inside the text field. If several text fields are selected, and all the text alignment values are equal, the method returns this value. If several text fields are selected, but all the text alignment values are not equal, the method returns undefined. If the optional arguments are not passed, these rules apply to the range of text currently selected or the whole text field if the text is not currently being edited. If only startIndex is passed, the property of the character to the right of the index is returned, if all the selected Text objects match values. If startIndex and endIndex are passed, the value returned reflects the entire range of characters from startIndex up to, but not including, endIndex.   Method; gets a specific TextAttrs property of the selected Text objects. Selected objects that are not text fields are ignored. For a list of property names and expected values, see Property summary for the TextAttrs object. See also document.setElementTextAttr().  The following example gets the size of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;size&quot; The following example gets the color of the character at index 3 in the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;fillColor&quot;, 3 The following example gets the font name of the text from index 2 up to, but not including, index 10 of the selected text fields: fl.getDocumentDOM().getElementTextAttr(&quot;face&quot;, 2, 10 " />
<page href="00003943.html" title="document.getFilters()" text="document.getFilters()  Flash 8.  document.getFilters()  None.   An array that contains a list of filters applied to the currently selected object(s).  Method; returns an array that contains the list of filters applied to the currently selected object(s). If multiple objects are selected and they don't have identical filters, this method returns the list of filters applied to the first selected object.   See document.setFilters().   document.addFilter(), document.changeFilterOrder(), document.setFilters(), Filter object document.getFilters()  Flash 8.  document.getFilters()  None.   An array that contains a list of filters applied to the currently selected object(s).  Method; returns an array that contains the list of filters applied to the currently selected object(s). If multiple objects are selected and they don't have identical filters, this method returns the list of filters applied to the first selected object.   See document.setFilters().   document.addFilter(), document.changeFilterOrder(), document.setFilters(), Filter object document.getFilters()  Flash 8.  document.getFilters()  None.   An array that contains a list of filters applied to the currently selected object(s).  Method; returns an array that contains the list of filters applied to the currently selected object(s). If multiple objects are selected and they don't have identical filters, this method returns the list of filters applied to the first selected object.   See document.setFilters().   document.addFilter(), document.changeFilterOrder(), document.setFilters(), Filter object document.getFilters()  Flash 8.  document.getFilters()  None.   An array that contains a list of filters applied to the currently selected object(s).  Method; returns an array that contains the list of filters applied to the currently selected object(s). If multiple objects are selected and they don't have identical filters, this method returns the list of filters applied to the first selected object.   See document.setFilters().   document.addFilter(), document.changeFilterOrder(), document.setFilters(), Filter object " />
<page href="00003944.html" title="document.getMetadata()" text="document.getMetadata()  Flash 8.  document.getMetadata()  None.   A string containing the XML metadata associated with the document, or an empty string if there is no metadata.   Method; returns a string containing the XML metadata associated with the document, or an empty string if there is no metadata.  The following example displays XML metadata from the current document in the Output panel: fl.trace(&quot;XML Metadata is :&quot; + fl.getDocumentDOM().getMetadata()  document.setMetadata() document.getMetadata()  Flash 8.  document.getMetadata()  None.   A string containing the XML metadata associated with the document, or an empty string if there is no metadata.   Method; returns a string containing the XML metadata associated with the document, or an empty string if there is no metadata.  The following example displays XML metadata from the current document in the Output panel: fl.trace(&quot;XML Metadata is :&quot; + fl.getDocumentDOM().getMetadata()  document.setMetadata() document.getMetadata()  Flash 8.  document.getMetadata()  None.   A string containing the XML metadata associated with the document, or an empty string if there is no metadata.   Method; returns a string containing the XML metadata associated with the document, or an empty string if there is no metadata.  The following example displays XML metadata from the current document in the Output panel: fl.trace(&quot;XML Metadata is :&quot; + fl.getDocumentDOM().getMetadata()  document.setMetadata() document.getMetadata()  Flash 8.  document.getMetadata()  None.   A string containing the XML metadata associated with the document, or an empty string if there is no metadata.   Method; returns a string containing the XML metadata associated with the document, or an empty string if there is no metadata.  The following example displays XML metadata from the current document in the Output panel: fl.trace(&quot;XML Metadata is :&quot; + fl.getDocumentDOM().getMetadata()  document.setMetadata() " />
<page href="00003945.html" title="document.getMobileSettings()" text="document.getMobileSettings()  Flash CS3 Professional.  document.getMobileSettings()  None.  A string that represents the XML settings for the document. If no value has been set, returns an empty string.   Method; returns the mobile XML settings for the document.  The following example displays the XML settings string for the current document: fl.trace(fl.getDocumentDOM().getMobileSettings()  //traces a string like the following&lt;br /&gt;&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt;&lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.setMobileSettings() document.getMobileSettings()  Flash CS3 Professional.  document.getMobileSettings()  None.  A string that represents the XML settings for the document. If no value has been set, returns an empty string.   Method; returns the mobile XML settings for the document.  The following example displays the XML settings string for the current document: fl.trace(fl.getDocumentDOM().getMobileSettings()  //traces a string like the following&lt;br /&gt;&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt;&lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.setMobileSettings() document.getMobileSettings()  Flash CS3 Professional.  document.getMobileSettings()  None.  A string that represents the XML settings for the document. If no value has been set, returns an empty string.   Method; returns the mobile XML settings for the document.  The following example displays the XML settings string for the current document: fl.trace(fl.getDocumentDOM().getMobileSettings()  //traces a string like the following&lt;br /&gt;&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt;&lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.setMobileSettings() document.getMobileSettings()  Flash CS3 Professional.  document.getMobileSettings()  None.  A string that represents the XML settings for the document. If no value has been set, returns an empty string.   Method; returns the mobile XML settings for the document.  The following example displays the XML settings string for the current document: fl.trace(fl.getDocumentDOM().getMobileSettings()  //traces a string like the following&lt;br /&gt;&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt;&lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.setMobileSettings() " />
<page href="00003946.html" title="document.getPlayerVersion()" text="document.getPlayerVersion()  Flash CS3 Professional.  document.getPlayerVersion()  None.  A string that represents the Flash Player version specified by using document.setPlayerVersion(). If no value has been set, returns the value specified in the Publish Settings dialog box.  Method; returns a string that represents the targeted Player version for the specified document. To determine which version of ActionScript is being targeted in the specified file, use document.asVersion.   The following example illustrates targeting specified Player versions for the current document, and then retrieving those values: fl.getDocumentDOM().setPlayerVersion(&quot;6&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;6&quot; fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite20&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;&quot;FlashLite20&quot;&quot;  document.setPlayerVersion() document.getPlayerVersion()  Flash CS3 Professional.  document.getPlayerVersion()  None.  A string that represents the Flash Player version specified by using document.setPlayerVersion(). If no value has been set, returns the value specified in the Publish Settings dialog box.  Method; returns a string that represents the targeted Player version for the specified document. To determine which version of ActionScript is being targeted in the specified file, use document.asVersion.   The following example illustrates targeting specified Player versions for the current document, and then retrieving those values: fl.getDocumentDOM().setPlayerVersion(&quot;6&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;6&quot; fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite20&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;&quot;FlashLite20&quot;&quot;  document.setPlayerVersion() document.getPlayerVersion()  Flash CS3 Professional.  document.getPlayerVersion()  None.  A string that represents the Flash Player version specified by using document.setPlayerVersion(). If no value has been set, returns the value specified in the Publish Settings dialog box.  Method; returns a string that represents the targeted Player version for the specified document. To determine which version of ActionScript is being targeted in the specified file, use document.asVersion.   The following example illustrates targeting specified Player versions for the current document, and then retrieving those values: fl.getDocumentDOM().setPlayerVersion(&quot;6&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;6&quot; fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite20&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;&quot;FlashLite20&quot;&quot;  document.setPlayerVersion() document.getPlayerVersion()  Flash CS3 Professional.  document.getPlayerVersion()  None.  A string that represents the Flash Player version specified by using document.setPlayerVersion(). If no value has been set, returns the value specified in the Publish Settings dialog box.  Method; returns a string that represents the targeted Player version for the specified document. To determine which version of ActionScript is being targeted in the specified file, use document.asVersion.   The following example illustrates targeting specified Player versions for the current document, and then retrieving those values: fl.getDocumentDOM().setPlayerVersion(&quot;6&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;6&quot; fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite20&quot; var version = fl.getDocumentDOM().getPlayerVersion( fl.trace(version) // displays &quot;&quot;FlashLite20&quot;&quot;  document.setPlayerVersion() " />
<page href="00003947.html" title="document.getSelectionRect()" text="document.getSelectionRect()  Flash MX 2004. Usage document.getSelectionRect()  None.  Returns  The bounding rectangle of the current selection, or 0 if nothing is selected. For information on the format of the return value, see document.addNewRectangle().  Method; gets the bounding rectangle of the current selection. If a selection is non-rectangular, the smallest rectangle encompassing the entire selection is returned. The rectangle is based on the document space or, when in edit mode, the registration point (also origin point or zero point) of the symbol being edited.  The following example gets the bounding rectangle for the current selection and then displays its properties: var newRect = fl.getDocumentDOM().getSelectionRect( var outputStr = &quot;left: &quot; + newRect.left + &quot; top: &quot; + newRect.top + &quot; right: &quot; + newRect.right + &quot; bottom: &quot; + newRect.bottom; alert(outputStr  document.selection, document.setSelectionRect() document.getSelectionRect()  Flash MX 2004. Usage document.getSelectionRect()  None.  Returns  The bounding rectangle of the current selection, or 0 if nothing is selected. For information on the format of the return value, see document.addNewRectangle().  Method; gets the bounding rectangle of the current selection. If a selection is non-rectangular, the smallest rectangle encompassing the entire selection is returned. The rectangle is based on the document space or, when in edit mode, the registration point (also origin point or zero point) of the symbol being edited.  The following example gets the bounding rectangle for the current selection and then displays its properties: var newRect = fl.getDocumentDOM().getSelectionRect( var outputStr = &quot;left: &quot; + newRect.left + &quot; top: &quot; + newRect.top + &quot; right: &quot; + newRect.right + &quot; bottom: &quot; + newRect.bottom; alert(outputStr  document.selection, document.setSelectionRect() document.getSelectionRect()  Flash MX 2004. Usage document.getSelectionRect()  None.  Returns  The bounding rectangle of the current selection, or 0 if nothing is selected. For information on the format of the return value, see document.addNewRectangle().  Method; gets the bounding rectangle of the current selection. If a selection is non-rectangular, the smallest rectangle encompassing the entire selection is returned. The rectangle is based on the document space or, when in edit mode, the registration point (also origin point or zero point) of the symbol being edited.  The following example gets the bounding rectangle for the current selection and then displays its properties: var newRect = fl.getDocumentDOM().getSelectionRect( var outputStr = &quot;left: &quot; + newRect.left + &quot; top: &quot; + newRect.top + &quot; right: &quot; + newRect.right + &quot; bottom: &quot; + newRect.bottom; alert(outputStr  document.selection, document.setSelectionRect() document.getSelectionRect()  Flash MX 2004. Usage document.getSelectionRect()  None.  Returns  The bounding rectangle of the current selection, or 0 if nothing is selected. For information on the format of the return value, see document.addNewRectangle().  Method; gets the bounding rectangle of the current selection. If a selection is non-rectangular, the smallest rectangle encompassing the entire selection is returned. The rectangle is based on the document space or, when in edit mode, the registration point (also origin point or zero point) of the symbol being edited.  The following example gets the bounding rectangle for the current selection and then displays its properties: var newRect = fl.getDocumentDOM().getSelectionRect( var outputStr = &quot;left: &quot; + newRect.left + &quot; top: &quot; + newRect.top + &quot; right: &quot; + newRect.right + &quot; bottom: &quot; + newRect.bottom; alert(outputStr  document.selection, document.setSelectionRect() " />
<page href="00003948.html" title="document.getTextString()" text="document.getTextString()  Flash MX 2004. Usage document.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that is an index of first character to get. This parameter is optional.  endIndex&#160;An integer that is an index of last character to get. This parameter is optional. Returns  A string that contains the selected text.  Method; gets the currently selected text. If the optional parameters are not passed, the current text selection is used. If text is not currently opened for editing, the whole text string is returned. If only startIndex is passed, the string starting at that index and ending at the end of the field is returned. If startIndex and endIndex are passed, the string starting from startIndex up to, but not including, endIndex is returned.  If there are several text fields selected, the concatenation of all the strings is returned.   The following example gets the string in the selected text fields: fl.getDocumentDOM().getTextString( The following example gets the string at character index 5 in the selected text fields: fl.getDocumentDOM().getTextString(5 The following example gets the string from character index 2 up to, but not including, character index 10: fl.getDocumentDOM().getTextString(2, 10  document.setTextString() document.getTextString()  Flash MX 2004. Usage document.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that is an index of first character to get. This parameter is optional.  endIndex&#160;An integer that is an index of last character to get. This parameter is optional. Returns  A string that contains the selected text.  Method; gets the currently selected text. If the optional parameters are not passed, the current text selection is used. If text is not currently opened for editing, the whole text string is returned. If only startIndex is passed, the string starting at that index and ending at the end of the field is returned. If startIndex and endIndex are passed, the string starting from startIndex up to, but not including, endIndex is returned.  If there are several text fields selected, the concatenation of all the strings is returned.   The following example gets the string in the selected text fields: fl.getDocumentDOM().getTextString( The following example gets the string at character index 5 in the selected text fields: fl.getDocumentDOM().getTextString(5 The following example gets the string from character index 2 up to, but not including, character index 10: fl.getDocumentDOM().getTextString(2, 10  document.setTextString() document.getTextString()  Flash MX 2004. Usage document.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that is an index of first character to get. This parameter is optional.  endIndex&#160;An integer that is an index of last character to get. This parameter is optional. Returns  A string that contains the selected text.  Method; gets the currently selected text. If the optional parameters are not passed, the current text selection is used. If text is not currently opened for editing, the whole text string is returned. If only startIndex is passed, the string starting at that index and ending at the end of the field is returned. If startIndex and endIndex are passed, the string starting from startIndex up to, but not including, endIndex is returned.  If there are several text fields selected, the concatenation of all the strings is returned.   The following example gets the string in the selected text fields: fl.getDocumentDOM().getTextString( The following example gets the string at character index 5 in the selected text fields: fl.getDocumentDOM().getTextString(5 The following example gets the string from character index 2 up to, but not including, character index 10: fl.getDocumentDOM().getTextString(2, 10  document.setTextString() document.getTextString()  Flash MX 2004. Usage document.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that is an index of first character to get. This parameter is optional.  endIndex&#160;An integer that is an index of last character to get. This parameter is optional. Returns  A string that contains the selected text.  Method; gets the currently selected text. If the optional parameters are not passed, the current text selection is used. If text is not currently opened for editing, the whole text string is returned. If only startIndex is passed, the string starting at that index and ending at the end of the field is returned. If startIndex and endIndex are passed, the string starting from startIndex up to, but not including, endIndex is returned.  If there are several text fields selected, the concatenation of all the strings is returned.   The following example gets the string in the selected text fields: fl.getDocumentDOM().getTextString( The following example gets the string at character index 5 in the selected text fields: fl.getDocumentDOM().getTextString(5 The following example gets the string from character index 2 up to, but not including, character index 10: fl.getDocumentDOM().getTextString(2, 10  document.setTextString() " />
<page href="00003949.html" title="document.getTimeline()" text="document.getTimeline()  Flash MX 2004. Usage document.getTimeline()  None.  Returns The current Timeline object.   Method; retrieves the current Timeline object in the document. The current timeline can be the current scene, the current symbol being edited, or the current screen.   The following example gets the Timeline object and returns the number of frames in the longest layer: var longestLayer = fl.getDocumentDOM().getTimeline().frameCount; fl.trace(&quot;The longest layer has&quot; + longestLayer + &quot;frames&quot; The following example enters edit-in-place mode for the selected symbol on the Stage and inserts a frame on the symbol's timeline. fl.getDocumentDOM().enterEditMode(&quot;inPlace&quot; fl.getDocumentDOM().getTimeline().insertFrames(  The following example gets the Timeline object and displays its name: var timeline = fl.getDocumentDOM().getTimeline( alert(timeline.name  document.currentTimeline, document.timelines, symbolItem.timeline document.getTimeline()  Flash MX 2004. Usage document.getTimeline()  None.  Returns The current Timeline object.   Method; retrieves the current Timeline object in the document. The current timeline can be the current scene, the current symbol being edited, or the current screen.   The following example gets the Timeline object and returns the number of frames in the longest layer: var longestLayer = fl.getDocumentDOM().getTimeline().frameCount; fl.trace(&quot;The longest layer has&quot; + longestLayer + &quot;frames&quot; The following example enters edit-in-place mode for the selected symbol on the Stage and inserts a frame on the symbol's timeline. fl.getDocumentDOM().enterEditMode(&quot;inPlace&quot; fl.getDocumentDOM().getTimeline().insertFrames(  The following example gets the Timeline object and displays its name: var timeline = fl.getDocumentDOM().getTimeline( alert(timeline.name  document.currentTimeline, document.timelines, symbolItem.timeline document.getTimeline()  Flash MX 2004. Usage document.getTimeline()  None.  Returns The current Timeline object.   Method; retrieves the current Timeline object in the document. The current timeline can be the current scene, the current symbol being edited, or the current screen.   The following example gets the Timeline object and returns the number of frames in the longest layer: var longestLayer = fl.getDocumentDOM().getTimeline().frameCount; fl.trace(&quot;The longest layer has&quot; + longestLayer + &quot;frames&quot; The following example enters edit-in-place mode for the selected symbol on the Stage and inserts a frame on the symbol's timeline. fl.getDocumentDOM().enterEditMode(&quot;inPlace&quot; fl.getDocumentDOM().getTimeline().insertFrames(  The following example gets the Timeline object and displays its name: var timeline = fl.getDocumentDOM().getTimeline( alert(timeline.name  document.currentTimeline, document.timelines, symbolItem.timeline document.getTimeline()  Flash MX 2004. Usage document.getTimeline()  None.  Returns The current Timeline object.   Method; retrieves the current Timeline object in the document. The current timeline can be the current scene, the current symbol being edited, or the current screen.   The following example gets the Timeline object and returns the number of frames in the longest layer: var longestLayer = fl.getDocumentDOM().getTimeline().frameCount; fl.trace(&quot;The longest layer has&quot; + longestLayer + &quot;frames&quot; The following example enters edit-in-place mode for the selected symbol on the Stage and inserts a frame on the symbol's timeline. fl.getDocumentDOM().enterEditMode(&quot;inPlace&quot; fl.getDocumentDOM().getTimeline().insertFrames(  The following example gets the Timeline object and displays its name: var timeline = fl.getDocumentDOM().getTimeline( alert(timeline.name  document.currentTimeline, document.timelines, symbolItem.timeline " />
<page href="00003950.html" title="document.getTransformationPoint()" text="document.getTransformationPoint()  Flash MX 2004. Usage document.getTransformationPoint()  None.  Returns A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the selected element's coordinate system.   Method; gets the location of the transformation point of the current selection. You can use the transformation point for commutations such as rotate and skew.   The following example gets the transformation point for the current selection. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point. var transPoint = fl.getDocumentDOM().getTransformationPoint(  document.setTransformationPoint(), element.getTransformationPoint()   Transformation points are relative to different locations, depending on the type of item selected. For more information, see document.setTransformationPoint(). document.getTransformationPoint()  Flash MX 2004. Usage document.getTransformationPoint()  None.  Returns A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the selected element's coordinate system.   Method; gets the location of the transformation point of the current selection. You can use the transformation point for commutations such as rotate and skew.   The following example gets the transformation point for the current selection. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point. var transPoint = fl.getDocumentDOM().getTransformationPoint(  document.setTransformationPoint(), element.getTransformationPoint()   Transformation points are relative to different locations, depending on the type of item selected. For more information, see document.setTransformationPoint(). document.getTransformationPoint()  Flash MX 2004. Usage document.getTransformationPoint()  None.  Returns A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the selected element's coordinate system.   Method; gets the location of the transformation point of the current selection. You can use the transformation point for commutations such as rotate and skew.   The following example gets the transformation point for the current selection. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point. var transPoint = fl.getDocumentDOM().getTransformationPoint(  document.setTransformationPoint(), element.getTransformationPoint()   Transformation points are relative to different locations, depending on the type of item selected. For more information, see document.setTransformationPoint(). document.getTransformationPoint()  Flash MX 2004. Usage document.getTransformationPoint()  None.  Returns A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the selected element's coordinate system.   Method; gets the location of the transformation point of the current selection. You can use the transformation point for commutations such as rotate and skew.   The following example gets the transformation point for the current selection. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point. var transPoint = fl.getDocumentDOM().getTransformationPoint(  document.setTransformationPoint(), element.getTransformationPoint() " />
<page href="00003951.html" title="document.group()" text="document.group()  Flash MX 2004. Usage document.group()  None.  Returns Nothing.   Method; converts the current selection to a group.   The following example converts the objects in the current selection to a group: fl.getDocumentDOM().group(  document.unGroup() document.group()  Flash MX 2004. Usage document.group()  None.  Returns Nothing.   Method; converts the current selection to a group.   The following example converts the objects in the current selection to a group: fl.getDocumentDOM().group(  document.unGroup() document.group()  Flash MX 2004. Usage document.group()  None.  Returns Nothing.   Method; converts the current selection to a group.   The following example converts the objects in the current selection to a group: fl.getDocumentDOM().group(  document.unGroup() document.group()  Flash MX 2004. Usage document.group()  None.  Returns Nothing.   Method; converts the current selection to a group.   The following example converts the objects in the current selection to a group: fl.getDocumentDOM().group(  document.unGroup() " />
<page href="00003952.html" title="document.height" text="document.height  Flash MX 2004.  document.height  Property; an integer that specifies the height of the document (Stage) in pixels.   The following example sets the height of the Stage to 400 pixels: fl.getDocumentDOM().height = 400;  document.width document.height  Flash MX 2004.  document.height  Property; an integer that specifies the height of the document (Stage) in pixels.   The following example sets the height of the Stage to 400 pixels: fl.getDocumentDOM().height = 400;  document.width document.height  Flash MX 2004.  document.height  Property; an integer that specifies the height of the document (Stage) in pixels.   The following example sets the height of the Stage to 400 pixels: fl.getDocumentDOM().height = 400;  document.width document.height  Flash MX 2004.  document.height  Property; an integer that specifies the height of the document (Stage) in pixels.   The following example sets the height of the Stage to 400 pixels: fl.getDocumentDOM().height = 400;  document.width " />
<page href="00003953.html" title="document.id" text="document.id  Flash CS3 Professional.  document.id  Read-only property; a unique integer (assigned automatically) that identifies a document during a Flash session. Use this property in conjunction with fl.findDocumentDOM() to specify a particular document for an action.  The following example displays the document ID for the current document: fl.trace(&quot;Current doc&#39;s internal ID is: &quot; + fl.getDcoumentDOM().id   fl.findDocumentDOM() document.id  Flash CS3 Professional.  document.id  Read-only property; a unique integer (assigned automatically) that identifies a document during a Flash session. Use this property in conjunction with fl.findDocumentDOM() to specify a particular document for an action.  The following example displays the document ID for the current document: fl.trace(&quot;Current doc&#39;s internal ID is: &quot; + fl.getDcoumentDOM().id   fl.findDocumentDOM() document.id  Flash CS3 Professional.  document.id  Read-only property; a unique integer (assigned automatically) that identifies a document during a Flash session. Use this property in conjunction with fl.findDocumentDOM() to specify a particular document for an action.  The following example displays the document ID for the current document: fl.trace(&quot;Current doc&#39;s internal ID is: &quot; + fl.getDcoumentDOM().id   fl.findDocumentDOM() document.id  Flash CS3 Professional.  document.id  Read-only property; a unique integer (assigned automatically) that identifies a document during a Flash session. Use this property in conjunction with fl.findDocumentDOM() to specify a particular document for an action.  The following example displays the document ID for the current document: fl.trace(&quot;Current doc&#39;s internal ID is: &quot; + fl.getDcoumentDOM().id   fl.findDocumentDOM() " />
<page href="00003954.html" title="document.importFile()" text="document.importFile()  Flash 8. Usage document.importFile(fileURI [, importToLibrary])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the file to import. importToLibrary&#160;A Boolean value that specifies whether to import the file only into the document's library (true) or to also place a copy on the Stage (false). The default value is false. Returns A Boolean value that indicates whether the file was successfully imported.  Method; imports a file into a document. This method performs the same operation as the Import To Library or Import To Stage menu command. To import a publish profile, use document.importPublishProfile().   The following example lets the user browse for a file to import onto the Stage: var dom = fl.getDocumentDOM(  var URI = fl.browseForFileURL(&quot;select&quot;, &quot;Import File&quot; dom.importFile(URI  document.importSWF(), fl.browseForFileURL() document.importFile()  Flash 8. Usage document.importFile(fileURI [, importToLibrary])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the file to import. importToLibrary&#160;A Boolean value that specifies whether to import the file only into the document's library (true) or to also place a copy on the Stage (false). The default value is false. Returns A Boolean value that indicates whether the file was successfully imported.  Method; imports a file into a document. This method performs the same operation as the Import To Library or Import To Stage menu command. To import a publish profile, use document.importPublishProfile().   The following example lets the user browse for a file to import onto the Stage: var dom = fl.getDocumentDOM(  var URI = fl.browseForFileURL(&quot;select&quot;, &quot;Import File&quot; dom.importFile(URI  document.importSWF(), fl.browseForFileURL() document.importFile()  Flash 8. Usage document.importFile(fileURI [, importToLibrary])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the file to import. importToLibrary&#160;A Boolean value that specifies whether to import the file only into the document's library (true) or to also place a copy on the Stage (false). The default value is false. Returns A Boolean value that indicates whether the file was successfully imported.  Method; imports a file into a document. This method performs the same operation as the Import To Library or Import To Stage menu command. To import a publish profile, use document.importPublishProfile().   The following example lets the user browse for a file to import onto the Stage: var dom = fl.getDocumentDOM(  var URI = fl.browseForFileURL(&quot;select&quot;, &quot;Import File&quot; dom.importFile(URI  document.importSWF(), fl.browseForFileURL() document.importFile()  Flash 8. Usage document.importFile(fileURI [, importToLibrary])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the file to import. importToLibrary&#160;A Boolean value that specifies whether to import the file only into the document's library (true) or to also place a copy on the Stage (false). The default value is false. Returns A Boolean value that indicates whether the file was successfully imported.  Method; imports a file into a document. This method performs the same operation as the Import To Library or Import To Stage menu command. To import a publish profile, use document.importPublishProfile().   The following example lets the user browse for a file to import onto the Stage: var dom = fl.getDocumentDOM(  var URI = fl.browseForFileURL(&quot;select&quot;, &quot;Import File&quot; dom.importFile(URI  document.importSWF(), fl.browseForFileURL() " />
<page href="00003955.html" title="document.importPublishProfile()" text="document.importPublishProfile()  Flash MX 2004. Usage document.importPublishProfile( fileURI )  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file defining the profile to import.  Returns An integer that is the index of the imported profile in the profiles list. Returns&#160;-1 if the profile cannot be imported.  Method; imports a profile from a file.  The following example imports the profile contained in the profile.xml file and displays its index in the profiles list: alert(fl.getDocumentDOM().importPublishProfile(&#39;file:///C|/Documents and Settings/janeUser/Desktop/profile.xml&#39;) document.importPublishProfile()  Flash MX 2004. Usage document.importPublishProfile( fileURI )  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file defining the profile to import.  Returns An integer that is the index of the imported profile in the profiles list. Returns&#160;-1 if the profile cannot be imported.  Method; imports a profile from a file.  The following example imports the profile contained in the profile.xml file and displays its index in the profiles list: alert(fl.getDocumentDOM().importPublishProfile(&#39;file:///C|/Documents and Settings/janeUser/Desktop/profile.xml&#39;) document.importPublishProfile()  Flash MX 2004. Usage document.importPublishProfile( fileURI )  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file defining the profile to import.  Returns An integer that is the index of the imported profile in the profiles list. Returns&#160;-1 if the profile cannot be imported.  Method; imports a profile from a file.  The following example imports the profile contained in the profile.xml file and displays its index in the profiles list: alert(fl.getDocumentDOM().importPublishProfile(&#39;file:///C|/Documents and Settings/janeUser/Desktop/profile.xml&#39;) document.importPublishProfile()  Flash MX 2004. Usage document.importPublishProfile( fileURI )  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the XML file defining the profile to import.  Returns An integer that is the index of the imported profile in the profiles list. Returns&#160;-1 if the profile cannot be imported.  Method; imports a profile from a file.  The following example imports the profile contained in the profile.xml file and displays its index in the profiles list: alert(fl.getDocumentDOM().importPublishProfile(&#39;file:///C|/Documents and Settings/janeUser/Desktop/profile.xml&#39;) " />
<page href="00003956.html" title="document.importSWF()" text="document.importSWF()  Flash MX 2004. Usage document.importSWF(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file for the SWF file to import. Returns Nothing.   Method; imports a SWF file into the document. This method performs the same operation as using the Import menu command to specify a SWF file. In Flash&#160;8 and later, you can also use document.importFile() to import a SWF file (as well as other types of files).  The following example imports the &quot;mySwf.swf&quot; file from the Flash Configuration folder: fl.getDocumentDOM().importSWF(fl.configURI+&quot;mySwf.swf&quot;  document.importFile() document.importSWF()  Flash MX 2004. Usage document.importSWF(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file for the SWF file to import. Returns Nothing.   Method; imports a SWF file into the document. This method performs the same operation as using the Import menu command to specify a SWF file. In Flash&#160;8 and later, you can also use document.importFile() to import a SWF file (as well as other types of files).  The following example imports the &quot;mySwf.swf&quot; file from the Flash Configuration folder: fl.getDocumentDOM().importSWF(fl.configURI+&quot;mySwf.swf&quot;  document.importFile() document.importSWF()  Flash MX 2004. Usage document.importSWF(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file for the SWF file to import. Returns Nothing.   Method; imports a SWF file into the document. This method performs the same operation as using the Import menu command to specify a SWF file. In Flash&#160;8 and later, you can also use document.importFile() to import a SWF file (as well as other types of files).  The following example imports the &quot;mySwf.swf&quot; file from the Flash Configuration folder: fl.getDocumentDOM().importSWF(fl.configURI+&quot;mySwf.swf&quot;  document.importFile() document.importSWF()  Flash MX 2004. Usage document.importSWF(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file for the SWF file to import. Returns Nothing.   Method; imports a SWF file into the document. This method performs the same operation as using the Import menu command to specify a SWF file. In Flash&#160;8 and later, you can also use document.importFile() to import a SWF file (as well as other types of files).  The following example imports the &quot;mySwf.swf&quot; file from the Flash Configuration folder: fl.getDocumentDOM().importSWF(fl.configURI+&quot;mySwf.swf&quot;  document.importFile() " />
<page href="00003957.html" title="document.intersect()" text="document.intersect()  Flash 8.  document.intersect(  None.  A Boolean value: true if successful; false otherwise.  Method; creates an intersection drawing object from all selected drawing objects. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example creates an intersection drawing object from all selected drawing objects:  fl.getDocumentDOM().intersect(  document.crop(), document.deleteEnvelope(), document.punch(), document.union(), shape.isDrawingObject document.intersect()  Flash 8.  document.intersect(  None.  A Boolean value: true if successful; false otherwise.  Method; creates an intersection drawing object from all selected drawing objects. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example creates an intersection drawing object from all selected drawing objects:  fl.getDocumentDOM().intersect(  document.crop(), document.deleteEnvelope(), document.punch(), document.union(), shape.isDrawingObject document.intersect()  Flash 8.  document.intersect(  None.  A Boolean value: true if successful; false otherwise.  Method; creates an intersection drawing object from all selected drawing objects. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example creates an intersection drawing object from all selected drawing objects:  fl.getDocumentDOM().intersect(  document.crop(), document.deleteEnvelope(), document.punch(), document.union(), shape.isDrawingObject document.intersect()  Flash 8.  document.intersect(  None.  A Boolean value: true if successful; false otherwise.  Method; creates an intersection drawing object from all selected drawing objects. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example creates an intersection drawing object from all selected drawing objects:  fl.getDocumentDOM().intersect(  document.crop(), document.deleteEnvelope(), document.punch(), document.union(), shape.isDrawingObject " />
<page href="00003958.html" title="document.library" text="document.library  Flash MX 2004.  document.library  Read-only property; the library object for a document.   The following example gets the library for the currently focused document: var myCurrentLib = fl.getDocumentDOM().library; Assuming the currently focused document is not fl.documents[1], the following example gets the library for a nonfocused library or for a library you opened using File&#160;&gt;&#160;Open as external library: var externalLib = fl.documents[1].library; document.library  Flash MX 2004.  document.library  Read-only property; the library object for a document.   The following example gets the library for the currently focused document: var myCurrentLib = fl.getDocumentDOM().library; Assuming the currently focused document is not fl.documents[1], the following example gets the library for a nonfocused library or for a library you opened using File&#160;&gt;&#160;Open as external library: var externalLib = fl.documents[1].library; document.library  Flash MX 2004.  document.library  Read-only property; the library object for a document.   The following example gets the library for the currently focused document: var myCurrentLib = fl.getDocumentDOM().library; Assuming the currently focused document is not fl.documents[1], the following example gets the library for a nonfocused library or for a library you opened using File&#160;&gt;&#160;Open as external library: var externalLib = fl.documents[1].library; document.library  Flash MX 2004.  document.library  Read-only property; the library object for a document.   The following example gets the library for the currently focused document: var myCurrentLib = fl.getDocumentDOM().library; Assuming the currently focused document is not fl.documents[1], the following example gets the library for a nonfocused library or for a library you opened using File&#160;&gt;&#160;Open as external library: var externalLib = fl.documents[1].library; " />
<page href="00003959.html" title="document.livePreview" text="document.livePreview  Flash MX 2004.  document.livePreview  Property; a Boolean value that specifies if Live Preview is enabled. If set to true, components appear on the Stage as they will appear in the published Flash content, including their approximate size. If set to false, components appear only as outlines. The default value is true.  The following example sets Live Preview to false: fl.getDocumentDOM().livePreview = false;  document.livePreview  Flash MX 2004.  document.livePreview  Property; a Boolean value that specifies if Live Preview is enabled. If set to true, components appear on the Stage as they will appear in the published Flash content, including their approximate size. If set to false, components appear only as outlines. The default value is true.  The following example sets Live Preview to false: fl.getDocumentDOM().livePreview = false;  document.livePreview  Flash MX 2004.  document.livePreview  Property; a Boolean value that specifies if Live Preview is enabled. If set to true, components appear on the Stage as they will appear in the published Flash content, including their approximate size. If set to false, components appear only as outlines. The default value is true.  The following example sets Live Preview to false: fl.getDocumentDOM().livePreview = false;  document.livePreview  Flash MX 2004.  document.livePreview  Property; a Boolean value that specifies if Live Preview is enabled. If set to true, components appear on the Stage as they will appear in the published Flash content, including their approximate size. If set to false, components appear only as outlines. The default value is true.  The following example sets Live Preview to false: fl.getDocumentDOM().livePreview = false;  " />
<page href="00003960.html" title="document.match()" text="document.match()  Flash MX 2004. Usage document.match(bWidth, bHeight [, bUseDocumentBounds])  bWidth&#160;A Boolean value that, when set to true, causes the method to make the widths of the selected items the same.  bHeight&#160;A Boolean value that, when set to true, causes the method to make the heights of the selected items the same.  bUseDocumentBounds&#160;A Boolean value that, when set to true, causes the method to match the size of the objects to the bounds of the document. Otherwise, the method uses the bounds of the largest object. The default is false. This parameter is optional. Returns Nothing.   Method; makes the size of the selected objects the same.   The following example matches the width of the selected objects only: fl.getDocumentDOM().match(true,false  The following example matches the height only: fl.getDocumentDOM().match(false,true The following example matches the width only to the bounds of the document: fl.getDocumentDOM().match(true,false,true  document.getAlignToDocument(), document.setAlignToDocument() document.match()  Flash MX 2004. Usage document.match(bWidth, bHeight [, bUseDocumentBounds])  bWidth&#160;A Boolean value that, when set to true, causes the method to make the widths of the selected items the same.  bHeight&#160;A Boolean value that, when set to true, causes the method to make the heights of the selected items the same.  bUseDocumentBounds&#160;A Boolean value that, when set to true, causes the method to match the size of the objects to the bounds of the document. Otherwise, the method uses the bounds of the largest object. The default is false. This parameter is optional. Returns Nothing.   Method; makes the size of the selected objects the same.   The following example matches the width of the selected objects only: fl.getDocumentDOM().match(true,false  The following example matches the height only: fl.getDocumentDOM().match(false,true The following example matches the width only to the bounds of the document: fl.getDocumentDOM().match(true,false,true  document.getAlignToDocument(), document.setAlignToDocument() document.match()  Flash MX 2004. Usage document.match(bWidth, bHeight [, bUseDocumentBounds])  bWidth&#160;A Boolean value that, when set to true, causes the method to make the widths of the selected items the same.  bHeight&#160;A Boolean value that, when set to true, causes the method to make the heights of the selected items the same.  bUseDocumentBounds&#160;A Boolean value that, when set to true, causes the method to match the size of the objects to the bounds of the document. Otherwise, the method uses the bounds of the largest object. The default is false. This parameter is optional. Returns Nothing.   Method; makes the size of the selected objects the same.   The following example matches the width of the selected objects only: fl.getDocumentDOM().match(true,false  The following example matches the height only: fl.getDocumentDOM().match(false,true The following example matches the width only to the bounds of the document: fl.getDocumentDOM().match(true,false,true  document.getAlignToDocument(), document.setAlignToDocument() document.match()  Flash MX 2004. Usage document.match(bWidth, bHeight [, bUseDocumentBounds])  bWidth&#160;A Boolean value that, when set to true, causes the method to make the widths of the selected items the same.  bHeight&#160;A Boolean value that, when set to true, causes the method to make the heights of the selected items the same.  bUseDocumentBounds&#160;A Boolean value that, when set to true, causes the method to match the size of the objects to the bounds of the document. Otherwise, the method uses the bounds of the largest object. The default is false. This parameter is optional. Returns Nothing.   Method; makes the size of the selected objects the same.   The following example matches the width of the selected objects only: fl.getDocumentDOM().match(true,false  The following example matches the height only: fl.getDocumentDOM().match(false,true The following example matches the width only to the bounds of the document: fl.getDocumentDOM().match(true,false,true  document.getAlignToDocument(), document.setAlignToDocument() " />
<page href="00003961.html" title="document.mouseClick()" text="document.mouseClick()  Flash MX 2004. Usage document.mouseClick(position, bToggleSel, bShiftSel)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bToggleSel&#160;A Boolean value that specifies the state of the Shift key: true for pressed; false for not pressed.  bShiftSel&#160;A Boolean value that specifies the state of the application preference Shift select: true for on; false for off. Returns Nothing.   Method; performs a mouse click from the Selection tool.  The following example performs a mouse click at the specified location: fl.getDocumentDOM().mouseClick({x:300, y:200}, false, false  document.mouseDblClk() document.mouseClick()  Flash MX 2004. Usage document.mouseClick(position, bToggleSel, bShiftSel)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bToggleSel&#160;A Boolean value that specifies the state of the Shift key: true for pressed; false for not pressed.  bShiftSel&#160;A Boolean value that specifies the state of the application preference Shift select: true for on; false for off. Returns Nothing.   Method; performs a mouse click from the Selection tool.  The following example performs a mouse click at the specified location: fl.getDocumentDOM().mouseClick({x:300, y:200}, false, false  document.mouseDblClk() document.mouseClick()  Flash MX 2004. Usage document.mouseClick(position, bToggleSel, bShiftSel)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bToggleSel&#160;A Boolean value that specifies the state of the Shift key: true for pressed; false for not pressed.  bShiftSel&#160;A Boolean value that specifies the state of the application preference Shift select: true for on; false for off. Returns Nothing.   Method; performs a mouse click from the Selection tool.  The following example performs a mouse click at the specified location: fl.getDocumentDOM().mouseClick({x:300, y:200}, false, false  document.mouseDblClk() document.mouseClick()  Flash MX 2004. Usage document.mouseClick(position, bToggleSel, bShiftSel)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bToggleSel&#160;A Boolean value that specifies the state of the Shift key: true for pressed; false for not pressed.  bShiftSel&#160;A Boolean value that specifies the state of the application preference Shift select: true for on; false for off. Returns Nothing.   Method; performs a mouse click from the Selection tool.  The following example performs a mouse click at the specified location: fl.getDocumentDOM().mouseClick({x:300, y:200}, false, false  document.mouseDblClk() " />
<page href="00003962.html" title="document.mouseDblClk()" text="document.mouseDblClk()  Flash MX 2004. Usage document.mouseDblClk(position, bAltDown, bShiftDown, bShiftSelect)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bAltdown&#160;A Boolean value that records whether the Alt key is down at the time of the event: true for pressed; false for not pressed.  bShiftDown&#160;A Boolean value that records whether the Shift key was down when the event occurred: true for pressed; false for not pressed.  bShiftSelect&#160;A Boolean value that indicates the state of the application preference Shift select: true for on; false for off.  Returns Nothing.   Method; performs a double mouse click from the Selection tool.   The following example performs a double mouse click at the specified location: fl.getDocumentDOM().mouseDblClk({x:392.9, y:73}, false, false, true  document.mouseClick() document.mouseDblClk()  Flash MX 2004. Usage document.mouseDblClk(position, bAltDown, bShiftDown, bShiftSelect)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bAltdown&#160;A Boolean value that records whether the Alt key is down at the time of the event: true for pressed; false for not pressed.  bShiftDown&#160;A Boolean value that records whether the Shift key was down when the event occurred: true for pressed; false for not pressed.  bShiftSelect&#160;A Boolean value that indicates the state of the application preference Shift select: true for on; false for off.  Returns Nothing.   Method; performs a double mouse click from the Selection tool.   The following example performs a double mouse click at the specified location: fl.getDocumentDOM().mouseDblClk({x:392.9, y:73}, false, false, true  document.mouseClick() document.mouseDblClk()  Flash MX 2004. Usage document.mouseDblClk(position, bAltDown, bShiftDown, bShiftSelect)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bAltdown&#160;A Boolean value that records whether the Alt key is down at the time of the event: true for pressed; false for not pressed.  bShiftDown&#160;A Boolean value that records whether the Shift key was down when the event occurred: true for pressed; false for not pressed.  bShiftSelect&#160;A Boolean value that indicates the state of the application preference Shift select: true for on; false for off.  Returns Nothing.   Method; performs a double mouse click from the Selection tool.   The following example performs a double mouse click at the specified location: fl.getDocumentDOM().mouseDblClk({x:392.9, y:73}, false, false, true  document.mouseClick() document.mouseDblClk()  Flash MX 2004. Usage document.mouseDblClk(position, bAltDown, bShiftDown, bShiftSelect)  position&#160;A pair of floating-point values that specify the x and y coordinates of the click in&#160;pixels.  bAltdown&#160;A Boolean value that records whether the Alt key is down at the time of the event: true for pressed; false for not pressed.  bShiftDown&#160;A Boolean value that records whether the Shift key was down when the event occurred: true for pressed; false for not pressed.  bShiftSelect&#160;A Boolean value that indicates the state of the application preference Shift select: true for on; false for off.  Returns Nothing.   Method; performs a double mouse click from the Selection tool.   The following example performs a double mouse click at the specified location: fl.getDocumentDOM().mouseDblClk({x:392.9, y:73}, false, false, true  document.mouseClick() " />
<page href="00003963.html" title="document.moveSelectedBezierPointsBy()" text="document.moveSelectedBezierPointsBy()  Flash MX 2004. Usage document.moveSelectedBezierPointsBy(delta)  delta&#160;A pair of floating-point values that specify the x and y coordinates in pixels by which the selected Bézier points are moved. For example, passing ({x:1,y:2}) specifies a location that is to the right by one pixel and down by two pixels from the current location.  Returns Nothing.   Method; if the selection contains at least one path with at least one Bézier point selected, moves all selected Bézier points on all selected paths by the specified amount.   The following example moves the selected Bézier points 10 pixels to the right and 5 pixels down: fl.getDocumentDOM().moveSelectedBezierPointsBy({x:10, y:5} document.moveSelectedBezierPointsBy()  Flash MX 2004. Usage document.moveSelectedBezierPointsBy(delta)  delta&#160;A pair of floating-point values that specify the x and y coordinates in pixels by which the selected Bézier points are moved. For example, passing ({x:1,y:2}) specifies a location that is to the right by one pixel and down by two pixels from the current location.  Returns Nothing.   Method; if the selection contains at least one path with at least one Bézier point selected, moves all selected Bézier points on all selected paths by the specified amount.   The following example moves the selected Bézier points 10 pixels to the right and 5 pixels down: fl.getDocumentDOM().moveSelectedBezierPointsBy({x:10, y:5} document.moveSelectedBezierPointsBy()  Flash MX 2004. Usage document.moveSelectedBezierPointsBy(delta)  delta&#160;A pair of floating-point values that specify the x and y coordinates in pixels by which the selected Bézier points are moved. For example, passing ({x:1,y:2}) specifies a location that is to the right by one pixel and down by two pixels from the current location.  Returns Nothing.   Method; if the selection contains at least one path with at least one Bézier point selected, moves all selected Bézier points on all selected paths by the specified amount.   The following example moves the selected Bézier points 10 pixels to the right and 5 pixels down: fl.getDocumentDOM().moveSelectedBezierPointsBy({x:10, y:5} document.moveSelectedBezierPointsBy()  Flash MX 2004. Usage document.moveSelectedBezierPointsBy(delta)  delta&#160;A pair of floating-point values that specify the x and y coordinates in pixels by which the selected Bézier points are moved. For example, passing ({x:1,y:2}) specifies a location that is to the right by one pixel and down by two pixels from the current location.  Returns Nothing.   Method; if the selection contains at least one path with at least one Bézier point selected, moves all selected Bézier points on all selected paths by the specified amount.   The following example moves the selected Bézier points 10 pixels to the right and 5 pixels down: fl.getDocumentDOM().moveSelectedBezierPointsBy({x:10, y:5} " />
<page href="00003964.html" title="document.moveSelectionBy()" text="document.moveSelectionBy()  Flash MX 2004. Usage document.moveSelectionBy(distanceToMove)  distanceToMove&#160;A pair of floating-point values that specify the x and y coordinate values by which the method moves the selection. For example, passing ({x:1,y:2}) specifies a location one pixel to the right and two pixels down from the current location.  Returns Nothing.   Method; moves selected objects by a specified distance.  For information on making a selection, see document.setSelectionRect(), document.mouseClick(), document.mouseDblClk(), and the Element object.   The following example moves the selected item 62 pixels to the right and 84 pixels down: flash.getDocumentDOM().moveSelectionBy({x:62, y:84}   When the user uses the arrow keys to move the item, the History panel combines all presses of the arrow key as one move step. When the user presses the arrow keys repeatedly, rather than taking multiple steps in the History panel, the method performs one step, and the arguments are updated to reflect the repeated arrow keys. document.moveSelectionBy()  Flash MX 2004. Usage document.moveSelectionBy(distanceToMove)  distanceToMove&#160;A pair of floating-point values that specify the x and y coordinate values by which the method moves the selection. For example, passing ({x:1,y:2}) specifies a location one pixel to the right and two pixels down from the current location.  Returns Nothing.   Method; moves selected objects by a specified distance.  For information on making a selection, see document.setSelectionRect(), document.mouseClick(), document.mouseDblClk(), and the Element object.   The following example moves the selected item 62 pixels to the right and 84 pixels down: flash.getDocumentDOM().moveSelectionBy({x:62, y:84}   When the user uses the arrow keys to move the item, the History panel combines all presses of the arrow key as one move step. When the user presses the arrow keys repeatedly, rather than taking multiple steps in the History panel, the method performs one step, and the arguments are updated to reflect the repeated arrow keys. document.moveSelectionBy()  Flash MX 2004. Usage document.moveSelectionBy(distanceToMove)  distanceToMove&#160;A pair of floating-point values that specify the x and y coordinate values by which the method moves the selection. For example, passing ({x:1,y:2}) specifies a location one pixel to the right and two pixels down from the current location.  Returns Nothing.   Method; moves selected objects by a specified distance.  For information on making a selection, see document.setSelectionRect(), document.mouseClick(), document.mouseDblClk(), and the Element object.   The following example moves the selected item 62 pixels to the right and 84 pixels down: flash.getDocumentDOM().moveSelectionBy({x:62, y:84}   When the user uses the arrow keys to move the item, the History panel combines all presses of the arrow key as one move step. When the user presses the arrow keys repeatedly, rather than taking multiple steps in the History panel, the method performs one step, and the arguments are updated to reflect the repeated arrow keys. document.moveSelectionBy()  Flash MX 2004. Usage document.moveSelectionBy(distanceToMove)  distanceToMove&#160;A pair of floating-point values that specify the x and y coordinate values by which the method moves the selection. For example, passing ({x:1,y:2}) specifies a location one pixel to the right and two pixels down from the current location.  Returns Nothing.   Method; moves selected objects by a specified distance.  For information on making a selection, see document.setSelectionRect(), document.mouseClick(), document.mouseDblClk(), and the Element object.   The following example moves the selected item 62 pixels to the right and 84 pixels down: flash.getDocumentDOM().moveSelectionBy({x:62, y:84} " />
<page href="00003965.html" title="document.name" text="document.name  Flash MX 2004.  document.name  Read-only property; a string that represents the name of a document (FLA file).  The following example sets the variable fileName to the filename of the first document in the documents array: var fileName = flash.documents[0].name; The following example displays the names of all the open documents in the Output panel: var openDocs = fl.documents; for(var i=0;i &lt; openDocs.length; i++){  fl.trace(i + &quot; &quot; + openDocs[i].name +&quot; n&quot; }  document.name  Flash MX 2004.  document.name  Read-only property; a string that represents the name of a document (FLA file).  The following example sets the variable fileName to the filename of the first document in the documents array: var fileName = flash.documents[0].name; The following example displays the names of all the open documents in the Output panel: var openDocs = fl.documents; for(var i=0;i &lt; openDocs.length; i++){  fl.trace(i + &quot; &quot; + openDocs[i].name +&quot; n&quot; }  document.name  Flash MX 2004.  document.name  Read-only property; a string that represents the name of a document (FLA file).  The following example sets the variable fileName to the filename of the first document in the documents array: var fileName = flash.documents[0].name; The following example displays the names of all the open documents in the Output panel: var openDocs = fl.documents; for(var i=0;i &lt; openDocs.length; i++){  fl.trace(i + &quot; &quot; + openDocs[i].name +&quot; n&quot; }  document.name  Flash MX 2004.  document.name  Read-only property; a string that represents the name of a document (FLA file).  The following example sets the variable fileName to the filename of the first document in the documents array: var fileName = flash.documents[0].name; The following example displays the names of all the open documents in the Output panel: var openDocs = fl.documents; for(var i=0;i &lt; openDocs.length; i++){  fl.trace(i + &quot; &quot; + openDocs[i].name +&quot; n&quot; }  " />
<page href="00003966.html" title="document.optimizeCurves()" text="document.optimizeCurves()  Flash MX 2004. Usage document.optimizeCurves(smoothing, bUseMultiplePasses)  smoothing&#160;An integer in the range from 0 to 100, with 0 specifying no smoothing, and 100 specifying maximum smoothing.  bUseMultiplePasses&#160;A Boolean value that, when set to true, indicates that the method should use multiple passes, which is slower but produces a better result. This parameter has the same effect as clicking the Use Multiple Passes button in the Optimize Curves dialog box. Returns Nothing.   Method; optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing. This method is equivalent to selecting Modify &gt; Shape &gt; Optimize.  The following example optimizes the curve of the current selection to 50º of smoothing with multiple passes: fl.getDocumentDOM().optimizeCurves(50, true document.optimizeCurves()  Flash MX 2004. Usage document.optimizeCurves(smoothing, bUseMultiplePasses)  smoothing&#160;An integer in the range from 0 to 100, with 0 specifying no smoothing, and 100 specifying maximum smoothing.  bUseMultiplePasses&#160;A Boolean value that, when set to true, indicates that the method should use multiple passes, which is slower but produces a better result. This parameter has the same effect as clicking the Use Multiple Passes button in the Optimize Curves dialog box. Returns Nothing.   Method; optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing. This method is equivalent to selecting Modify &gt; Shape &gt; Optimize.  The following example optimizes the curve of the current selection to 50º of smoothing with multiple passes: fl.getDocumentDOM().optimizeCurves(50, true document.optimizeCurves()  Flash MX 2004. Usage document.optimizeCurves(smoothing, bUseMultiplePasses)  smoothing&#160;An integer in the range from 0 to 100, with 0 specifying no smoothing, and 100 specifying maximum smoothing.  bUseMultiplePasses&#160;A Boolean value that, when set to true, indicates that the method should use multiple passes, which is slower but produces a better result. This parameter has the same effect as clicking the Use Multiple Passes button in the Optimize Curves dialog box. Returns Nothing.   Method; optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing. This method is equivalent to selecting Modify &gt; Shape &gt; Optimize.  The following example optimizes the curve of the current selection to 50º of smoothing with multiple passes: fl.getDocumentDOM().optimizeCurves(50, true document.optimizeCurves()  Flash MX 2004. Usage document.optimizeCurves(smoothing, bUseMultiplePasses)  smoothing&#160;An integer in the range from 0 to 100, with 0 specifying no smoothing, and 100 specifying maximum smoothing.  bUseMultiplePasses&#160;A Boolean value that, when set to true, indicates that the method should use multiple passes, which is slower but produces a better result. This parameter has the same effect as clicking the Use Multiple Passes button in the Optimize Curves dialog box. Returns Nothing.   Method; optimizes smoothing for the current selection, allowing multiple passes, if specified, for optimal smoothing. This method is equivalent to selecting Modify &gt; Shape &gt; Optimize.  The following example optimizes the curve of the current selection to 50º of smoothing with multiple passes: fl.getDocumentDOM().optimizeCurves(50, true " />
<page href="00003967.html" title="document.path" text="document.path  Flash MX 2004.  document.path  Read-only property; a string that represents the path of the document in a platform-specific format. If the document has never been saved, this property is undefined.   The following example displays the path of the first document in the documents array in the Output panel: var filePath = flash.documents[0].path;  fl.trace(filePath  document.path  Flash MX 2004.  document.path  Read-only property; a string that represents the path of the document in a platform-specific format. If the document has never been saved, this property is undefined.   The following example displays the path of the first document in the documents array in the Output panel: var filePath = flash.documents[0].path;  fl.trace(filePath  document.path  Flash MX 2004.  document.path  Read-only property; a string that represents the path of the document in a platform-specific format. If the document has never been saved, this property is undefined.   The following example displays the path of the first document in the documents array in the Output panel: var filePath = flash.documents[0].path;  fl.trace(filePath  document.path  Flash MX 2004.  document.path  Read-only property; a string that represents the path of the document in a platform-specific format. If the document has never been saved, this property is undefined.   The following example displays the path of the first document in the documents array in the Output panel: var filePath = flash.documents[0].path;  fl.trace(filePath  " />
<page href="00003968.html" title="document.publish()" text="document.publish()  Flash MX 2004. Usage document.publish()  None.  Returns Nothing.   Method; publishes the document according to the active Publish Settings (File &gt; Publish Settings). This method is equivalent to selecting File &gt; Publish.  The following example publishes the current document: fl.getDocumentDOM().publish( document.publish()  Flash MX 2004. Usage document.publish()  None.  Returns Nothing.   Method; publishes the document according to the active Publish Settings (File &gt; Publish Settings). This method is equivalent to selecting File &gt; Publish.  The following example publishes the current document: fl.getDocumentDOM().publish( document.publish()  Flash MX 2004. Usage document.publish()  None.  Returns Nothing.   Method; publishes the document according to the active Publish Settings (File &gt; Publish Settings). This method is equivalent to selecting File &gt; Publish.  The following example publishes the current document: fl.getDocumentDOM().publish( document.publish()  Flash MX 2004. Usage document.publish()  None.  Returns Nothing.   Method; publishes the document according to the active Publish Settings (File &gt; Publish Settings). This method is equivalent to selecting File &gt; Publish.  The following example publishes the current document: fl.getDocumentDOM().publish( " />
<page href="00003969.html" title="document.publishProfiles" text="document.publishProfiles  Flash MX 2004.  document.publishProfiles  Read-only property; an array of the publish profile names for the document.   The following example displays the names of the publish profiles for the document: var myPubProfiles = fl.getDocumentDOM().publishProfiles; for (var i=0; i &lt; myPubProfiles.length; i++){ &#160;&#160;fl.trace(myPubProfiles[i] } document.publishProfiles  Flash MX 2004.  document.publishProfiles  Read-only property; an array of the publish profile names for the document.   The following example displays the names of the publish profiles for the document: var myPubProfiles = fl.getDocumentDOM().publishProfiles; for (var i=0; i &lt; myPubProfiles.length; i++){ &#160;&#160;fl.trace(myPubProfiles[i] } document.publishProfiles  Flash MX 2004.  document.publishProfiles  Read-only property; an array of the publish profile names for the document.   The following example displays the names of the publish profiles for the document: var myPubProfiles = fl.getDocumentDOM().publishProfiles; for (var i=0; i &lt; myPubProfiles.length; i++){ &#160;&#160;fl.trace(myPubProfiles[i] } document.publishProfiles  Flash MX 2004.  document.publishProfiles  Read-only property; an array of the publish profile names for the document.   The following example displays the names of the publish profiles for the document: var myPubProfiles = fl.getDocumentDOM().publishProfiles; for (var i=0; i &lt; myPubProfiles.length; i++){ &#160;&#160;fl.trace(myPubProfiles[i] } " />
<page href="00003970.html" title="document.punch()" text="document.punch()  Flash 8.  document.punch()  None.  A Boolean value: true if successful; false otherwise.  Method; uses top selected drawing object to punch through all selected drawing objects underneath it. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example punches through drawing objects underneath the selected drawing&#160;object: fl.getDocumentDOM().punch(  document.crop(), document.deleteEnvelope(), document.intersect(), document.union(), shape.isDrawingObject document.punch()  Flash 8.  document.punch()  None.  A Boolean value: true if successful; false otherwise.  Method; uses top selected drawing object to punch through all selected drawing objects underneath it. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example punches through drawing objects underneath the selected drawing&#160;object: fl.getDocumentDOM().punch(  document.crop(), document.deleteEnvelope(), document.intersect(), document.union(), shape.isDrawingObject document.punch()  Flash 8.  document.punch()  None.  A Boolean value: true if successful; false otherwise.  Method; uses top selected drawing object to punch through all selected drawing objects underneath it. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example punches through drawing objects underneath the selected drawing&#160;object: fl.getDocumentDOM().punch(  document.crop(), document.deleteEnvelope(), document.intersect(), document.union(), shape.isDrawingObject document.punch()  Flash 8.  document.punch()  None.  A Boolean value: true if successful; false otherwise.  Method; uses top selected drawing object to punch through all selected drawing objects underneath it. This method returns false if there are no drawing objects selected, or if any of the selected items are not drawing objects.  The following example punches through drawing objects underneath the selected drawing&#160;object: fl.getDocumentDOM().punch(  document.crop(), document.deleteEnvelope(), document.intersect(), document.union(), shape.isDrawingObject " />
<page href="00003971.html" title="document.removeAllFilters()" text="document.removeAllFilters()  Flash 8.  document.removeAllFilters()  None.  Nothing.  Method; removes all filters from the selected object(s).  The following example removes all filters from the selected object(s): fl.getDocumentDOM().removeAllFilters(  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.getFilters(), document.removeFilter(), Filter object document.removeAllFilters()  Flash 8.  document.removeAllFilters()  None.  Nothing.  Method; removes all filters from the selected object(s).  The following example removes all filters from the selected object(s): fl.getDocumentDOM().removeAllFilters(  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.getFilters(), document.removeFilter(), Filter object document.removeAllFilters()  Flash 8.  document.removeAllFilters()  None.  Nothing.  Method; removes all filters from the selected object(s).  The following example removes all filters from the selected object(s): fl.getDocumentDOM().removeAllFilters(  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.getFilters(), document.removeFilter(), Filter object document.removeAllFilters()  Flash 8.  document.removeAllFilters()  None.  Nothing.  Method; removes all filters from the selected object(s).  The following example removes all filters from the selected object(s): fl.getDocumentDOM().removeAllFilters(  document.addFilter(), document.changeFilterOrder(), document.disableAllFilters(), document.getFilters(), document.removeFilter(), Filter object " />
<page href="00003972.html" title="document.removeDataFromDocument()" text="document.removeDataFromDocument()  Flash MX 2004. Usage document.removeDataFromDocument(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the document.   The following example removes from the document the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromDocument(&quot;myData&quot;  document.addDataToDocument(), document.documentHasData(), document.getDataFromDocument() document.removeDataFromDocument()  Flash MX 2004. Usage document.removeDataFromDocument(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the document.   The following example removes from the document the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromDocument(&quot;myData&quot;  document.addDataToDocument(), document.documentHasData(), document.getDataFromDocument() document.removeDataFromDocument()  Flash MX 2004. Usage document.removeDataFromDocument(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the document.   The following example removes from the document the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromDocument(&quot;myData&quot;  document.addDataToDocument(), document.documentHasData(), document.getDataFromDocument() document.removeDataFromDocument()  Flash MX 2004. Usage document.removeDataFromDocument(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the document.   The following example removes from the document the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromDocument(&quot;myData&quot;  document.addDataToDocument(), document.documentHasData(), document.getDataFromDocument() " />
<page href="00003973.html" title="document.removeDataFromSelection()" text="document.removeDataFromSelection()  Flash MX 2004. Usage document.removeDataFromSelection(name)  name&#160;A string that specifies the name of the persistent data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the selection.   The following example removes from the selection the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromSelection(&quot;myData&quot;  document.addDataToSelection() document.removeDataFromSelection()  Flash MX 2004. Usage document.removeDataFromSelection(name)  name&#160;A string that specifies the name of the persistent data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the selection.   The following example removes from the selection the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromSelection(&quot;myData&quot;  document.addDataToSelection() document.removeDataFromSelection()  Flash MX 2004. Usage document.removeDataFromSelection(name)  name&#160;A string that specifies the name of the persistent data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the selection.   The following example removes from the selection the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromSelection(&quot;myData&quot;  document.addDataToSelection() document.removeDataFromSelection()  Flash MX 2004. Usage document.removeDataFromSelection(name)  name&#160;A string that specifies the name of the persistent data to remove.  Returns Nothing.   Method; removes persistent data with the specified name that has been attached to the selection.   The following example removes from the selection the persistent data named &quot;myData&quot;: fl.getDocumentDOM().removeDataFromSelection(&quot;myData&quot;  document.addDataToSelection() " />
<page href="00003974.html" title="document.removeFilter()" text="document.removeFilter()  Flash 8.  document.removeFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter to remove from the selected object(s).  Nothing.  Method; removes the specified filter from the Filters list of the selected object(s).  The following example removes the first filter (index value&#160;0) from the Filters list of the selected object(s): fl.getDocumentDOM().removeFilter(0   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.getFilters(), document.removeAllFilters(), Filter object document.removeFilter()  Flash 8.  document.removeFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter to remove from the selected object(s).  Nothing.  Method; removes the specified filter from the Filters list of the selected object(s).  The following example removes the first filter (index value&#160;0) from the Filters list of the selected object(s): fl.getDocumentDOM().removeFilter(0   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.getFilters(), document.removeAllFilters(), Filter object document.removeFilter()  Flash 8.  document.removeFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter to remove from the selected object(s).  Nothing.  Method; removes the specified filter from the Filters list of the selected object(s).  The following example removes the first filter (index value&#160;0) from the Filters list of the selected object(s): fl.getDocumentDOM().removeFilter(0   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.getFilters(), document.removeAllFilters(), Filter object document.removeFilter()  Flash 8.  document.removeFilter(filterIndex)  filterIndex&#160;An integer specifying the zero-based index of the filter to remove from the selected object(s).  Nothing.  Method; removes the specified filter from the Filters list of the selected object(s).  The following example removes the first filter (index value&#160;0) from the Filters list of the selected object(s): fl.getDocumentDOM().removeFilter(0   document.addFilter(), document.changeFilterOrder(), document.disableFilter(), document.getFilters(), document.removeAllFilters(), Filter object " />
<page href="00003975.html" title="document.renamePublishProfile()" text="document.renamePublishProfile()  Flash MX 2004. Usage document.renamePublishProfile([profileNewName])  profileNewName&#160;An optional parameter that specifies the new name for the profile. The new name must be unique. If the name is not specified, a default name is provided. Returns A Boolean value: true if the name is changed successfully; false otherwise.  Method; renames the current profile.  The following example renames the current profile to a default name and displays it: alert(fl.getDocumentDOM().renamePublishProfile() document.renamePublishProfile()  Flash MX 2004. Usage document.renamePublishProfile([profileNewName])  profileNewName&#160;An optional parameter that specifies the new name for the profile. The new name must be unique. If the name is not specified, a default name is provided. Returns A Boolean value: true if the name is changed successfully; false otherwise.  Method; renames the current profile.  The following example renames the current profile to a default name and displays it: alert(fl.getDocumentDOM().renamePublishProfile() document.renamePublishProfile()  Flash MX 2004. Usage document.renamePublishProfile([profileNewName])  profileNewName&#160;An optional parameter that specifies the new name for the profile. The new name must be unique. If the name is not specified, a default name is provided. Returns A Boolean value: true if the name is changed successfully; false otherwise.  Method; renames the current profile.  The following example renames the current profile to a default name and displays it: alert(fl.getDocumentDOM().renamePublishProfile() document.renamePublishProfile()  Flash MX 2004. Usage document.renamePublishProfile([profileNewName])  profileNewName&#160;An optional parameter that specifies the new name for the profile. The new name must be unique. If the name is not specified, a default name is provided. Returns A Boolean value: true if the name is changed successfully; false otherwise.  Method; renames the current profile.  The following example renames the current profile to a default name and displays it: alert(fl.getDocumentDOM().renamePublishProfile() " />
<page href="00003976.html" title="document.renameScene()" text="document.renameScene()  Flash MX 2004. Usage document.renameScene(name)  name&#160;A string that specifies the new name of the scene.  Returns A Boolean value: true if the name is changed successfully; false otherwise. If the new name is not unique, for example, the method returns false.  Method; renames the currently selected scene in the Scenes panel. The new name for the selected scene must be unique.   The following example renames the current scene to &quot;new name&quot;: var success = fl.getDocumentDOM().renameScene(&quot;new name&quot;  document.renameScene()  Flash MX 2004. Usage document.renameScene(name)  name&#160;A string that specifies the new name of the scene.  Returns A Boolean value: true if the name is changed successfully; false otherwise. If the new name is not unique, for example, the method returns false.  Method; renames the currently selected scene in the Scenes panel. The new name for the selected scene must be unique.   The following example renames the current scene to &quot;new name&quot;: var success = fl.getDocumentDOM().renameScene(&quot;new name&quot;  document.renameScene()  Flash MX 2004. Usage document.renameScene(name)  name&#160;A string that specifies the new name of the scene.  Returns A Boolean value: true if the name is changed successfully; false otherwise. If the new name is not unique, for example, the method returns false.  Method; renames the currently selected scene in the Scenes panel. The new name for the selected scene must be unique.   The following example renames the current scene to &quot;new name&quot;: var success = fl.getDocumentDOM().renameScene(&quot;new name&quot;  document.renameScene()  Flash MX 2004. Usage document.renameScene(name)  name&#160;A string that specifies the new name of the scene.  Returns A Boolean value: true if the name is changed successfully; false otherwise. If the new name is not unique, for example, the method returns false.  Method; renames the currently selected scene in the Scenes panel. The new name for the selected scene must be unique.   The following example renames the current scene to &quot;new name&quot;: var success = fl.getDocumentDOM().renameScene(&quot;new name&quot;  " />
<page href="00003977.html" title="document.reorderScene()" text="document.reorderScene()  Flash MX 2004. Usage document.reorderScene(sceneToMove, sceneToPutItBefore)  sceneToMove&#160;An integer that specifies which scene to move, with 0 (zero) being the first scene.  sceneToPutItBefore&#160;An integer that specifies the scene before which you want to move the scene specified by sceneToMove. Specify 0 (zero) for the first scene. For example, if you specify 1 for sceneToMove and 0 for sceneToPutItBefore, the second scene is placed before the first scene. Specify -1 to move the scene to the end.  Returns Nothing.   Method; moves the specified scene before another specified scene.   The following example moves the second scene to before the first scene: fl.getDocumentDOM().reorderScene(1, 0 document.reorderScene()  Flash MX 2004. Usage document.reorderScene(sceneToMove, sceneToPutItBefore)  sceneToMove&#160;An integer that specifies which scene to move, with 0 (zero) being the first scene.  sceneToPutItBefore&#160;An integer that specifies the scene before which you want to move the scene specified by sceneToMove. Specify 0 (zero) for the first scene. For example, if you specify 1 for sceneToMove and 0 for sceneToPutItBefore, the second scene is placed before the first scene. Specify -1 to move the scene to the end.  Returns Nothing.   Method; moves the specified scene before another specified scene.   The following example moves the second scene to before the first scene: fl.getDocumentDOM().reorderScene(1, 0 document.reorderScene()  Flash MX 2004. Usage document.reorderScene(sceneToMove, sceneToPutItBefore)  sceneToMove&#160;An integer that specifies which scene to move, with 0 (zero) being the first scene.  sceneToPutItBefore&#160;An integer that specifies the scene before which you want to move the scene specified by sceneToMove. Specify 0 (zero) for the first scene. For example, if you specify 1 for sceneToMove and 0 for sceneToPutItBefore, the second scene is placed before the first scene. Specify -1 to move the scene to the end.  Returns Nothing.   Method; moves the specified scene before another specified scene.   The following example moves the second scene to before the first scene: fl.getDocumentDOM().reorderScene(1, 0 document.reorderScene()  Flash MX 2004. Usage document.reorderScene(sceneToMove, sceneToPutItBefore)  sceneToMove&#160;An integer that specifies which scene to move, with 0 (zero) being the first scene.  sceneToPutItBefore&#160;An integer that specifies the scene before which you want to move the scene specified by sceneToMove. Specify 0 (zero) for the first scene. For example, if you specify 1 for sceneToMove and 0 for sceneToPutItBefore, the second scene is placed before the first scene. Specify -1 to move the scene to the end.  Returns Nothing.   Method; moves the specified scene before another specified scene.   The following example moves the second scene to before the first scene: fl.getDocumentDOM().reorderScene(1, 0 " />
<page href="00003978.html" title="document.resetOvalObject()" text="document.resetOvalObject()  Flash CS3 Professional.  document.resetOvalObject()  None.  Nothing.   Method; sets all values in the Property inspector to default Oval object settings. If any Oval objects are selected, their properties are reset to default values as well.  The following example resets Oval object properties in the current document to default values: fl.getDocumentDOM().resetOvalObject(  document.resetRectangleObject() document.resetOvalObject()  Flash CS3 Professional.  document.resetOvalObject()  None.  Nothing.   Method; sets all values in the Property inspector to default Oval object settings. If any Oval objects are selected, their properties are reset to default values as well.  The following example resets Oval object properties in the current document to default values: fl.getDocumentDOM().resetOvalObject(  document.resetRectangleObject() document.resetOvalObject()  Flash CS3 Professional.  document.resetOvalObject()  None.  Nothing.   Method; sets all values in the Property inspector to default Oval object settings. If any Oval objects are selected, their properties are reset to default values as well.  The following example resets Oval object properties in the current document to default values: fl.getDocumentDOM().resetOvalObject(  document.resetRectangleObject() document.resetOvalObject()  Flash CS3 Professional.  document.resetOvalObject()  None.  Nothing.   Method; sets all values in the Property inspector to default Oval object settings. If any Oval objects are selected, their properties are reset to default values as well.  The following example resets Oval object properties in the current document to default values: fl.getDocumentDOM().resetOvalObject(  document.resetRectangleObject() " />
<page href="00003979.html" title="document.resetRectangleObject()" text="document.resetRectangleObject()  Flash CS3 Professional.  document.resetRectangleObject()  None.  Nothing.  Method; sets all values in the Property inspector to default Rectangle object settings. If any Rectangle objects are selected, their properties are reset to default values as well.  The following example resets Rectangle object properties in the current document to default values: fl.getDocumentDOM().resetRectangleObject(  document.resetOvalObject() document.resetRectangleObject()  Flash CS3 Professional.  document.resetRectangleObject()  None.  Nothing.  Method; sets all values in the Property inspector to default Rectangle object settings. If any Rectangle objects are selected, their properties are reset to default values as well.  The following example resets Rectangle object properties in the current document to default values: fl.getDocumentDOM().resetRectangleObject(  document.resetOvalObject() document.resetRectangleObject()  Flash CS3 Professional.  document.resetRectangleObject()  None.  Nothing.  Method; sets all values in the Property inspector to default Rectangle object settings. If any Rectangle objects are selected, their properties are reset to default values as well.  The following example resets Rectangle object properties in the current document to default values: fl.getDocumentDOM().resetRectangleObject(  document.resetOvalObject() document.resetRectangleObject()  Flash CS3 Professional.  document.resetRectangleObject()  None.  Nothing.  Method; sets all values in the Property inspector to default Rectangle object settings. If any Rectangle objects are selected, their properties are reset to default values as well.  The following example resets Rectangle object properties in the current document to default values: fl.getDocumentDOM().resetRectangleObject(  document.resetOvalObject() " />
<page href="00003980.html" title="document.resetTransformation()" text="document.resetTransformation()  Flash MX 2004. Usage document.resetTransformation()  None.  Returns Nothing.   Method; resets the transformation matrix. This method is equivalent to selecting Modify &gt; Transform &gt; Remove transform.  The following example resets the transformation matrix for the current selection: fl.getDocumentDOM().resetTransformation( document.resetTransformation()  Flash MX 2004. Usage document.resetTransformation()  None.  Returns Nothing.   Method; resets the transformation matrix. This method is equivalent to selecting Modify &gt; Transform &gt; Remove transform.  The following example resets the transformation matrix for the current selection: fl.getDocumentDOM().resetTransformation( document.resetTransformation()  Flash MX 2004. Usage document.resetTransformation()  None.  Returns Nothing.   Method; resets the transformation matrix. This method is equivalent to selecting Modify &gt; Transform &gt; Remove transform.  The following example resets the transformation matrix for the current selection: fl.getDocumentDOM().resetTransformation( document.resetTransformation()  Flash MX 2004. Usage document.resetTransformation()  None.  Returns Nothing.   Method; resets the transformation matrix. This method is equivalent to selecting Modify &gt; Transform &gt; Remove transform.  The following example resets the transformation matrix for the current selection: fl.getDocumentDOM().resetTransformation( " />
<page href="00003981.html" title="document.revert()" text="document.revert()  Flash MX 2004. Usage document.revert()  None.  Returns Nothing.   Method; reverts the specified document to its previously saved version. This method is equivalent to selecting File &gt; Revert.   The following example reverts the current document to the previously saved version: fl.getDocumentDOM().revert(  document.canRevert(), fl.revertDocument() document.revert()  Flash MX 2004. Usage document.revert()  None.  Returns Nothing.   Method; reverts the specified document to its previously saved version. This method is equivalent to selecting File &gt; Revert.   The following example reverts the current document to the previously saved version: fl.getDocumentDOM().revert(  document.canRevert(), fl.revertDocument() document.revert()  Flash MX 2004. Usage document.revert()  None.  Returns Nothing.   Method; reverts the specified document to its previously saved version. This method is equivalent to selecting File &gt; Revert.   The following example reverts the current document to the previously saved version: fl.getDocumentDOM().revert(  document.canRevert(), fl.revertDocument() document.revert()  Flash MX 2004. Usage document.revert()  None.  Returns Nothing.   Method; reverts the specified document to its previously saved version. This method is equivalent to selecting File &gt; Revert.   The following example reverts the current document to the previously saved version: fl.getDocumentDOM().revert(  document.canRevert(), fl.revertDocument() " />
<page href="00003982.html" title="document.revertToLastVersion()" text="document.revertToLastVersion()  Flash CS3 Professional.  document.revertToLastVersion()  None.  A Boolean value of true if the document is successfully reverted; otherwise false.  Method; if the file can be reverted, displays a dialog box to let the user confirm that the file should be reverted. If the user confirms, this method reverts the file to the version stored on the Version Cue server and logs any errors to the Output panel.   The following example reverts the current document to the version stored on the Version Cue server: fl.getDocumentDOM().revertToLastVersion(  document.canSaveAVersion(), document.saveAVersion(), document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion() document.revertToLastVersion()  Flash CS3 Professional.  document.revertToLastVersion()  None.  A Boolean value of true if the document is successfully reverted; otherwise false.  Method; if the file can be reverted, displays a dialog box to let the user confirm that the file should be reverted. If the user confirms, this method reverts the file to the version stored on the Version Cue server and logs any errors to the Output panel.   The following example reverts the current document to the version stored on the Version Cue server: fl.getDocumentDOM().revertToLastVersion(  document.canSaveAVersion(), document.saveAVersion(), document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion() document.revertToLastVersion()  Flash CS3 Professional.  document.revertToLastVersion()  None.  A Boolean value of true if the document is successfully reverted; otherwise false.  Method; if the file can be reverted, displays a dialog box to let the user confirm that the file should be reverted. If the user confirms, this method reverts the file to the version stored on the Version Cue server and logs any errors to the Output panel.   The following example reverts the current document to the version stored on the Version Cue server: fl.getDocumentDOM().revertToLastVersion(  document.canSaveAVersion(), document.saveAVersion(), document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion() document.revertToLastVersion()  Flash CS3 Professional.  document.revertToLastVersion()  None.  A Boolean value of true if the document is successfully reverted; otherwise false.  Method; if the file can be reverted, displays a dialog box to let the user confirm that the file should be reverted. If the user confirms, this method reverts the file to the version stored on the Version Cue server and logs any errors to the Output panel.   The following example reverts the current document to the version stored on the Version Cue server: fl.getDocumentDOM().revertToLastVersion(  document.canSaveAVersion(), document.saveAVersion(), document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion() " />
<page href="00003983.html" title="document.rotateSelection()" text="document.rotateSelection()  Flash MX 2004. Usage document.rotateSelection(angle [, rotationPoint])  angle&#160;A floating-point value that specifies the angle of the rotation.  rotationPoint&#160;A string that specifies which side of the bounding box to rotate. Acceptable values are &quot;top right&quot;, &quot;top left&quot;, &quot;bottom right&quot;, &quot;bottom left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. If unspecified, the method uses the transformation point. This parameter is optional. Returns Nothing.   Method; rotates the selection by a specified number of degrees. The effect is the same as using the Free Transform tool to rotate the object.  The following example rotates the selection by 45º around the transformation point: flash.getDocumentDOM().rotateSelection(45 The following example rotates the selection by 45º around the lower-left corner: fl.getDocumentDOM().rotateSelection(45, &quot;bottom left&quot; document.rotateSelection()  Flash MX 2004. Usage document.rotateSelection(angle [, rotationPoint])  angle&#160;A floating-point value that specifies the angle of the rotation.  rotationPoint&#160;A string that specifies which side of the bounding box to rotate. Acceptable values are &quot;top right&quot;, &quot;top left&quot;, &quot;bottom right&quot;, &quot;bottom left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. If unspecified, the method uses the transformation point. This parameter is optional. Returns Nothing.   Method; rotates the selection by a specified number of degrees. The effect is the same as using the Free Transform tool to rotate the object.  The following example rotates the selection by 45º around the transformation point: flash.getDocumentDOM().rotateSelection(45 The following example rotates the selection by 45º around the lower-left corner: fl.getDocumentDOM().rotateSelection(45, &quot;bottom left&quot; document.rotateSelection()  Flash MX 2004. Usage document.rotateSelection(angle [, rotationPoint])  angle&#160;A floating-point value that specifies the angle of the rotation.  rotationPoint&#160;A string that specifies which side of the bounding box to rotate. Acceptable values are &quot;top right&quot;, &quot;top left&quot;, &quot;bottom right&quot;, &quot;bottom left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. If unspecified, the method uses the transformation point. This parameter is optional. Returns Nothing.   Method; rotates the selection by a specified number of degrees. The effect is the same as using the Free Transform tool to rotate the object.  The following example rotates the selection by 45º around the transformation point: flash.getDocumentDOM().rotateSelection(45 The following example rotates the selection by 45º around the lower-left corner: fl.getDocumentDOM().rotateSelection(45, &quot;bottom left&quot; document.rotateSelection()  Flash MX 2004. Usage document.rotateSelection(angle [, rotationPoint])  angle&#160;A floating-point value that specifies the angle of the rotation.  rotationPoint&#160;A string that specifies which side of the bounding box to rotate. Acceptable values are &quot;top right&quot;, &quot;top left&quot;, &quot;bottom right&quot;, &quot;bottom left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. If unspecified, the method uses the transformation point. This parameter is optional. Returns Nothing.   Method; rotates the selection by a specified number of degrees. The effect is the same as using the Free Transform tool to rotate the object.  The following example rotates the selection by 45º around the transformation point: flash.getDocumentDOM().rotateSelection(45 The following example rotates the selection by 45º around the lower-left corner: fl.getDocumentDOM().rotateSelection(45, &quot;bottom left&quot; " />
<page href="00003984.html" title="document.save()" text="document.save()  Flash MX 2004. Usage document.save([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted, and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the document in its default location. This method is equivalent to selecting File&#160;&gt; Save. To specify a name for the file (instead of saving it with the same name), use fl.saveDocument().  The following example saves the current document in its default location: fl.getDocumentDOM().save(  document.saveAndCompact(), fl.saveAll(), fl.saveDocument(), fl.saveDocumentAs()    If the file is new and has not been modified or saved, or if the file has not been modified since the last time it was saved, this method has no effect and false is returned. To allow an unsaved or unmodified file to be saved, use document.saveAndCompact() or fl.saveDocumentAs(). document.save()  Flash MX 2004. Usage document.save([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted, and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the document in its default location. This method is equivalent to selecting File&#160;&gt; Save. To specify a name for the file (instead of saving it with the same name), use fl.saveDocument().  The following example saves the current document in its default location: fl.getDocumentDOM().save(  document.saveAndCompact(), fl.saveAll(), fl.saveDocument(), fl.saveDocumentAs()    If the file is new and has not been modified or saved, or if the file has not been modified since the last time it was saved, this method has no effect and false is returned. To allow an unsaved or unmodified file to be saved, use document.saveAndCompact() or fl.saveDocumentAs(). document.save()  Flash MX 2004. Usage document.save([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted, and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the document in its default location. This method is equivalent to selecting File&#160;&gt; Save. To specify a name for the file (instead of saving it with the same name), use fl.saveDocument().  The following example saves the current document in its default location: fl.getDocumentDOM().save(  document.saveAndCompact(), fl.saveAll(), fl.saveDocument(), fl.saveDocumentAs()    If the file is new and has not been modified or saved, or if the file has not been modified since the last time it was saved, this method has no effect and false is returned. To allow an unsaved or unmodified file to be saved, use document.saveAndCompact() or fl.saveDocumentAs(). document.save()  Flash MX 2004. Usage document.save([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted, and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the document in its default location. This method is equivalent to selecting File&#160;&gt; Save. To specify a name for the file (instead of saving it with the same name), use fl.saveDocument().  The following example saves the current document in its default location: fl.getDocumentDOM().save(  document.saveAndCompact(), fl.saveAll(), fl.saveDocument(), fl.saveDocumentAs() " />
<page href="00003985.html" title="document.saveAndCompact()" text="document.saveAndCompact()  Flash MX 2004. Usage document.saveAndCompact([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. The default value is true. Returns A Boolean value: true if the save-and-compact operation completes successfully; false otherwise.  Method; saves and compacts the file. This method is equivalent to selecting File&#160;&gt;&#160;Save and Compact.   The following example saves and compacts the current document: fl.getDocumentDOM().saveAndCompact(  document.save(), fl.saveDocumentAs(), fl.saveDocument(), fl.saveAll()   If the file has never been saved, this method returns true even if the user cancels the Save As dialog box. To accurately determine whether the file was saved, use fl.saveDocumentAs().  document.saveAndCompact()  Flash MX 2004. Usage document.saveAndCompact([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. The default value is true. Returns A Boolean value: true if the save-and-compact operation completes successfully; false otherwise.  Method; saves and compacts the file. This method is equivalent to selecting File&#160;&gt;&#160;Save and Compact.   The following example saves and compacts the current document: fl.getDocumentDOM().saveAndCompact(  document.save(), fl.saveDocumentAs(), fl.saveDocument(), fl.saveAll()   If the file has never been saved, this method returns true even if the user cancels the Save As dialog box. To accurately determine whether the file was saved, use fl.saveDocumentAs().  document.saveAndCompact()  Flash MX 2004. Usage document.saveAndCompact([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. The default value is true. Returns A Boolean value: true if the save-and-compact operation completes successfully; false otherwise.  Method; saves and compacts the file. This method is equivalent to selecting File&#160;&gt;&#160;Save and Compact.   The following example saves and compacts the current document: fl.getDocumentDOM().saveAndCompact(  document.save(), fl.saveDocumentAs(), fl.saveDocument(), fl.saveAll()   If the file has never been saved, this method returns true even if the user cancels the Save As dialog box. To accurately determine whether the file was saved, use fl.saveDocumentAs().  document.saveAndCompact()  Flash MX 2004. Usage document.saveAndCompact([bOkToSaveAs])  bOkToSaveAs&#160;An optional parameter that, if true or omitted and the file was never saved, opens the Save As dialog box. If false and the file was never saved, the file is not saved. The default value is true. Returns A Boolean value: true if the save-and-compact operation completes successfully; false otherwise.  Method; saves and compacts the file. This method is equivalent to selecting File&#160;&gt;&#160;Save and Compact.   The following example saves and compacts the current document: fl.getDocumentDOM().saveAndCompact(  document.save(), fl.saveDocumentAs(), fl.saveDocument(), fl.saveAll() " />
<page href="00003986.html" title="document.saveAVersion()" text="document.saveAVersion()  Flash CS3 Professional.  document.saveAVersion()  None.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.  See document.canSaveAVersion().  document.canSaveAVersion(), document.revertToLastVersion(), document.synchronizeWithHeadVersion()   If Flash can't save the file because the server credentials have not been cached in the current application session, an authentication failure error is displayed in the Output panel. If this error occurs, the user must use the File&#160;&gt;&#160;Open dialog box to open the Version Cue workspace with the correct credentials. Subsequent JavaScript API calls to this server will then succeed. document.saveAVersion()  Flash CS3 Professional.  document.saveAVersion()  None.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.  See document.canSaveAVersion().  document.canSaveAVersion(), document.revertToLastVersion(), document.synchronizeWithHeadVersion()   If Flash can't save the file because the server credentials have not been cached in the current application session, an authentication failure error is displayed in the Output panel. If this error occurs, the user must use the File&#160;&gt;&#160;Open dialog box to open the Version Cue workspace with the correct credentials. Subsequent JavaScript API calls to this server will then succeed. document.saveAVersion()  Flash CS3 Professional.  document.saveAVersion()  None.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.  See document.canSaveAVersion().  document.canSaveAVersion(), document.revertToLastVersion(), document.synchronizeWithHeadVersion()   If Flash can't save the file because the server credentials have not been cached in the current application session, an authentication failure error is displayed in the Output panel. If this error occurs, the user must use the File&#160;&gt;&#160;Open dialog box to open the Version Cue workspace with the correct credentials. Subsequent JavaScript API calls to this server will then succeed. document.saveAVersion()  Flash CS3 Professional.  document.saveAVersion()  None.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.  See document.canSaveAVersion().  document.canSaveAVersion(), document.revertToLastVersion(), document.synchronizeWithHeadVersion() " />
<page href="00003987.html" title="document.scaleSelection()" text="document.scaleSelection()  Flash MX 2004. Usage document.scaleSelection(xScale, yScale [, whichCorner])  xScale&#160;A floating-point value that specifies the amount of x by which to scale.  yScale&#160;A floating-point value that specifies the amount of y by which to scale.  whichCorner&#160;A string value that specifies the edge about which the transformation occurs. If omitted, scaling occurs about the transformation point. Acceptable values are: &quot;bottom left&quot;, &quot;bottom right&quot;, &quot;top right&quot;, &quot;top left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.  Method; scales the selection by a specified amount. This method is equivalent to using the Free Transform tool to scale the object.   The following example expands the width of the current selection to double the original width and shrinks the height to half: flash.getDocumentDOM().scaleSelection(2.0, 0.5 The following example flips the selection vertically: fl.getDocumentDOM().scaleSelection(1, -1 The following example flips the selection horizontally: fl.getDocumentDOM().scaleSelection(-1, 1 The following example scales the selection vertically by 1.9 from the top center: fl.getDocumentDOM().scaleSelection(1, 1.90, &#39;top center&#39;  document.scaleSelection()  Flash MX 2004. Usage document.scaleSelection(xScale, yScale [, whichCorner])  xScale&#160;A floating-point value that specifies the amount of x by which to scale.  yScale&#160;A floating-point value that specifies the amount of y by which to scale.  whichCorner&#160;A string value that specifies the edge about which the transformation occurs. If omitted, scaling occurs about the transformation point. Acceptable values are: &quot;bottom left&quot;, &quot;bottom right&quot;, &quot;top right&quot;, &quot;top left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.  Method; scales the selection by a specified amount. This method is equivalent to using the Free Transform tool to scale the object.   The following example expands the width of the current selection to double the original width and shrinks the height to half: flash.getDocumentDOM().scaleSelection(2.0, 0.5 The following example flips the selection vertically: fl.getDocumentDOM().scaleSelection(1, -1 The following example flips the selection horizontally: fl.getDocumentDOM().scaleSelection(-1, 1 The following example scales the selection vertically by 1.9 from the top center: fl.getDocumentDOM().scaleSelection(1, 1.90, &#39;top center&#39;  document.scaleSelection()  Flash MX 2004. Usage document.scaleSelection(xScale, yScale [, whichCorner])  xScale&#160;A floating-point value that specifies the amount of x by which to scale.  yScale&#160;A floating-point value that specifies the amount of y by which to scale.  whichCorner&#160;A string value that specifies the edge about which the transformation occurs. If omitted, scaling occurs about the transformation point. Acceptable values are: &quot;bottom left&quot;, &quot;bottom right&quot;, &quot;top right&quot;, &quot;top left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.  Method; scales the selection by a specified amount. This method is equivalent to using the Free Transform tool to scale the object.   The following example expands the width of the current selection to double the original width and shrinks the height to half: flash.getDocumentDOM().scaleSelection(2.0, 0.5 The following example flips the selection vertically: fl.getDocumentDOM().scaleSelection(1, -1 The following example flips the selection horizontally: fl.getDocumentDOM().scaleSelection(-1, 1 The following example scales the selection vertically by 1.9 from the top center: fl.getDocumentDOM().scaleSelection(1, 1.90, &#39;top center&#39;  document.scaleSelection()  Flash MX 2004. Usage document.scaleSelection(xScale, yScale [, whichCorner])  xScale&#160;A floating-point value that specifies the amount of x by which to scale.  yScale&#160;A floating-point value that specifies the amount of y by which to scale.  whichCorner&#160;A string value that specifies the edge about which the transformation occurs. If omitted, scaling occurs about the transformation point. Acceptable values are: &quot;bottom left&quot;, &quot;bottom right&quot;, &quot;top right&quot;, &quot;top left&quot;, &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.  Method; scales the selection by a specified amount. This method is equivalent to using the Free Transform tool to scale the object.   The following example expands the width of the current selection to double the original width and shrinks the height to half: flash.getDocumentDOM().scaleSelection(2.0, 0.5 The following example flips the selection vertically: fl.getDocumentDOM().scaleSelection(1, -1 The following example flips the selection horizontally: fl.getDocumentDOM().scaleSelection(-1, 1 The following example scales the selection vertically by 1.9 from the top center: fl.getDocumentDOM().scaleSelection(1, 1.90, &#39;top center&#39;  " />
<page href="00003988.html" title="document.screenOutline" text="document.screenOutline  Flash MX 2004.  document.screenOutline  Read-only property; the current ScreenOutline object for the document. Before accessing the object for the first time, make sure to use document.allowScreens() to determine whether the property exists.   The following example displays the array of values in the screenOutline property: var myArray = new Array( for(var i in fl.getDocumentDOM().screenOutline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline[i]) ; }  fl.trace(&quot;Here is the property dump for screenOutline: &quot;+myArray  document.allowScreens(), ScreenOutline object document.screenOutline  Flash MX 2004.  document.screenOutline  Read-only property; the current ScreenOutline object for the document. Before accessing the object for the first time, make sure to use document.allowScreens() to determine whether the property exists.   The following example displays the array of values in the screenOutline property: var myArray = new Array( for(var i in fl.getDocumentDOM().screenOutline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline[i]) ; }  fl.trace(&quot;Here is the property dump for screenOutline: &quot;+myArray  document.allowScreens(), ScreenOutline object document.screenOutline  Flash MX 2004.  document.screenOutline  Read-only property; the current ScreenOutline object for the document. Before accessing the object for the first time, make sure to use document.allowScreens() to determine whether the property exists.   The following example displays the array of values in the screenOutline property: var myArray = new Array( for(var i in fl.getDocumentDOM().screenOutline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline[i]) ; }  fl.trace(&quot;Here is the property dump for screenOutline: &quot;+myArray  document.allowScreens(), ScreenOutline object document.screenOutline  Flash MX 2004.  document.screenOutline  Read-only property; the current ScreenOutline object for the document. Before accessing the object for the first time, make sure to use document.allowScreens() to determine whether the property exists.   The following example displays the array of values in the screenOutline property: var myArray = new Array( for(var i in fl.getDocumentDOM().screenOutline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline[i]) ; }  fl.trace(&quot;Here is the property dump for screenOutline: &quot;+myArray  document.allowScreens(), ScreenOutline object " />
<page href="00003989.html" title="document.selectAll()" text="document.selectAll()  Flash MX 2004. Usage document.selectAll()  None.  Returns Nothing.   Method; selects all items on the Stage. This method is equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All.   The following example selects everything that is currently visible to the user: fl.getDocumentDOM().selectAll(  document.selection, document.selectNone() document.selectAll()  Flash MX 2004. Usage document.selectAll()  None.  Returns Nothing.   Method; selects all items on the Stage. This method is equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All.   The following example selects everything that is currently visible to the user: fl.getDocumentDOM().selectAll(  document.selection, document.selectNone() document.selectAll()  Flash MX 2004. Usage document.selectAll()  None.  Returns Nothing.   Method; selects all items on the Stage. This method is equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All.   The following example selects everything that is currently visible to the user: fl.getDocumentDOM().selectAll(  document.selection, document.selectNone() document.selectAll()  Flash MX 2004. Usage document.selectAll()  None.  Returns Nothing.   Method; selects all items on the Stage. This method is equivalent to pressing Control+A (Windows) or Command+A (Macintosh) or selecting Edit&#160;&gt;&#160;Select All.   The following example selects everything that is currently visible to the user: fl.getDocumentDOM().selectAll(  document.selection, document.selectNone() " />
<page href="00003990.html" title="document.selection" text="document.selection  Flash MX 2004.  document.selection  Property; an array of the selected objects in the document. If nothing is selected, returns an array of length zero. If no document is open, returns null. To add objects to the array, you must first select them in one of the following ways: Manually select object(s) on the Stage. Use one of the selection methods, such as document.setSelectionRect(), document.setSelectionBounds(), document.mouseClick(), document.mouseDblClk(), or document.selectAll(). Manually select a frame or frames. Use one of the methods of the Timeline object to select a frame or frames, such as timeline.getSelectedFrames(), timeline.setSelectedFrames(), or timeline.selectAllFrames(), as follows: fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Specify all the elements in a particular frame (see Element object). See the first example below. Create an array of one or more elements, and then assign that array to the document.selection array. See the third example below.  The following example assigns all elements on Frame&#160;11 to the current selection (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().currentFrame = 10; fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[10].elements; The following example creates a rectangle in the upper-left corner of the Stage and a text string underneath the rectangle. Then it selects both objects using document.setSelectionRect() and adds them to the document.selection array. Finally, it displays the contents of document.selection in the Output panel. fl.getDocumentDOM().addNewRectangle({left:0, top:0, right:99, bottom:99}, 0 fl.getDocumentDOM().addNewText({left:-1, top:117.3, right:9.2, bottom:134.6} fl.getDocumentDOM().setTextString(&#39;Hello World&#39; fl.getDocumentDOM().setSelectionRect({left:-28, top:-22, right:156.0, bottom:163}  var theSelectionArray = fl.getDocumentDOM().selection;  for(var i=0;i&lt;theSelectionArray.length;i++){ fl.trace(&quot;fl.getDocumentDOM().selection[&quot;+i+&quot;] = &quot; + theSelectionArray[i] }  The following example is an advanced example. It shows how to loop through the layer array and elements array to locate instances of a particular symbol and select them. You could extend this example to include loops for multiple frames or scenes. This example assigns all instances of the movie clip myMovieClip in the first frame to the current selection: // Assigns the layers array to the variable &quot;theLayers&quot;. var theLayers = fl.getDocumentDOM().getTimeline().layers; // Creates an array to hold all the elements  // that are instances of &quot;myMovieClip&quot;. var myArray = new Array( // Counter variable var x = 0; // Begin loop through all the layers. for (var i = 0; i &lt; theLayers.length; i++) {  // Gets the array of elements in Frame 1  // and assigns it to the array &quot;theElems&quot;.  var theElems = theLayers[i].frames[0].elements;  // Begin loop through the elements on a layer.   for (var c = 0; c &lt; theElems.length; c++) {  // Checks to see if the element is of type &quot;instance&quot;.  if (theElems[c].elementType == &quot;instance&quot;) {  // If the element is an instance, it checks   // if it is an instance of &quot;myMovieClip&quot;.  if (theElems[c].libraryItem.name == &quot;myMovieClip&quot;) {  // Assigns elements that are instances of &quot;myMovieClip&quot; to &quot;myArray&quot;.  myArray[x] = theElems[c];  // Increments counter variable.  x++;  }  }  } } // Now that you have assigned all the instances of &quot;myMovieClip&quot;  // to &quot;myArray&quot;, you then set the document.selection array  // equal to myArray. This selects the objects on the Stage. fl.getDocumentDOM().selection = myArray; document.selection  Flash MX 2004.  document.selection  Property; an array of the selected objects in the document. If nothing is selected, returns an array of length zero. If no document is open, returns null. To add objects to the array, you must first select them in one of the following ways: Manually select object(s) on the Stage. Use one of the selection methods, such as document.setSelectionRect(), document.setSelectionBounds(), document.mouseClick(), document.mouseDblClk(), or document.selectAll(). Manually select a frame or frames. Use one of the methods of the Timeline object to select a frame or frames, such as timeline.getSelectedFrames(), timeline.setSelectedFrames(), or timeline.selectAllFrames(), as follows: fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Specify all the elements in a particular frame (see Element object). See the first example below. Create an array of one or more elements, and then assign that array to the document.selection array. See the third example below.  The following example assigns all elements on Frame&#160;11 to the current selection (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().currentFrame = 10; fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[10].elements; The following example creates a rectangle in the upper-left corner of the Stage and a text string underneath the rectangle. Then it selects both objects using document.setSelectionRect() and adds them to the document.selection array. Finally, it displays the contents of document.selection in the Output panel. fl.getDocumentDOM().addNewRectangle({left:0, top:0, right:99, bottom:99}, 0 fl.getDocumentDOM().addNewText({left:-1, top:117.3, right:9.2, bottom:134.6} fl.getDocumentDOM().setTextString(&#39;Hello World&#39; fl.getDocumentDOM().setSelectionRect({left:-28, top:-22, right:156.0, bottom:163}  var theSelectionArray = fl.getDocumentDOM().selection;  for(var i=0;i&lt;theSelectionArray.length;i++){ fl.trace(&quot;fl.getDocumentDOM().selection[&quot;+i+&quot;] = &quot; + theSelectionArray[i] }  The following example is an advanced example. It shows how to loop through the layer array and elements array to locate instances of a particular symbol and select them. You could extend this example to include loops for multiple frames or scenes. This example assigns all instances of the movie clip myMovieClip in the first frame to the current selection: // Assigns the layers array to the variable &quot;theLayers&quot;. var theLayers = fl.getDocumentDOM().getTimeline().layers; // Creates an array to hold all the elements  // that are instances of &quot;myMovieClip&quot;. var myArray = new Array( // Counter variable var x = 0; // Begin loop through all the layers. for (var i = 0; i &lt; theLayers.length; i++) {  // Gets the array of elements in Frame 1  // and assigns it to the array &quot;theElems&quot;.  var theElems = theLayers[i].frames[0].elements;  // Begin loop through the elements on a layer.   for (var c = 0; c &lt; theElems.length; c++) {  // Checks to see if the element is of type &quot;instance&quot;.  if (theElems[c].elementType == &quot;instance&quot;) {  // If the element is an instance, it checks   // if it is an instance of &quot;myMovieClip&quot;.  if (theElems[c].libraryItem.name == &quot;myMovieClip&quot;) {  // Assigns elements that are instances of &quot;myMovieClip&quot; to &quot;myArray&quot;.  myArray[x] = theElems[c];  // Increments counter variable.  x++;  }  }  } } // Now that you have assigned all the instances of &quot;myMovieClip&quot;  // to &quot;myArray&quot;, you then set the document.selection array  // equal to myArray. This selects the objects on the Stage. fl.getDocumentDOM().selection = myArray; document.selection  Flash MX 2004.  document.selection  Property; an array of the selected objects in the document. If nothing is selected, returns an array of length zero. If no document is open, returns null. To add objects to the array, you must first select them in one of the following ways: Manually select object(s) on the Stage. Use one of the selection methods, such as document.setSelectionRect(), document.setSelectionBounds(), document.mouseClick(), document.mouseDblClk(), or document.selectAll(). Manually select a frame or frames. Use one of the methods of the Timeline object to select a frame or frames, such as timeline.getSelectedFrames(), timeline.setSelectedFrames(), or timeline.selectAllFrames(), as follows: fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Specify all the elements in a particular frame (see Element object). See the first example below. Create an array of one or more elements, and then assign that array to the document.selection array. See the third example below.  The following example assigns all elements on Frame&#160;11 to the current selection (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().currentFrame = 10; fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[10].elements; The following example creates a rectangle in the upper-left corner of the Stage and a text string underneath the rectangle. Then it selects both objects using document.setSelectionRect() and adds them to the document.selection array. Finally, it displays the contents of document.selection in the Output panel. fl.getDocumentDOM().addNewRectangle({left:0, top:0, right:99, bottom:99}, 0 fl.getDocumentDOM().addNewText({left:-1, top:117.3, right:9.2, bottom:134.6} fl.getDocumentDOM().setTextString(&#39;Hello World&#39; fl.getDocumentDOM().setSelectionRect({left:-28, top:-22, right:156.0, bottom:163}  var theSelectionArray = fl.getDocumentDOM().selection;  for(var i=0;i&lt;theSelectionArray.length;i++){ fl.trace(&quot;fl.getDocumentDOM().selection[&quot;+i+&quot;] = &quot; + theSelectionArray[i] }  The following example is an advanced example. It shows how to loop through the layer array and elements array to locate instances of a particular symbol and select them. You could extend this example to include loops for multiple frames or scenes. This example assigns all instances of the movie clip myMovieClip in the first frame to the current selection: // Assigns the layers array to the variable &quot;theLayers&quot;. var theLayers = fl.getDocumentDOM().getTimeline().layers; // Creates an array to hold all the elements  // that are instances of &quot;myMovieClip&quot;. var myArray = new Array( // Counter variable var x = 0; // Begin loop through all the layers. for (var i = 0; i &lt; theLayers.length; i++) {  // Gets the array of elements in Frame 1  // and assigns it to the array &quot;theElems&quot;.  var theElems = theLayers[i].frames[0].elements;  // Begin loop through the elements on a layer.   for (var c = 0; c &lt; theElems.length; c++) {  // Checks to see if the element is of type &quot;instance&quot;.  if (theElems[c].elementType == &quot;instance&quot;) {  // If the element is an instance, it checks   // if it is an instance of &quot;myMovieClip&quot;.  if (theElems[c].libraryItem.name == &quot;myMovieClip&quot;) {  // Assigns elements that are instances of &quot;myMovieClip&quot; to &quot;myArray&quot;.  myArray[x] = theElems[c];  // Increments counter variable.  x++;  }  }  } } // Now that you have assigned all the instances of &quot;myMovieClip&quot;  // to &quot;myArray&quot;, you then set the document.selection array  // equal to myArray. This selects the objects on the Stage. fl.getDocumentDOM().selection = myArray; document.selection  Flash MX 2004.  document.selection  Property; an array of the selected objects in the document. If nothing is selected, returns an array of length zero. If no document is open, returns null. To add objects to the array, you must first select them in one of the following ways: Manually select object(s) on the Stage. Use one of the selection methods, such as document.setSelectionRect(), document.setSelectionBounds(), document.mouseClick(), document.mouseDblClk(), or document.selectAll(). Manually select a frame or frames. Use one of the methods of the Timeline object to select a frame or frames, such as timeline.getSelectedFrames(), timeline.setSelectedFrames(), or timeline.selectAllFrames(), as follows: fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Specify all the elements in a particular frame (see Element object). See the first example below. Create an array of one or more elements, and then assign that array to the document.selection array. See the third example below.  The following example assigns all elements on Frame&#160;11 to the current selection (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().currentFrame = 10; fl.getDocumentDOM().selection = fl.getDocumentDOM().getTimeline().layers[0].frames[10].elements; The following example creates a rectangle in the upper-left corner of the Stage and a text string underneath the rectangle. Then it selects both objects using document.setSelectionRect() and adds them to the document.selection array. Finally, it displays the contents of document.selection in the Output panel. fl.getDocumentDOM().addNewRectangle({left:0, top:0, right:99, bottom:99}, 0 fl.getDocumentDOM().addNewText({left:-1, top:117.3, right:9.2, bottom:134.6} fl.getDocumentDOM().setTextString(&#39;Hello World&#39; fl.getDocumentDOM().setSelectionRect({left:-28, top:-22, right:156.0, bottom:163}  var theSelectionArray = fl.getDocumentDOM().selection;  for(var i=0;i&lt;theSelectionArray.length;i++){ fl.trace(&quot;fl.getDocumentDOM().selection[&quot;+i+&quot;] = &quot; + theSelectionArray[i] }  The following example is an advanced example. It shows how to loop through the layer array and elements array to locate instances of a particular symbol and select them. You could extend this example to include loops for multiple frames or scenes. This example assigns all instances of the movie clip myMovieClip in the first frame to the current selection: // Assigns the layers array to the variable &quot;theLayers&quot;. var theLayers = fl.getDocumentDOM().getTimeline().layers; // Creates an array to hold all the elements  // that are instances of &quot;myMovieClip&quot;. var myArray = new Array( // Counter variable var x = 0; // Begin loop through all the layers. for (var i = 0; i &lt; theLayers.length; i++) {  // Gets the array of elements in Frame 1  // and assigns it to the array &quot;theElems&quot;.  var theElems = theLayers[i].frames[0].elements;  // Begin loop through the elements on a layer.   for (var c = 0; c &lt; theElems.length; c++) {  // Checks to see if the element is of type &quot;instance&quot;.  if (theElems[c].elementType == &quot;instance&quot;) {  // If the element is an instance, it checks   // if it is an instance of &quot;myMovieClip&quot;.  if (theElems[c].libraryItem.name == &quot;myMovieClip&quot;) {  // Assigns elements that are instances of &quot;myMovieClip&quot; to &quot;myArray&quot;.  myArray[x] = theElems[c];  // Increments counter variable.  x++;  }  }  } } // Now that you have assigned all the instances of &quot;myMovieClip&quot;  // to &quot;myArray&quot;, you then set the document.selection array  // equal to myArray. This selects the objects on the Stage. fl.getDocumentDOM().selection = myArray; " />
<page href="00003991.html" title="document.selectNone()" text="document.selectNone()  Flash MX 2004. Usage document.selectNone()  None.  Returns Nothing.   Method; deselects any selected items.   The following example deselects any items that are selected: fl.getDocumentDOM().selectNone(  document.selectAll(), document.selection  document.selectNone()  Flash MX 2004. Usage document.selectNone()  None.  Returns Nothing.   Method; deselects any selected items.   The following example deselects any items that are selected: fl.getDocumentDOM().selectNone(  document.selectAll(), document.selection  document.selectNone()  Flash MX 2004. Usage document.selectNone()  None.  Returns Nothing.   Method; deselects any selected items.   The following example deselects any items that are selected: fl.getDocumentDOM().selectNone(  document.selectAll(), document.selection  document.selectNone()  Flash MX 2004. Usage document.selectNone()  None.  Returns Nothing.   Method; deselects any selected items.   The following example deselects any items that are selected: fl.getDocumentDOM().selectNone(  document.selectAll(), document.selection  " />
<page href="00003992.html" title="document.setAlignToDocument()" text="document.setAlignToDocument()  Flash MX 2004. Usage document.setAlignToDocument(bToStage)  bToStage&#160;A Boolean value that, if set to true, aligns objects to the Stage. If set to false, it does not.  Returns Nothing.   Method; sets the preferences for document.align(), document.distribute(), document.match(), and document.space() to act on the document. This method is equivalent to enabling the To&#160;Stage button in the Align panel.   The following example enables the To Stage button in the Align panel to align objects with the&#160;Stage: fl.getDocumentDOM().setAlignToDocument(true  document.getAlignToDocument() document.setAlignToDocument()  Flash MX 2004. Usage document.setAlignToDocument(bToStage)  bToStage&#160;A Boolean value that, if set to true, aligns objects to the Stage. If set to false, it does not.  Returns Nothing.   Method; sets the preferences for document.align(), document.distribute(), document.match(), and document.space() to act on the document. This method is equivalent to enabling the To&#160;Stage button in the Align panel.   The following example enables the To Stage button in the Align panel to align objects with the&#160;Stage: fl.getDocumentDOM().setAlignToDocument(true  document.getAlignToDocument() document.setAlignToDocument()  Flash MX 2004. Usage document.setAlignToDocument(bToStage)  bToStage&#160;A Boolean value that, if set to true, aligns objects to the Stage. If set to false, it does not.  Returns Nothing.   Method; sets the preferences for document.align(), document.distribute(), document.match(), and document.space() to act on the document. This method is equivalent to enabling the To&#160;Stage button in the Align panel.   The following example enables the To Stage button in the Align panel to align objects with the&#160;Stage: fl.getDocumentDOM().setAlignToDocument(true  document.getAlignToDocument() document.setAlignToDocument()  Flash MX 2004. Usage document.setAlignToDocument(bToStage)  bToStage&#160;A Boolean value that, if set to true, aligns objects to the Stage. If set to false, it does not.  Returns Nothing.   Method; sets the preferences for document.align(), document.distribute(), document.match(), and document.space() to act on the document. This method is equivalent to enabling the To&#160;Stage button in the Align panel.   The following example enables the To Stage button in the Align panel to align objects with the&#160;Stage: fl.getDocumentDOM().setAlignToDocument(true  document.getAlignToDocument() " />
<page href="00003993.html" title="document.setBlendMode()" text="document.setBlendMode()  Flash 8.  document.setBlendMode(mode)  mode&#160;A string that represents the desired blending mode for the selected objects. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.   Nothing.  Method; sets the blending mode for the selected objects.   The following example sets the blending mode for the selected object to &quot;add&quot;. fl.getDocumentDOM().setBlendMode(&quot;add&quot;   document.addFilter(), document.setFilterProperty(), symbolInstance.blendMode document.setBlendMode()  Flash 8.  document.setBlendMode(mode)  mode&#160;A string that represents the desired blending mode for the selected objects. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.   Nothing.  Method; sets the blending mode for the selected objects.   The following example sets the blending mode for the selected object to &quot;add&quot;. fl.getDocumentDOM().setBlendMode(&quot;add&quot;   document.addFilter(), document.setFilterProperty(), symbolInstance.blendMode document.setBlendMode()  Flash 8.  document.setBlendMode(mode)  mode&#160;A string that represents the desired blending mode for the selected objects. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.   Nothing.  Method; sets the blending mode for the selected objects.   The following example sets the blending mode for the selected object to &quot;add&quot;. fl.getDocumentDOM().setBlendMode(&quot;add&quot;   document.addFilter(), document.setFilterProperty(), symbolInstance.blendMode document.setBlendMode()  Flash 8.  document.setBlendMode(mode)  mode&#160;A string that represents the desired blending mode for the selected objects. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.   Nothing.  Method; sets the blending mode for the selected objects.   The following example sets the blending mode for the selected object to &quot;add&quot;. fl.getDocumentDOM().setBlendMode(&quot;add&quot;   document.addFilter(), document.setFilterProperty(), symbolInstance.blendMode " />
<page href="00003994.html" title="document.setCustomFill()" text="document.setCustomFill()  Flash MX 2004. Usage document.setCustomFill(fill)  fill&#160;A Fill object that specifies the fill settings to be used. See Fill object. Returns Nothing.   Method; sets the fill settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the fill settings before drawing the object, rather than drawing the object, selecting it, and changing the fill settings. It also lets a script change the Tools panel and Property inspector fill settings.   The following example changes the color of the fill color swatch in the Tools panel, Property inspector, and any selected shapes to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill  document.getCustomFill() document.setCustomFill()  Flash MX 2004. Usage document.setCustomFill(fill)  fill&#160;A Fill object that specifies the fill settings to be used. See Fill object. Returns Nothing.   Method; sets the fill settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the fill settings before drawing the object, rather than drawing the object, selecting it, and changing the fill settings. It also lets a script change the Tools panel and Property inspector fill settings.   The following example changes the color of the fill color swatch in the Tools panel, Property inspector, and any selected shapes to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill  document.getCustomFill() document.setCustomFill()  Flash MX 2004. Usage document.setCustomFill(fill)  fill&#160;A Fill object that specifies the fill settings to be used. See Fill object. Returns Nothing.   Method; sets the fill settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the fill settings before drawing the object, rather than drawing the object, selecting it, and changing the fill settings. It also lets a script change the Tools panel and Property inspector fill settings.   The following example changes the color of the fill color swatch in the Tools panel, Property inspector, and any selected shapes to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill  document.getCustomFill() document.setCustomFill()  Flash MX 2004. Usage document.setCustomFill(fill)  fill&#160;A Fill object that specifies the fill settings to be used. See Fill object. Returns Nothing.   Method; sets the fill settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the fill settings before drawing the object, rather than drawing the object, selecting it, and changing the fill settings. It also lets a script change the Tools panel and Property inspector fill settings.   The following example changes the color of the fill color swatch in the Tools panel, Property inspector, and any selected shapes to white: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;#FFFFFF&#39;;  fill.style = &quot;solid&quot;; fl.getDocumentDOM().setCustomFill(fill  document.getCustomFill() " />
<page href="00003995.html" title="document.setCustomStroke()" text="document.setCustomStroke()  Flash MX 2004. Usage document.setCustomStroke(stroke)  stroke&#160;A Stroke object.  Returns Nothing.   Method; sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the stroke settings before drawing the object, rather than drawing the object, selecting it, and changing the stroke settings. It also lets a script change the Tools panel and Property inspector stroke settings.   The following example changes the stroke thickness setting in the Tools panel, Property inspector, and any selected shapes: var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.thickness += 2; fl.getDocumentDOM().setCustomStroke(stroke  document.getCustomStroke() document.setCustomStroke()  Flash MX 2004. Usage document.setCustomStroke(stroke)  stroke&#160;A Stroke object.  Returns Nothing.   Method; sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the stroke settings before drawing the object, rather than drawing the object, selecting it, and changing the stroke settings. It also lets a script change the Tools panel and Property inspector stroke settings.   The following example changes the stroke thickness setting in the Tools panel, Property inspector, and any selected shapes: var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.thickness += 2; fl.getDocumentDOM().setCustomStroke(stroke  document.getCustomStroke() document.setCustomStroke()  Flash MX 2004. Usage document.setCustomStroke(stroke)  stroke&#160;A Stroke object.  Returns Nothing.   Method; sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the stroke settings before drawing the object, rather than drawing the object, selecting it, and changing the stroke settings. It also lets a script change the Tools panel and Property inspector stroke settings.   The following example changes the stroke thickness setting in the Tools panel, Property inspector, and any selected shapes: var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.thickness += 2; fl.getDocumentDOM().setCustomStroke(stroke  document.getCustomStroke() document.setCustomStroke()  Flash MX 2004. Usage document.setCustomStroke(stroke)  stroke&#160;A Stroke object.  Returns Nothing.   Method; sets the stroke settings for the Tools panel, Property inspector, and any selected shapes. This allows a script to set the stroke settings before drawing the object, rather than drawing the object, selecting it, and changing the stroke settings. It also lets a script change the Tools panel and Property inspector stroke settings.   The following example changes the stroke thickness setting in the Tools panel, Property inspector, and any selected shapes: var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.thickness += 2; fl.getDocumentDOM().setCustomStroke(stroke  document.getCustomStroke() " />
<page href="00003996.html" title="document.setElementProperty()" text="document.setElementProperty()  Flash MX 2004. Usage document.setElementProperty(property, value)  property&#160;A string that specifies the name of the Element property to set. For a complete list of properties and values, see Property summary for the Element object. value&#160;An integer that specifies the value to set in the specified Element property. Returns Nothing.   Method; sets the specified Element property on selected object(s) in the document. This method does nothing if there is no selection.  The following example sets the width of all selected objects to 100 and the height to 50: fl.getDocumentDOM().setElementProperty(&quot;width&quot;, 100 fl.getDocumentDOM().setElementProperty(&quot;height&quot;, 50    You can't use this method to set values for read-only properties, such as element.elementType, element.top, and element.left. document.setElementProperty()  Flash MX 2004. Usage document.setElementProperty(property, value)  property&#160;A string that specifies the name of the Element property to set. For a complete list of properties and values, see Property summary for the Element object. value&#160;An integer that specifies the value to set in the specified Element property. Returns Nothing.   Method; sets the specified Element property on selected object(s) in the document. This method does nothing if there is no selection.  The following example sets the width of all selected objects to 100 and the height to 50: fl.getDocumentDOM().setElementProperty(&quot;width&quot;, 100 fl.getDocumentDOM().setElementProperty(&quot;height&quot;, 50    You can't use this method to set values for read-only properties, such as element.elementType, element.top, and element.left. document.setElementProperty()  Flash MX 2004. Usage document.setElementProperty(property, value)  property&#160;A string that specifies the name of the Element property to set. For a complete list of properties and values, see Property summary for the Element object. value&#160;An integer that specifies the value to set in the specified Element property. Returns Nothing.   Method; sets the specified Element property on selected object(s) in the document. This method does nothing if there is no selection.  The following example sets the width of all selected objects to 100 and the height to 50: fl.getDocumentDOM().setElementProperty(&quot;width&quot;, 100 fl.getDocumentDOM().setElementProperty(&quot;height&quot;, 50    You can't use this method to set values for read-only properties, such as element.elementType, element.top, and element.left. document.setElementProperty()  Flash MX 2004. Usage document.setElementProperty(property, value)  property&#160;A string that specifies the name of the Element property to set. For a complete list of properties and values, see Property summary for the Element object. value&#160;An integer that specifies the value to set in the specified Element property. Returns Nothing.   Method; sets the specified Element property on selected object(s) in the document. This method does nothing if there is no selection.  The following example sets the width of all selected objects to 100 and the height to 50: fl.getDocumentDOM().setElementProperty(&quot;width&quot;, 100 fl.getDocumentDOM().setElementProperty(&quot;height&quot;, 50  " />
<page href="00003997.html" title="document.setElementTextAttr()" text="document.setElementTextAttr()  Flash MX 2004. Usage document.setElementTextAttr(attrName, attrValue [, startIndex &lt;br /&gt;[, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs property to change.  attrValue&#160;The value to which to set the TextAttrs property. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer value that specifies the index of the first character that is affected. This parameter is optional. endIndex&#160;An integer value that specifies the index of the last character that is affected. This parameter is optional. Returns A Boolean value: true if at least one text attribute property is changed; false otherwise.  Method; sets the specified textAttrs property of the selected text items to the specified value. For a list of property names and allowable values, see Property summary for the TextAttrs object. If the optional parameters are not passed, the method sets the style of the currently selected text range, or the whole text field if no text is selected. If only startIndex is passed, the method sets that character's attributes. If startIndex and endIndex are passed, the method sets the attributes on the characters starting from startIndex up to, but not including, endIndex. If paragraph styles are specified, all the paragraphs that fall within the range are affected.  The following examples set the fillColor, italic, and bold text attributes for the selected text items: var success = fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot; var pass = fl.getDocumentDOM().setElementTextAttr(&quot;italic&quot;, true, 10 var ok = fl.getDocumentDOM().setElementTextAttr(&quot;bold&quot;, true, 5, 15 document.setElementTextAttr()  Flash MX 2004. Usage document.setElementTextAttr(attrName, attrValue [, startIndex &lt;br /&gt;[, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs property to change.  attrValue&#160;The value to which to set the TextAttrs property. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer value that specifies the index of the first character that is affected. This parameter is optional. endIndex&#160;An integer value that specifies the index of the last character that is affected. This parameter is optional. Returns A Boolean value: true if at least one text attribute property is changed; false otherwise.  Method; sets the specified textAttrs property of the selected text items to the specified value. For a list of property names and allowable values, see Property summary for the TextAttrs object. If the optional parameters are not passed, the method sets the style of the currently selected text range, or the whole text field if no text is selected. If only startIndex is passed, the method sets that character's attributes. If startIndex and endIndex are passed, the method sets the attributes on the characters starting from startIndex up to, but not including, endIndex. If paragraph styles are specified, all the paragraphs that fall within the range are affected.  The following examples set the fillColor, italic, and bold text attributes for the selected text items: var success = fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot; var pass = fl.getDocumentDOM().setElementTextAttr(&quot;italic&quot;, true, 10 var ok = fl.getDocumentDOM().setElementTextAttr(&quot;bold&quot;, true, 5, 15 document.setElementTextAttr()  Flash MX 2004. Usage document.setElementTextAttr(attrName, attrValue [, startIndex &lt;br /&gt;[, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs property to change.  attrValue&#160;The value to which to set the TextAttrs property. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer value that specifies the index of the first character that is affected. This parameter is optional. endIndex&#160;An integer value that specifies the index of the last character that is affected. This parameter is optional. Returns A Boolean value: true if at least one text attribute property is changed; false otherwise.  Method; sets the specified textAttrs property of the selected text items to the specified value. For a list of property names and allowable values, see Property summary for the TextAttrs object. If the optional parameters are not passed, the method sets the style of the currently selected text range, or the whole text field if no text is selected. If only startIndex is passed, the method sets that character's attributes. If startIndex and endIndex are passed, the method sets the attributes on the characters starting from startIndex up to, but not including, endIndex. If paragraph styles are specified, all the paragraphs that fall within the range are affected.  The following examples set the fillColor, italic, and bold text attributes for the selected text items: var success = fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot; var pass = fl.getDocumentDOM().setElementTextAttr(&quot;italic&quot;, true, 10 var ok = fl.getDocumentDOM().setElementTextAttr(&quot;bold&quot;, true, 5, 15 document.setElementTextAttr()  Flash MX 2004. Usage document.setElementTextAttr(attrName, attrValue [, startIndex &lt;br /&gt;[, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs property to change.  attrValue&#160;The value to which to set the TextAttrs property. For a list of property names and expected values, see Property summary for the TextAttrs object. startIndex&#160;An integer value that specifies the index of the first character that is affected. This parameter is optional. endIndex&#160;An integer value that specifies the index of the last character that is affected. This parameter is optional. Returns A Boolean value: true if at least one text attribute property is changed; false otherwise.  Method; sets the specified textAttrs property of the selected text items to the specified value. For a list of property names and allowable values, see Property summary for the TextAttrs object. If the optional parameters are not passed, the method sets the style of the currently selected text range, or the whole text field if no text is selected. If only startIndex is passed, the method sets that character's attributes. If startIndex and endIndex are passed, the method sets the attributes on the characters starting from startIndex up to, but not including, endIndex. If paragraph styles are specified, all the paragraphs that fall within the range are affected.  The following examples set the fillColor, italic, and bold text attributes for the selected text items: var success = fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot; var pass = fl.getDocumentDOM().setElementTextAttr(&quot;italic&quot;, true, 10 var ok = fl.getDocumentDOM().setElementTextAttr(&quot;bold&quot;, true, 5, 15 " />
<page href="00003998.html" title="document.setFillColor()" text="document.setFillColor()  Flash MX 2004. Usage document.setFillColor(color)  color&#160;The color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  If set to null, no fill color is set, which is the same as setting the Fill color swatch in the user interface to no fill.  Returns Nothing.   Method; changes the fill color of the selection to the specified color. For information on changing the fill color in the Tools panel and Property inspector, see document.setCustomFill().  The first three statements in the following example set the fill color using each of the different formats for specifying color. The fourth statement sets the fill to no fill. flash.getDocumentDOM().setFillColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setFillColor(0xcc00cc flash.getDocumentDOM().setFillColor(120000 flash.getDocumentDOM().setFillColor(null document.setFillColor()  Flash MX 2004. Usage document.setFillColor(color)  color&#160;The color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  If set to null, no fill color is set, which is the same as setting the Fill color swatch in the user interface to no fill.  Returns Nothing.   Method; changes the fill color of the selection to the specified color. For information on changing the fill color in the Tools panel and Property inspector, see document.setCustomFill().  The first three statements in the following example set the fill color using each of the different formats for specifying color. The fourth statement sets the fill to no fill. flash.getDocumentDOM().setFillColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setFillColor(0xcc00cc flash.getDocumentDOM().setFillColor(120000 flash.getDocumentDOM().setFillColor(null document.setFillColor()  Flash MX 2004. Usage document.setFillColor(color)  color&#160;The color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  If set to null, no fill color is set, which is the same as setting the Fill color swatch in the user interface to no fill.  Returns Nothing.   Method; changes the fill color of the selection to the specified color. For information on changing the fill color in the Tools panel and Property inspector, see document.setCustomFill().  The first three statements in the following example set the fill color using each of the different formats for specifying color. The fourth statement sets the fill to no fill. flash.getDocumentDOM().setFillColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setFillColor(0xcc00cc flash.getDocumentDOM().setFillColor(120000 flash.getDocumentDOM().setFillColor(null document.setFillColor()  Flash MX 2004. Usage document.setFillColor(color)  color&#160;The color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  If set to null, no fill color is set, which is the same as setting the Fill color swatch in the user interface to no fill.  Returns Nothing.   Method; changes the fill color of the selection to the specified color. For information on changing the fill color in the Tools panel and Property inspector, see document.setCustomFill().  The first three statements in the following example set the fill color using each of the different formats for specifying color. The fourth statement sets the fill to no fill. flash.getDocumentDOM().setFillColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setFillColor(0xcc00cc flash.getDocumentDOM().setFillColor(120000 flash.getDocumentDOM().setFillColor(null " />
<page href="00003999.html" title="document.setFilterProperty()" text="document.setFilterProperty()  Flash 8.  document.setFilterProperty(property, filterIndex, value)  property&#160;A string specifying the property to be set. Acceptable values are &quot;blurX&quot;, &quot;blurY&quot;, &quot;quality&quot;, angle&quot;, &quot;distance&quot;, &quot;strength&quot;, &quot;knockout&quot;, &quot;inner&quot;, &quot;bevelType&quot;, &quot;color&quot;, &quot;shadowColor&quot;, and &quot;highlightColor&quot;. filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list. value&#160;A number or string specifying the value to be set for the specified filter property. Acceptable values depend on the property and the filter being set.   Nothing.  Method; sets a specified filter property for the currently selected object(s) that supports the filter property.  The following example sets the quality property to&#160;2 for the second filter (index value of&#160;1) in the Filters list of the selected objects, and then sets the shadowColor property of the first filter in the Filters list on the selected object(s): fl.getDocumentDOM().setFilterProperty(&quot;quality&quot;, 1, 2  fl.getDocumentDOM().setFilterProperty(&quot;shadowColor&quot;, 0, &quot;#FF00FF&quot;   document.addFilter(), document.getFilters(), document.setBlendMode(), document.setFilters(), Filter object document.setFilterProperty()  Flash 8.  document.setFilterProperty(property, filterIndex, value)  property&#160;A string specifying the property to be set. Acceptable values are &quot;blurX&quot;, &quot;blurY&quot;, &quot;quality&quot;, angle&quot;, &quot;distance&quot;, &quot;strength&quot;, &quot;knockout&quot;, &quot;inner&quot;, &quot;bevelType&quot;, &quot;color&quot;, &quot;shadowColor&quot;, and &quot;highlightColor&quot;. filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list. value&#160;A number or string specifying the value to be set for the specified filter property. Acceptable values depend on the property and the filter being set.   Nothing.  Method; sets a specified filter property for the currently selected object(s) that supports the filter property.  The following example sets the quality property to&#160;2 for the second filter (index value of&#160;1) in the Filters list of the selected objects, and then sets the shadowColor property of the first filter in the Filters list on the selected object(s): fl.getDocumentDOM().setFilterProperty(&quot;quality&quot;, 1, 2  fl.getDocumentDOM().setFilterProperty(&quot;shadowColor&quot;, 0, &quot;#FF00FF&quot;   document.addFilter(), document.getFilters(), document.setBlendMode(), document.setFilters(), Filter object document.setFilterProperty()  Flash 8.  document.setFilterProperty(property, filterIndex, value)  property&#160;A string specifying the property to be set. Acceptable values are &quot;blurX&quot;, &quot;blurY&quot;, &quot;quality&quot;, angle&quot;, &quot;distance&quot;, &quot;strength&quot;, &quot;knockout&quot;, &quot;inner&quot;, &quot;bevelType&quot;, &quot;color&quot;, &quot;shadowColor&quot;, and &quot;highlightColor&quot;. filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list. value&#160;A number or string specifying the value to be set for the specified filter property. Acceptable values depend on the property and the filter being set.   Nothing.  Method; sets a specified filter property for the currently selected object(s) that supports the filter property.  The following example sets the quality property to&#160;2 for the second filter (index value of&#160;1) in the Filters list of the selected objects, and then sets the shadowColor property of the first filter in the Filters list on the selected object(s): fl.getDocumentDOM().setFilterProperty(&quot;quality&quot;, 1, 2  fl.getDocumentDOM().setFilterProperty(&quot;shadowColor&quot;, 0, &quot;#FF00FF&quot;   document.addFilter(), document.getFilters(), document.setBlendMode(), document.setFilters(), Filter object document.setFilterProperty()  Flash 8.  document.setFilterProperty(property, filterIndex, value)  property&#160;A string specifying the property to be set. Acceptable values are &quot;blurX&quot;, &quot;blurY&quot;, &quot;quality&quot;, angle&quot;, &quot;distance&quot;, &quot;strength&quot;, &quot;knockout&quot;, &quot;inner&quot;, &quot;bevelType&quot;, &quot;color&quot;, &quot;shadowColor&quot;, and &quot;highlightColor&quot;. filterIndex&#160;An integer specifying the zero-based index of the filter in the Filters list. value&#160;A number or string specifying the value to be set for the specified filter property. Acceptable values depend on the property and the filter being set.   Nothing.  Method; sets a specified filter property for the currently selected object(s) that supports the filter property.  The following example sets the quality property to&#160;2 for the second filter (index value of&#160;1) in the Filters list of the selected objects, and then sets the shadowColor property of the first filter in the Filters list on the selected object(s): fl.getDocumentDOM().setFilterProperty(&quot;quality&quot;, 1, 2  fl.getDocumentDOM().setFilterProperty(&quot;shadowColor&quot;, 0, &quot;#FF00FF&quot;   document.addFilter(), document.getFilters(), document.setBlendMode(), document.setFilters(), Filter object " />
<page href="00004000.html" title="document.setFilters()" text="document.setFilters()  Flash 8.  document.setFilters(filterArray)  filterArray&#160;The array of filters currently specified.  Nothing.  Method; applies filters to the selected objects. Use this method after calling document.getFilters() and making any desired changes to the filters.   The following example gets the filters on the selected object and sets the blurX property for all Blur filters to 50: var myFilters = fl.getDocumentDOM().getFilters(  for (i=0; i &lt; myFilters.length; i++) {  if (myFilters[i].name == &quot;blurFilter&quot;){  myFilters[i].blurX = 50;   } } fl.getDocumentDOM().setFilters(myFilters  document.addFilter(), document.getFilters(), document.setFilterProperty(), Filter object document.setFilters()  Flash 8.  document.setFilters(filterArray)  filterArray&#160;The array of filters currently specified.  Nothing.  Method; applies filters to the selected objects. Use this method after calling document.getFilters() and making any desired changes to the filters.   The following example gets the filters on the selected object and sets the blurX property for all Blur filters to 50: var myFilters = fl.getDocumentDOM().getFilters(  for (i=0; i &lt; myFilters.length; i++) {  if (myFilters[i].name == &quot;blurFilter&quot;){  myFilters[i].blurX = 50;   } } fl.getDocumentDOM().setFilters(myFilters  document.addFilter(), document.getFilters(), document.setFilterProperty(), Filter object document.setFilters()  Flash 8.  document.setFilters(filterArray)  filterArray&#160;The array of filters currently specified.  Nothing.  Method; applies filters to the selected objects. Use this method after calling document.getFilters() and making any desired changes to the filters.   The following example gets the filters on the selected object and sets the blurX property for all Blur filters to 50: var myFilters = fl.getDocumentDOM().getFilters(  for (i=0; i &lt; myFilters.length; i++) {  if (myFilters[i].name == &quot;blurFilter&quot;){  myFilters[i].blurX = 50;   } } fl.getDocumentDOM().setFilters(myFilters  document.addFilter(), document.getFilters(), document.setFilterProperty(), Filter object document.setFilters()  Flash 8.  document.setFilters(filterArray)  filterArray&#160;The array of filters currently specified.  Nothing.  Method; applies filters to the selected objects. Use this method after calling document.getFilters() and making any desired changes to the filters.   The following example gets the filters on the selected object and sets the blurX property for all Blur filters to 50: var myFilters = fl.getDocumentDOM().getFilters(  for (i=0; i &lt; myFilters.length; i++) {  if (myFilters[i].name == &quot;blurFilter&quot;){  myFilters[i].blurX = 50;   } } fl.getDocumentDOM().setFilters(myFilters  document.addFilter(), document.getFilters(), document.setFilterProperty(), Filter object " />
<page href="00004001.html" title="document.setInstanceAlpha()" text="document.setInstanceAlpha()  Flash MX 2004. Usage document.setInstanceAlpha(opacity)  opacity&#160;An integer between 0 (transparent) and 100 (completely saturated) that adjusts the transparency of the instance. Returns Nothing.   Methods; sets the opacity of the instance.   The following example sets the opacity of the tint to a value of 50: fl.getDocumentDOM().setInstanceAlpha(50 document.setInstanceAlpha()  Flash MX 2004. Usage document.setInstanceAlpha(opacity)  opacity&#160;An integer between 0 (transparent) and 100 (completely saturated) that adjusts the transparency of the instance. Returns Nothing.   Methods; sets the opacity of the instance.   The following example sets the opacity of the tint to a value of 50: fl.getDocumentDOM().setInstanceAlpha(50 document.setInstanceAlpha()  Flash MX 2004. Usage document.setInstanceAlpha(opacity)  opacity&#160;An integer between 0 (transparent) and 100 (completely saturated) that adjusts the transparency of the instance. Returns Nothing.   Methods; sets the opacity of the instance.   The following example sets the opacity of the tint to a value of 50: fl.getDocumentDOM().setInstanceAlpha(50 document.setInstanceAlpha()  Flash MX 2004. Usage document.setInstanceAlpha(opacity)  opacity&#160;An integer between 0 (transparent) and 100 (completely saturated) that adjusts the transparency of the instance. Returns Nothing.   Methods; sets the opacity of the instance.   The following example sets the opacity of the tint to a value of 50: fl.getDocumentDOM().setInstanceAlpha(50 " />
<page href="00004002.html" title="document.setInstanceBrightness()" text="document.setInstanceBrightness()  Flash MX 2004. Usage document.setInstanceBrightness(brightness)  brightness An integer that specifies brightness as a value from -100 (black) to 100 (white).  Returns Nothing.   Method; sets the brightness for the instance.   The following example sets the brightness for the instance to a value of 50: fl.getDocumentDOM().setInstanceBrightness(50 document.setInstanceBrightness()  Flash MX 2004. Usage document.setInstanceBrightness(brightness)  brightness An integer that specifies brightness as a value from -100 (black) to 100 (white).  Returns Nothing.   Method; sets the brightness for the instance.   The following example sets the brightness for the instance to a value of 50: fl.getDocumentDOM().setInstanceBrightness(50 document.setInstanceBrightness()  Flash MX 2004. Usage document.setInstanceBrightness(brightness)  brightness An integer that specifies brightness as a value from -100 (black) to 100 (white).  Returns Nothing.   Method; sets the brightness for the instance.   The following example sets the brightness for the instance to a value of 50: fl.getDocumentDOM().setInstanceBrightness(50 document.setInstanceBrightness()  Flash MX 2004. Usage document.setInstanceBrightness(brightness)  brightness An integer that specifies brightness as a value from -100 (black) to 100 (white).  Returns Nothing.   Method; sets the brightness for the instance.   The following example sets the brightness for the instance to a value of 50: fl.getDocumentDOM().setInstanceBrightness(50 " />
<page href="00004003.html" title="document.setInstanceTint()" text="document.setInstanceTint()  Flash MX 2004. Usage document.setInstanceTint( color, strength )  color&#160;The color of the tint, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This parameter is equivalent to picking the Color: Tint value for a symbol in the Property&#160;inspector.  strength&#160;An integer between 0 and 100 that specifies the opacity of the tint.  Returns Nothing.   Method; sets the tint for the instance.   The following example sets the tint for the selected instance to red with an opacity value of 50: fl.getDocumentDOM().setInstanceTint(0xff0000, 50 document.setInstanceTint()  Flash MX 2004. Usage document.setInstanceTint( color, strength )  color&#160;The color of the tint, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This parameter is equivalent to picking the Color: Tint value for a symbol in the Property&#160;inspector.  strength&#160;An integer between 0 and 100 that specifies the opacity of the tint.  Returns Nothing.   Method; sets the tint for the instance.   The following example sets the tint for the selected instance to red with an opacity value of 50: fl.getDocumentDOM().setInstanceTint(0xff0000, 50 document.setInstanceTint()  Flash MX 2004. Usage document.setInstanceTint( color, strength )  color&#160;The color of the tint, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This parameter is equivalent to picking the Color: Tint value for a symbol in the Property&#160;inspector.  strength&#160;An integer between 0 and 100 that specifies the opacity of the tint.  Returns Nothing.   Method; sets the tint for the instance.   The following example sets the tint for the selected instance to red with an opacity value of 50: fl.getDocumentDOM().setInstanceTint(0xff0000, 50 document.setInstanceTint()  Flash MX 2004. Usage document.setInstanceTint( color, strength )  color&#160;The color of the tint, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This parameter is equivalent to picking the Color: Tint value for a symbol in the Property&#160;inspector.  strength&#160;An integer between 0 and 100 that specifies the opacity of the tint.  Returns Nothing.   Method; sets the tint for the instance.   The following example sets the tint for the selected instance to red with an opacity value of 50: fl.getDocumentDOM().setInstanceTint(0xff0000, 50 " />
<page href="00004004.html" title="document.setMetadata()" text="document.setMetadata()  Flash 8.  document.setMetadata(strMetadata)  strMetadata&#160;A string containing the XML metadata to be associated with the document. For more information, see the following description.   A Boolean value: true if successful; false otherwise.   Method; sets the XML metadata for the specified document, overwriting any existing metadata. The XML passed as strMetadata is validated and may be rewritten before being stored. If it cannot be validated as legal XML or violates specific rules, then the XML metadata is not set and false is returned. (If false is returned, there is no way to get more detailed error information.)  The format of the metadata is RDF that is compliant with the XMP specification. For more information about RDF and XMP, see the following sources: The RDF Primer at www.w3.org/TR/rdf-primer/ The RDF specification at www.w3.org/TR/1999/REC-rdf-syntax-19990222/ The XMP home page at www.adobe.com/products/xmp/  The following examples show several different legal ways to represent the same data. In all of these cases but the second one, if the data were sent to Document.setMetadata(), it would not be rewritten (aside from removing line breaks).  In the first example, metadata is in tags, with different schemas placed in separate rdf:Description tags: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt; &lt;/rdf:RDF&gt; In the second example, metadata is in tags, but with different schemas all in one rdf:Description tag. This example also includes comments, which will be ignored and discarded by the Document.setMetadata(): &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;!-- This is before the first rdf:Description tag --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is between the two rdf:Description tags --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is after the second rdf:Description tag --&gt; &lt;/rdf:RDF&gt; In the third example, metadata is in attributes, and different schemas are all in one rdf:Description tag: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39; dc:title=&#39;Simple title&#39; dc:description=&#39;Simple description&#39; /&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39; xmp:CreateDate=&#39;2004-10-12T10:29-07:00&#39; xmp:CreatorTool=&#39;Flash Authoring WIN 8,0,0,215&#39; /&gt; &lt;/rdf:RDF&gt;  document.getMetadata()   Even if true is returned, the XML that is set may not be exactly the same string that you passed in. To get the exact value to which the XML was set, use document.getMetadata(). document.setMetadata()  Flash 8.  document.setMetadata(strMetadata)  strMetadata&#160;A string containing the XML metadata to be associated with the document. For more information, see the following description.   A Boolean value: true if successful; false otherwise.   Method; sets the XML metadata for the specified document, overwriting any existing metadata. The XML passed as strMetadata is validated and may be rewritten before being stored. If it cannot be validated as legal XML or violates specific rules, then the XML metadata is not set and false is returned. (If false is returned, there is no way to get more detailed error information.)  The format of the metadata is RDF that is compliant with the XMP specification. For more information about RDF and XMP, see the following sources: The RDF Primer at www.w3.org/TR/rdf-primer/ The RDF specification at www.w3.org/TR/1999/REC-rdf-syntax-19990222/ The XMP home page at www.adobe.com/products/xmp/  The following examples show several different legal ways to represent the same data. In all of these cases but the second one, if the data were sent to Document.setMetadata(), it would not be rewritten (aside from removing line breaks).  In the first example, metadata is in tags, with different schemas placed in separate rdf:Description tags: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt; &lt;/rdf:RDF&gt; In the second example, metadata is in tags, but with different schemas all in one rdf:Description tag. This example also includes comments, which will be ignored and discarded by the Document.setMetadata(): &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;!-- This is before the first rdf:Description tag --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is between the two rdf:Description tags --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is after the second rdf:Description tag --&gt; &lt;/rdf:RDF&gt; In the third example, metadata is in attributes, and different schemas are all in one rdf:Description tag: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39; dc:title=&#39;Simple title&#39; dc:description=&#39;Simple description&#39; /&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39; xmp:CreateDate=&#39;2004-10-12T10:29-07:00&#39; xmp:CreatorTool=&#39;Flash Authoring WIN 8,0,0,215&#39; /&gt; &lt;/rdf:RDF&gt;  document.getMetadata()   Even if true is returned, the XML that is set may not be exactly the same string that you passed in. To get the exact value to which the XML was set, use document.getMetadata(). document.setMetadata()  Flash 8.  document.setMetadata(strMetadata)  strMetadata&#160;A string containing the XML metadata to be associated with the document. For more information, see the following description.   A Boolean value: true if successful; false otherwise.   Method; sets the XML metadata for the specified document, overwriting any existing metadata. The XML passed as strMetadata is validated and may be rewritten before being stored. If it cannot be validated as legal XML or violates specific rules, then the XML metadata is not set and false is returned. (If false is returned, there is no way to get more detailed error information.)  The format of the metadata is RDF that is compliant with the XMP specification. For more information about RDF and XMP, see the following sources: The RDF Primer at www.w3.org/TR/rdf-primer/ The RDF specification at www.w3.org/TR/1999/REC-rdf-syntax-19990222/ The XMP home page at www.adobe.com/products/xmp/  The following examples show several different legal ways to represent the same data. In all of these cases but the second one, if the data were sent to Document.setMetadata(), it would not be rewritten (aside from removing line breaks).  In the first example, metadata is in tags, with different schemas placed in separate rdf:Description tags: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt; &lt;/rdf:RDF&gt; In the second example, metadata is in tags, but with different schemas all in one rdf:Description tag. This example also includes comments, which will be ignored and discarded by the Document.setMetadata(): &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;!-- This is before the first rdf:Description tag --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is between the two rdf:Description tags --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is after the second rdf:Description tag --&gt; &lt;/rdf:RDF&gt; In the third example, metadata is in attributes, and different schemas are all in one rdf:Description tag: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39; dc:title=&#39;Simple title&#39; dc:description=&#39;Simple description&#39; /&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39; xmp:CreateDate=&#39;2004-10-12T10:29-07:00&#39; xmp:CreatorTool=&#39;Flash Authoring WIN 8,0,0,215&#39; /&gt; &lt;/rdf:RDF&gt;  document.getMetadata()   Even if true is returned, the XML that is set may not be exactly the same string that you passed in. To get the exact value to which the XML was set, use document.getMetadata(). document.setMetadata()  Flash 8.  document.setMetadata(strMetadata)  strMetadata&#160;A string containing the XML metadata to be associated with the document. For more information, see the following description.   A Boolean value: true if successful; false otherwise.   Method; sets the XML metadata for the specified document, overwriting any existing metadata. The XML passed as strMetadata is validated and may be rewritten before being stored. If it cannot be validated as legal XML or violates specific rules, then the XML metadata is not set and false is returned. (If false is returned, there is no way to get more detailed error information.)  The format of the metadata is RDF that is compliant with the XMP specification. For more information about RDF and XMP, see the following sources: The RDF Primer at www.w3.org/TR/rdf-primer/ The RDF specification at www.w3.org/TR/1999/REC-rdf-syntax-19990222/ The XMP home page at www.adobe.com/products/xmp/  The following examples show several different legal ways to represent the same data. In all of these cases but the second one, if the data were sent to Document.setMetadata(), it would not be rewritten (aside from removing line breaks).  In the first example, metadata is in tags, with different schemas placed in separate rdf:Description tags: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt; &lt;/rdf:RDF&gt; In the second example, metadata is in tags, but with different schemas all in one rdf:Description tag. This example also includes comments, which will be ignored and discarded by the Document.setMetadata(): &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;!-- This is before the first rdf:Description tag --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39;&gt;  &lt;dc:title&gt;Simple title&lt;/dc:title&gt;  &lt;dc:description&gt;Simple description&lt;/dc:description&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is between the two rdf:Description tags --&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39;&gt;  &lt;xmp:CreateDate&gt;2004-10-12T10:29-07:00&lt;/xmp:CreateDate&gt;  &lt;xmp:CreatorTool&gt;Flash Authoring WIN 8,0,0,215&lt;/xmp:CreatorTool&gt;  &lt;/rdf:Description&gt;  &lt;!-- This is after the second rdf:Description tag --&gt; &lt;/rdf:RDF&gt; In the third example, metadata is in attributes, and different schemas are all in one rdf:Description tag: &lt;rdf:RDF xmlns:rdf=&#39;http://www.w3.org/1999/02/22-rdf-syntax-ns#&#39;&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:dc=&#39;http://purl.org/dc/1.1/&#39; dc:title=&#39;Simple title&#39; dc:description=&#39;Simple description&#39; /&gt;  &lt;rdf:Description rdf:about=&#39;&#39; xmlns:xmp=&#39;http://ns.adobe.com/xap/1.0/&#39; xmp:CreateDate=&#39;2004-10-12T10:29-07:00&#39; xmp:CreatorTool=&#39;Flash Authoring WIN 8,0,0,215&#39; /&gt; &lt;/rdf:RDF&gt;  document.getMetadata() " />
<page href="00004005.html" title="document.setMobileSettings()" text="document.setMobileSettings()  Flash CS3 Professional.  document.setMobileSettings(xmlString)  xmlString&#160;A string that describes the XML settings in a mobile FLA file.  A value of true if the settings were successfully set; false otherwise.  Method; sets the value of an XML settings string in a mobile FLA file. (Most mobile FLA files have an XML string that describes the settings within the document.)   The following example sets the XML settings string for a mobile FLA file. Note that the example below represents a single line of code. fl.getDocumentDOM().setMobileSettings(&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt; &lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.getMobileSettings() document.setMobileSettings()  Flash CS3 Professional.  document.setMobileSettings(xmlString)  xmlString&#160;A string that describes the XML settings in a mobile FLA file.  A value of true if the settings were successfully set; false otherwise.  Method; sets the value of an XML settings string in a mobile FLA file. (Most mobile FLA files have an XML string that describes the settings within the document.)   The following example sets the XML settings string for a mobile FLA file. Note that the example below represents a single line of code. fl.getDocumentDOM().setMobileSettings(&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt; &lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.getMobileSettings() document.setMobileSettings()  Flash CS3 Professional.  document.setMobileSettings(xmlString)  xmlString&#160;A string that describes the XML settings in a mobile FLA file.  A value of true if the settings were successfully set; false otherwise.  Method; sets the value of an XML settings string in a mobile FLA file. (Most mobile FLA files have an XML string that describes the settings within the document.)   The following example sets the XML settings string for a mobile FLA file. Note that the example below represents a single line of code. fl.getDocumentDOM().setMobileSettings(&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt; &lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.getMobileSettings() document.setMobileSettings()  Flash CS3 Professional.  document.setMobileSettings(xmlString)  xmlString&#160;A string that describes the XML settings in a mobile FLA file.  A value of true if the settings were successfully set; false otherwise.  Method; sets the value of an XML settings string in a mobile FLA file. (Most mobile FLA files have an XML string that describes the settings within the document.)   The following example sets the XML settings string for a mobile FLA file. Note that the example below represents a single line of code. fl.getDocumentDOM().setMobileSettings(&quot;&lt;? xml version=&quot;1.0&quot; encoding=&quot;UTF-16&quot; standalone=&quot;no&quot; ?&gt; &lt;mobileSettings&gt; &lt;contentType id=&quot;standalonePlayer&quot; name=&quot;Standalone Player&quot;/&gt; &lt;testDevices&gt; &lt;testDevice id=&quot;1170&quot; name=&quot;Generic Phone&quot; selected=&quot;yes&quot;/&gt; &lt;/testDevices&gt; &lt;outputMsgFiltering info=&quot;no&quot; trace=&quot;yes&quot; warning=&quot;yes&quot;/&gt; &lt;testWindowState height=&quot;496&quot; splitterClosed=&quot;No&quot; splitterXPos=&quot;400&quot; width=&quot;907&quot;/&gt; &lt;/mobileSettings&gt;&quot;   document.getMobileSettings() " />
<page href="00004006.html" title="document.setOvalObjectProperty()" text="document.setOvalObjectProperty()  Flash CS3 Professional.  document.setOvalObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Oval object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Oval objects.  See individual properties in Oval object for examples.  Oval object, shape.isOvalObject document.setOvalObjectProperty()  Flash CS3 Professional.  document.setOvalObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Oval object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Oval objects.  See individual properties in Oval object for examples.  Oval object, shape.isOvalObject document.setOvalObjectProperty()  Flash CS3 Professional.  document.setOvalObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Oval object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Oval objects.  See individual properties in Oval object for examples.  Oval object, shape.isOvalObject document.setOvalObjectProperty()  Flash CS3 Professional.  document.setOvalObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Oval object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Oval objects.  See individual properties in Oval object for examples.  Oval object, shape.isOvalObject " />
<page href="00004007.html" title="document.setPlayerVersion()" text="document.setPlayerVersion()  Flash CS3 Professional.  document.setPlayerVersion(version)  version&#160;A string that represents the version of Flash Player targeted by the specified document. Acceptable values are &quot;FlashLite&quot;, &quot;FlashLite11&quot;, &quot;FlashLite20&quot; , &quot;1&quot;, &quot;2&quot;, &quot;3&quot;, &quot;4&quot;, &quot;5&quot;, &quot;6&quot;, &quot;7&quot;, &quot;8&quot;, and &quot;9&quot;. These values correspond to the Version drop-down list in the Publish Settings dialog box.  A value of true if the player version was successfully set; false otherwise.  Method; sets the version of the Flash Player targeted by the specified document. This is the same value as that set in the Publish Settings dialog box.   The following example targets Flash Lite 1.1 as the player version for the current document: fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite11&quot;  document.getPlayerVersion() document.setPlayerVersion()  Flash CS3 Professional.  document.setPlayerVersion(version)  version&#160;A string that represents the version of Flash Player targeted by the specified document. Acceptable values are &quot;FlashLite&quot;, &quot;FlashLite11&quot;, &quot;FlashLite20&quot; , &quot;1&quot;, &quot;2&quot;, &quot;3&quot;, &quot;4&quot;, &quot;5&quot;, &quot;6&quot;, &quot;7&quot;, &quot;8&quot;, and &quot;9&quot;. These values correspond to the Version drop-down list in the Publish Settings dialog box.  A value of true if the player version was successfully set; false otherwise.  Method; sets the version of the Flash Player targeted by the specified document. This is the same value as that set in the Publish Settings dialog box.   The following example targets Flash Lite 1.1 as the player version for the current document: fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite11&quot;  document.getPlayerVersion() document.setPlayerVersion()  Flash CS3 Professional.  document.setPlayerVersion(version)  version&#160;A string that represents the version of Flash Player targeted by the specified document. Acceptable values are &quot;FlashLite&quot;, &quot;FlashLite11&quot;, &quot;FlashLite20&quot; , &quot;1&quot;, &quot;2&quot;, &quot;3&quot;, &quot;4&quot;, &quot;5&quot;, &quot;6&quot;, &quot;7&quot;, &quot;8&quot;, and &quot;9&quot;. These values correspond to the Version drop-down list in the Publish Settings dialog box.  A value of true if the player version was successfully set; false otherwise.  Method; sets the version of the Flash Player targeted by the specified document. This is the same value as that set in the Publish Settings dialog box.   The following example targets Flash Lite 1.1 as the player version for the current document: fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite11&quot;  document.getPlayerVersion() document.setPlayerVersion()  Flash CS3 Professional.  document.setPlayerVersion(version)  version&#160;A string that represents the version of Flash Player targeted by the specified document. Acceptable values are &quot;FlashLite&quot;, &quot;FlashLite11&quot;, &quot;FlashLite20&quot; , &quot;1&quot;, &quot;2&quot;, &quot;3&quot;, &quot;4&quot;, &quot;5&quot;, &quot;6&quot;, &quot;7&quot;, &quot;8&quot;, and &quot;9&quot;. These values correspond to the Version drop-down list in the Publish Settings dialog box.  A value of true if the player version was successfully set; false otherwise.  Method; sets the version of the Flash Player targeted by the specified document. This is the same value as that set in the Publish Settings dialog box.   The following example targets Flash Lite 1.1 as the player version for the current document: fl.getDocumentDOM().setPlayerVersion(&quot;FlashLite11&quot;  document.getPlayerVersion() " />
<page href="00004008.html" title="document.setRectangleObjectProperty()" text="document.setRectangleObjectProperty()  Flash CS3 Professional.  document.setRectangleObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Rectangle object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Rectangle objects.  See individual properties in Rectangle object for examples.  Rectangle object, shape.isRectangleObject document.setRectangleObjectProperty()  Flash CS3 Professional.  document.setRectangleObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Rectangle object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Rectangle objects.  See individual properties in Rectangle object for examples.  Rectangle object, shape.isRectangleObject document.setRectangleObjectProperty()  Flash CS3 Professional.  document.setRectangleObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Rectangle object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Rectangle objects.  See individual properties in Rectangle object for examples.  Rectangle object, shape.isRectangleObject document.setRectangleObjectProperty()  Flash CS3 Professional.  document.setRectangleObjectProperty(propertyName, value)  propertyName&#160;A string that specifies the property to be set. For acceptable values, see Property summary for the Rectangle object. value&#160;The value to be assigned to the property. Acceptable values vary depending on the property you specify in propertyName.  Nothing.  Method; specifies a value for a specified property of primitive Rectangle objects.  See individual properties in Rectangle object for examples.  Rectangle object, shape.isRectangleObject " />
<page href="00004009.html" title="document.setSelectionBounds()" text="document.setSelectionBounds()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionBounds(boundingRectangle [, bContactSensitiveSelection])  boundingRectangle&#160;A rectangle that specifies the new location and size of the selection. For information on the format of boundingRectangle, see document.addNewRectangle(). bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; moves and resizes the selection in a single operation.  If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  The following example moves the current selection to 10, 20 and resizes it to 100, 200: var l = 10; var t = 20; fl.getDocumentDOM().setSelectionBounds({left:l, top:t, right:(100+l), bottom:(200+t)}  document.selection, document.setSelectionRect() document.setSelectionBounds()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionBounds(boundingRectangle [, bContactSensitiveSelection])  boundingRectangle&#160;A rectangle that specifies the new location and size of the selection. For information on the format of boundingRectangle, see document.addNewRectangle(). bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; moves and resizes the selection in a single operation.  If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  The following example moves the current selection to 10, 20 and resizes it to 100, 200: var l = 10; var t = 20; fl.getDocumentDOM().setSelectionBounds({left:l, top:t, right:(100+l), bottom:(200+t)}  document.selection, document.setSelectionRect() document.setSelectionBounds()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionBounds(boundingRectangle [, bContactSensitiveSelection])  boundingRectangle&#160;A rectangle that specifies the new location and size of the selection. For information on the format of boundingRectangle, see document.addNewRectangle(). bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; moves and resizes the selection in a single operation.  If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  The following example moves the current selection to 10, 20 and resizes it to 100, 200: var l = 10; var t = 20; fl.getDocumentDOM().setSelectionBounds({left:l, top:t, right:(100+l), bottom:(200+t)}  document.selection, document.setSelectionRect() document.setSelectionBounds()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionBounds(boundingRectangle [, bContactSensitiveSelection])  boundingRectangle&#160;A rectangle that specifies the new location and size of the selection. For information on the format of boundingRectangle, see document.addNewRectangle(). bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; moves and resizes the selection in a single operation.  If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  The following example moves the current selection to 10, 20 and resizes it to 100, 200: var l = 10; var t = 20; fl.getDocumentDOM().setSelectionBounds({left:l, top:t, right:(100+l), bottom:(200+t)}  document.selection, document.setSelectionRect() " />
<page href="00004010.html" title="document.setSelectionRect()" text="document.setSelectionRect()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionRect(rect [, bReplaceCurrentSelection [,&#160;bContactSensitiveSelection]])  rect&#160;A rectangle object to set as selected. For information on the format of rect, see document.addNewRectangle(). bReplaceCurrentSelection&#160;A Boolean value that specifies whether the method replaces the current selection (true) or adds to the current selection (false). The default value is true.  bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; draws a rectangular selection marquee relative to the Stage, using the specified coordinates. This is unlike document.getSelectionRect(), in which the rectangle is relative to the object being edited.  This method is equivalent to dragging a rectangle with the Selection tool. An instance must be fully enclosed by the rectangle to be selected. If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  In the following example, the second selection replaces the first one: fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, true In the following example, the second selection is added to the first selection. This is the same as the manual operation of holding down Shift and selecting a second object. fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, false  document.getSelectionRect(), document.selection, document.setSelectionBounds()   Repeating setSelectionRect() using the History panel or menu item repeats the step previous to the setSelectionRect() operation. document.setSelectionRect()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionRect(rect [, bReplaceCurrentSelection [,&#160;bContactSensitiveSelection]])  rect&#160;A rectangle object to set as selected. For information on the format of rect, see document.addNewRectangle(). bReplaceCurrentSelection&#160;A Boolean value that specifies whether the method replaces the current selection (true) or adds to the current selection (false). The default value is true.  bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; draws a rectangular selection marquee relative to the Stage, using the specified coordinates. This is unlike document.getSelectionRect(), in which the rectangle is relative to the object being edited.  This method is equivalent to dragging a rectangle with the Selection tool. An instance must be fully enclosed by the rectangle to be selected. If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  In the following example, the second selection replaces the first one: fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, true In the following example, the second selection is added to the first selection. This is the same as the manual operation of holding down Shift and selecting a second object. fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, false  document.getSelectionRect(), document.selection, document.setSelectionBounds()   Repeating setSelectionRect() using the History panel or menu item repeats the step previous to the setSelectionRect() operation. document.setSelectionRect()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionRect(rect [, bReplaceCurrentSelection [,&#160;bContactSensitiveSelection]])  rect&#160;A rectangle object to set as selected. For information on the format of rect, see document.addNewRectangle(). bReplaceCurrentSelection&#160;A Boolean value that specifies whether the method replaces the current selection (true) or adds to the current selection (false). The default value is true.  bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; draws a rectangular selection marquee relative to the Stage, using the specified coordinates. This is unlike document.getSelectionRect(), in which the rectangle is relative to the object being edited.  This method is equivalent to dragging a rectangle with the Selection tool. An instance must be fully enclosed by the rectangle to be selected. If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  In the following example, the second selection replaces the first one: fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, true In the following example, the second selection is added to the first selection. This is the same as the manual operation of holding down Shift and selecting a second object. fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, false  document.getSelectionRect(), document.selection, document.setSelectionBounds()   Repeating setSelectionRect() using the History panel or menu item repeats the step previous to the setSelectionRect() operation. document.setSelectionRect()  Flash MX 2004; bContactSensitiveSelection parameter added in Flash 8. Usage document.setSelectionRect(rect [, bReplaceCurrentSelection [,&#160;bContactSensitiveSelection]])  rect&#160;A rectangle object to set as selected. For information on the format of rect, see document.addNewRectangle(). bReplaceCurrentSelection&#160;A Boolean value that specifies whether the method replaces the current selection (true) or adds to the current selection (false). The default value is true.  bContactSensitiveSelection&#160;A Boolean value that specifies whether the Contact Sensitive selection mode is enabled (true) or disabled (false) during object selection. The default value is false.  Returns Nothing.   Method; draws a rectangular selection marquee relative to the Stage, using the specified coordinates. This is unlike document.getSelectionRect(), in which the rectangle is relative to the object being edited.  This method is equivalent to dragging a rectangle with the Selection tool. An instance must be fully enclosed by the rectangle to be selected. If you pass a value for bContactSensitiveSelection, it is valid only for this method, and doesn't affect the Contact Sensitive selection mode for the document (see fl.contactSensitiveSelection).  In the following example, the second selection replaces the first one: fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, true In the following example, the second selection is added to the first selection. This is the same as the manual operation of holding down Shift and selecting a second object. fl.getDocumentDOM().setSelectionRect({left:1, top:1, right:200, bottom:200} fl.getDocumentDOM().setSelectionRect({left:364.0, top:203.0, right:508.0, bottom:434.0}, false  document.getSelectionRect(), document.selection, document.setSelectionBounds() " />
<page href="00004011.html" title="document.setStroke()" text="document.setStroke()  Flash MX 2004. Usage document.setStroke(color, size, strokeType)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  size&#160;A floating-point value that specifies the new stroke size for the selection.  strokeType&#160;A string that specifies the new type of stroke for the selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; sets the color, width, and style of the selected strokes. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example sets the color of the stroke to red, the size to 3.25, and the type to dashed: fl.getDocumentDOM().setStroke(&quot;#ff0000&quot;, 3.25, &quot;dashed&quot; document.setStroke()  Flash MX 2004. Usage document.setStroke(color, size, strokeType)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  size&#160;A floating-point value that specifies the new stroke size for the selection.  strokeType&#160;A string that specifies the new type of stroke for the selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; sets the color, width, and style of the selected strokes. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example sets the color of the stroke to red, the size to 3.25, and the type to dashed: fl.getDocumentDOM().setStroke(&quot;#ff0000&quot;, 3.25, &quot;dashed&quot; document.setStroke()  Flash MX 2004. Usage document.setStroke(color, size, strokeType)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  size&#160;A floating-point value that specifies the new stroke size for the selection.  strokeType&#160;A string that specifies the new type of stroke for the selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; sets the color, width, and style of the selected strokes. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example sets the color of the stroke to red, the size to 3.25, and the type to dashed: fl.getDocumentDOM().setStroke(&quot;#ff0000&quot;, 3.25, &quot;dashed&quot; document.setStroke()  Flash MX 2004. Usage document.setStroke(color, size, strokeType)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  size&#160;A floating-point value that specifies the new stroke size for the selection.  strokeType&#160;A string that specifies the new type of stroke for the selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; sets the color, width, and style of the selected strokes. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example sets the color of the stroke to red, the size to 3.25, and the type to dashed: fl.getDocumentDOM().setStroke(&quot;#ff0000&quot;, 3.25, &quot;dashed&quot; " />
<page href="00004012.html" title="document.setStrokeColor()" text="document.setStrokeColor()  Flash MX 2004. Usage document.setStrokeColor(color)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; changes the stroke color of the selection to the specified color. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The three statements in the following example set the stroke color using each of the different formats for specifying color: flash.getDocumentDOM().setStrokeColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setStrokeColor(0xcc00cc flash.getDocumentDOM().setStrokeColor(120000  document.setStrokeColor()  Flash MX 2004. Usage document.setStrokeColor(color)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; changes the stroke color of the selection to the specified color. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The three statements in the following example set the stroke color using each of the different formats for specifying color: flash.getDocumentDOM().setStrokeColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setStrokeColor(0xcc00cc flash.getDocumentDOM().setStrokeColor(120000  document.setStrokeColor()  Flash MX 2004. Usage document.setStrokeColor(color)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; changes the stroke color of the selection to the specified color. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The three statements in the following example set the stroke color using each of the different formats for specifying color: flash.getDocumentDOM().setStrokeColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setStrokeColor(0xcc00cc flash.getDocumentDOM().setStrokeColor(120000  document.setStrokeColor()  Flash MX 2004. Usage document.setStrokeColor(color)  color&#160;The color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; changes the stroke color of the selection to the specified color. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The three statements in the following example set the stroke color using each of the different formats for specifying color: flash.getDocumentDOM().setStrokeColor(&quot;#cc00cc&quot; flash.getDocumentDOM().setStrokeColor(0xcc00cc flash.getDocumentDOM().setStrokeColor(120000  " />
<page href="00004013.html" title="document.setStrokeSize()" text="document.setStrokeSize()  Flash MX 2004. Usage document.setStrokeSize(size)  size&#160;A floating-point value from 0.25 to 10 that specifies the stroke size. The method ignores precision greater than two decimal places. Returns Nothing.   Method; changes the stroke size of the selection to the specified size. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke size for the selection to 5: fl.getDocumentDOM().setStrokeSize(5 document.setStrokeSize()  Flash MX 2004. Usage document.setStrokeSize(size)  size&#160;A floating-point value from 0.25 to 10 that specifies the stroke size. The method ignores precision greater than two decimal places. Returns Nothing.   Method; changes the stroke size of the selection to the specified size. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke size for the selection to 5: fl.getDocumentDOM().setStrokeSize(5 document.setStrokeSize()  Flash MX 2004. Usage document.setStrokeSize(size)  size&#160;A floating-point value from 0.25 to 10 that specifies the stroke size. The method ignores precision greater than two decimal places. Returns Nothing.   Method; changes the stroke size of the selection to the specified size. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke size for the selection to 5: fl.getDocumentDOM().setStrokeSize(5 document.setStrokeSize()  Flash MX 2004. Usage document.setStrokeSize(size)  size&#160;A floating-point value from 0.25 to 10 that specifies the stroke size. The method ignores precision greater than two decimal places. Returns Nothing.   Method; changes the stroke size of the selection to the specified size. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke size for the selection to 5: fl.getDocumentDOM().setStrokeSize(5 " />
<page href="00004014.html" title="document.setStrokeStyle()" text="document.setStrokeStyle()  Flash MX 2004. Usage document.setStrokeStyle(strokeType)  strokeType&#160;A string that specifies the stroke style for the current selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; changes the stroke style of the selection to the specified style. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke style for the selection to &quot;dashed&quot;: fl.getDocumentDOM().setStrokeStyle(&quot;dashed&quot; document.setStrokeStyle()  Flash MX 2004. Usage document.setStrokeStyle(strokeType)  strokeType&#160;A string that specifies the stroke style for the current selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; changes the stroke style of the selection to the specified style. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke style for the selection to &quot;dashed&quot;: fl.getDocumentDOM().setStrokeStyle(&quot;dashed&quot; document.setStrokeStyle()  Flash MX 2004. Usage document.setStrokeStyle(strokeType)  strokeType&#160;A string that specifies the stroke style for the current selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; changes the stroke style of the selection to the specified style. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke style for the selection to &quot;dashed&quot;: fl.getDocumentDOM().setStrokeStyle(&quot;dashed&quot; document.setStrokeStyle()  Flash MX 2004. Usage document.setStrokeStyle(strokeType)  strokeType&#160;A string that specifies the stroke style for the current selection. Acceptable values are &quot;hairline&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;.  Returns Nothing.   Method; changes the stroke style of the selection to the specified style. For information on changing the stroke in the Tools panel and Property inspector, see document.setCustomStroke().  The following example changes the stroke style for the selection to &quot;dashed&quot;: fl.getDocumentDOM().setStrokeStyle(&quot;dashed&quot; " />
<page href="00004015.html" title="document.setTextRectangle()" text="document.setTextRectangle()  Flash MX 2004. Usage document.setTextRectangle(boundingRectangle)  boundingRectangle&#160;A text rectangle object that specifies the new size within which the text item should flow. For information on the format of boundingRectangle, see document.addNewRectangle().  Returns A Boolean value: true if the size of at least one text field is changed; false otherwise.  Method; changes the bounding rectangle for the selected text item to the specified size. This method causes the text to reflow inside the new rectangle; the text item is not scaled or transformed. The values passed in boundingRectangle are used as follows: If the text is horizontal and static, the method takes into account only the width value passed in boundingRectangle; the height is automatically computed to fit all the text.  If the text is vertical (and therefore static), the method takes into account only the height value passed in boundingRectangle; the width is automatically computed to fit all the&#160;text. If the text is dynamic or input, the method takes into account both the width and height values passed in boundingRectangle, and the resulting rectangle might be larger than needed to fit all the text. However, if the parameters specify a rectangle size that is too small to fit all the text, the method takes into account only the width value passed in boundingRectangle (the height is automatically computed to fit all the text).  The following example changes the size of the bounding text rectangle to the specified dimensions: fl.getDocumentDOM().setTextRectangle({left:0, top:0, right:50, bottom:200})  document.setTextRectangle()  Flash MX 2004. Usage document.setTextRectangle(boundingRectangle)  boundingRectangle&#160;A text rectangle object that specifies the new size within which the text item should flow. For information on the format of boundingRectangle, see document.addNewRectangle().  Returns A Boolean value: true if the size of at least one text field is changed; false otherwise.  Method; changes the bounding rectangle for the selected text item to the specified size. This method causes the text to reflow inside the new rectangle; the text item is not scaled or transformed. The values passed in boundingRectangle are used as follows: If the text is horizontal and static, the method takes into account only the width value passed in boundingRectangle; the height is automatically computed to fit all the text.  If the text is vertical (and therefore static), the method takes into account only the height value passed in boundingRectangle; the width is automatically computed to fit all the&#160;text. If the text is dynamic or input, the method takes into account both the width and height values passed in boundingRectangle, and the resulting rectangle might be larger than needed to fit all the text. However, if the parameters specify a rectangle size that is too small to fit all the text, the method takes into account only the width value passed in boundingRectangle (the height is automatically computed to fit all the text).  The following example changes the size of the bounding text rectangle to the specified dimensions: fl.getDocumentDOM().setTextRectangle({left:0, top:0, right:50, bottom:200})  document.setTextRectangle()  Flash MX 2004. Usage document.setTextRectangle(boundingRectangle)  boundingRectangle&#160;A text rectangle object that specifies the new size within which the text item should flow. For information on the format of boundingRectangle, see document.addNewRectangle().  Returns A Boolean value: true if the size of at least one text field is changed; false otherwise.  Method; changes the bounding rectangle for the selected text item to the specified size. This method causes the text to reflow inside the new rectangle; the text item is not scaled or transformed. The values passed in boundingRectangle are used as follows: If the text is horizontal and static, the method takes into account only the width value passed in boundingRectangle; the height is automatically computed to fit all the text.  If the text is vertical (and therefore static), the method takes into account only the height value passed in boundingRectangle; the width is automatically computed to fit all the&#160;text. If the text is dynamic or input, the method takes into account both the width and height values passed in boundingRectangle, and the resulting rectangle might be larger than needed to fit all the text. However, if the parameters specify a rectangle size that is too small to fit all the text, the method takes into account only the width value passed in boundingRectangle (the height is automatically computed to fit all the text).  The following example changes the size of the bounding text rectangle to the specified dimensions: fl.getDocumentDOM().setTextRectangle({left:0, top:0, right:50, bottom:200})  document.setTextRectangle()  Flash MX 2004. Usage document.setTextRectangle(boundingRectangle)  boundingRectangle&#160;A text rectangle object that specifies the new size within which the text item should flow. For information on the format of boundingRectangle, see document.addNewRectangle().  Returns A Boolean value: true if the size of at least one text field is changed; false otherwise.  Method; changes the bounding rectangle for the selected text item to the specified size. This method causes the text to reflow inside the new rectangle; the text item is not scaled or transformed. The values passed in boundingRectangle are used as follows: If the text is horizontal and static, the method takes into account only the width value passed in boundingRectangle; the height is automatically computed to fit all the text.  If the text is vertical (and therefore static), the method takes into account only the height value passed in boundingRectangle; the width is automatically computed to fit all the&#160;text. If the text is dynamic or input, the method takes into account both the width and height values passed in boundingRectangle, and the resulting rectangle might be larger than needed to fit all the text. However, if the parameters specify a rectangle size that is too small to fit all the text, the method takes into account only the width value passed in boundingRectangle (the height is automatically computed to fit all the text).  The following example changes the size of the bounding text rectangle to the specified dimensions: fl.getDocumentDOM().setTextRectangle({left:0, top:0, right:50, bottom:200})  " />
<page href="00004016.html" title="document.setTextSelection()" text="document.setTextSelection()  Flash MX 2004. Usage document.setTextSelection(startIndex, endIndex)  startIndex&#160;An integer that specifies the position of the first character to select. The first character position is 0 (zero). endIndex&#160;An integer that specifies the end position of the selection up to, but not including, endIndex. The first character position is 0 (zero). Returns A Boolean value: true if the method can successfully set the text selection; false otherwise.  Method; sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. Text editing is activated, if it isn't already.  Example  The following example selects the text from the 6th character through the 25th character: fl.document.setTextSelection(5, 25 document.setTextSelection()  Flash MX 2004. Usage document.setTextSelection(startIndex, endIndex)  startIndex&#160;An integer that specifies the position of the first character to select. The first character position is 0 (zero). endIndex&#160;An integer that specifies the end position of the selection up to, but not including, endIndex. The first character position is 0 (zero). Returns A Boolean value: true if the method can successfully set the text selection; false otherwise.  Method; sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. Text editing is activated, if it isn't already.  Example  The following example selects the text from the 6th character through the 25th character: fl.document.setTextSelection(5, 25 document.setTextSelection()  Flash MX 2004. Usage document.setTextSelection(startIndex, endIndex)  startIndex&#160;An integer that specifies the position of the first character to select. The first character position is 0 (zero). endIndex&#160;An integer that specifies the end position of the selection up to, but not including, endIndex. The first character position is 0 (zero). Returns A Boolean value: true if the method can successfully set the text selection; false otherwise.  Method; sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. Text editing is activated, if it isn't already.  Example  The following example selects the text from the 6th character through the 25th character: fl.document.setTextSelection(5, 25 document.setTextSelection()  Flash MX 2004. Usage document.setTextSelection(startIndex, endIndex)  startIndex&#160;An integer that specifies the position of the first character to select. The first character position is 0 (zero). endIndex&#160;An integer that specifies the end position of the selection up to, but not including, endIndex. The first character position is 0 (zero). Returns A Boolean value: true if the method can successfully set the text selection; false otherwise.  Method; sets the text selection of the currently selected text field to the values specified by the startIndex and endIndex values. Text editing is activated, if it isn't already.  Example  The following example selects the text from the 6th character through the 25th character: fl.document.setTextSelection(5, 25 " />
<page href="00004017.html" title="document.setTextString()" text="document.setTextString()  Flash MX 2004. Usage document.setTextString(text [, startIndex [, endIndex]])  text&#160;A string of the characters to insert in the text field.  startIndex&#160;An integer that specifies first character to replace. The first character position is 0 (zero). This parameter is optional. endIndex&#160;An integer that specifies the last character to replace. This parameter is optional. Returns A Boolean value: true if the text of at least one text string is set; false otherwise.  Method; inserts a string of text. If the optional parameters are not passed, the existing text selection is replaced; if the Text object isn't currently being edited, the whole text string is replaced. If only startIndex is passed, the string passed is inserted at this position. If startIndex and endIndex are passed, the string passed replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example replaces the current text selection with &quot;Hello World&quot;: var success = fl.getDocumentDOM().setTextString(&quot;Hello World!&quot; The following example inserts &quot;hello&quot; at position 6 of the current text selection: var pass = fl.getDocumentDOM().setTextString(&quot;hello&quot;, 6 The following example inserts &quot;Howdy&quot; starting at position 2 and up to, but not including, position 7 of the current text selection: var ok = fl.getDocumentDOM().setTextString(&quot;Howdy&quot;, 2, 7  document.getTextString() document.setTextString()  Flash MX 2004. Usage document.setTextString(text [, startIndex [, endIndex]])  text&#160;A string of the characters to insert in the text field.  startIndex&#160;An integer that specifies first character to replace. The first character position is 0 (zero). This parameter is optional. endIndex&#160;An integer that specifies the last character to replace. This parameter is optional. Returns A Boolean value: true if the text of at least one text string is set; false otherwise.  Method; inserts a string of text. If the optional parameters are not passed, the existing text selection is replaced; if the Text object isn't currently being edited, the whole text string is replaced. If only startIndex is passed, the string passed is inserted at this position. If startIndex and endIndex are passed, the string passed replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example replaces the current text selection with &quot;Hello World&quot;: var success = fl.getDocumentDOM().setTextString(&quot;Hello World!&quot; The following example inserts &quot;hello&quot; at position 6 of the current text selection: var pass = fl.getDocumentDOM().setTextString(&quot;hello&quot;, 6 The following example inserts &quot;Howdy&quot; starting at position 2 and up to, but not including, position 7 of the current text selection: var ok = fl.getDocumentDOM().setTextString(&quot;Howdy&quot;, 2, 7  document.getTextString() document.setTextString()  Flash MX 2004. Usage document.setTextString(text [, startIndex [, endIndex]])  text&#160;A string of the characters to insert in the text field.  startIndex&#160;An integer that specifies first character to replace. The first character position is 0 (zero). This parameter is optional. endIndex&#160;An integer that specifies the last character to replace. This parameter is optional. Returns A Boolean value: true if the text of at least one text string is set; false otherwise.  Method; inserts a string of text. If the optional parameters are not passed, the existing text selection is replaced; if the Text object isn't currently being edited, the whole text string is replaced. If only startIndex is passed, the string passed is inserted at this position. If startIndex and endIndex are passed, the string passed replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example replaces the current text selection with &quot;Hello World&quot;: var success = fl.getDocumentDOM().setTextString(&quot;Hello World!&quot; The following example inserts &quot;hello&quot; at position 6 of the current text selection: var pass = fl.getDocumentDOM().setTextString(&quot;hello&quot;, 6 The following example inserts &quot;Howdy&quot; starting at position 2 and up to, but not including, position 7 of the current text selection: var ok = fl.getDocumentDOM().setTextString(&quot;Howdy&quot;, 2, 7  document.getTextString() document.setTextString()  Flash MX 2004. Usage document.setTextString(text [, startIndex [, endIndex]])  text&#160;A string of the characters to insert in the text field.  startIndex&#160;An integer that specifies first character to replace. The first character position is 0 (zero). This parameter is optional. endIndex&#160;An integer that specifies the last character to replace. This parameter is optional. Returns A Boolean value: true if the text of at least one text string is set; false otherwise.  Method; inserts a string of text. If the optional parameters are not passed, the existing text selection is replaced; if the Text object isn't currently being edited, the whole text string is replaced. If only startIndex is passed, the string passed is inserted at this position. If startIndex and endIndex are passed, the string passed replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example replaces the current text selection with &quot;Hello World&quot;: var success = fl.getDocumentDOM().setTextString(&quot;Hello World!&quot; The following example inserts &quot;hello&quot; at position 6 of the current text selection: var pass = fl.getDocumentDOM().setTextString(&quot;hello&quot;, 6 The following example inserts &quot;Howdy&quot; starting at position 2 and up to, but not including, position 7 of the current text selection: var ok = fl.getDocumentDOM().setTextString(&quot;Howdy&quot;, 2, 7  document.getTextString() " />
<page href="00004018.html" title="document.setTransformationPoint()" text="document.setTransformationPoint()  Flash MX 2004. Usage document.setTransformationPoint( transformationPoint )  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for the transformation point of each of the following elements: Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive ovals and rectangles, and groups: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). To set transformationPoint relative to the center point of the object, primitive, or group, use element.setTransformationPoint(). Returns Nothing.   Method; sets the position of the current selection's transformation point.   The following example sets the transformation point of the current selection to 100, 200: fl.getDocumentDOM().setTransformationPoint({x:100, y:200}  document.getTransformationPoint(), element.setTransformationPoint() document.setTransformationPoint()  Flash MX 2004. Usage document.setTransformationPoint( transformationPoint )  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for the transformation point of each of the following elements: Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive ovals and rectangles, and groups: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). To set transformationPoint relative to the center point of the object, primitive, or group, use element.setTransformationPoint(). Returns Nothing.   Method; sets the position of the current selection's transformation point.   The following example sets the transformation point of the current selection to 100, 200: fl.getDocumentDOM().setTransformationPoint({x:100, y:200}  document.getTransformationPoint(), element.setTransformationPoint() document.setTransformationPoint()  Flash MX 2004. Usage document.setTransformationPoint( transformationPoint )  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for the transformation point of each of the following elements: Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive ovals and rectangles, and groups: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). To set transformationPoint relative to the center point of the object, primitive, or group, use element.setTransformationPoint(). Returns Nothing.   Method; sets the position of the current selection's transformation point.   The following example sets the transformation point of the current selection to 100, 200: fl.getDocumentDOM().setTransformationPoint({x:100, y:200}  document.getTransformationPoint(), element.setTransformationPoint() document.setTransformationPoint()  Flash MX 2004. Usage document.setTransformationPoint( transformationPoint )  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for the transformation point of each of the following elements: Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive ovals and rectangles, and groups: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). To set transformationPoint relative to the center point of the object, primitive, or group, use element.setTransformationPoint(). Returns Nothing.   Method; sets the position of the current selection's transformation point.   The following example sets the transformation point of the current selection to 100, 200: fl.getDocumentDOM().setTransformationPoint({x:100, y:200}  document.getTransformationPoint(), element.setTransformationPoint() " />
<page href="00004019.html" title="document.silent" text="document.silent  Flash MX 2004.  document.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Movie Accessible setting in the Accessibility panel. That is, if document.silent is true, it is the same as the Make Movie Accessible option being unchecked. If it is false, it is the same as the Make Movie Accessible option being checked.   The following example sets the isSilent variable to the value of the silent property: var isSilent = fl.getDocumentDOM().silent;  The following example sets the silent property to false, indicating that the document is accessible:  fl.getDocumentDOM().silent = false; document.silent  Flash MX 2004.  document.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Movie Accessible setting in the Accessibility panel. That is, if document.silent is true, it is the same as the Make Movie Accessible option being unchecked. If it is false, it is the same as the Make Movie Accessible option being checked.   The following example sets the isSilent variable to the value of the silent property: var isSilent = fl.getDocumentDOM().silent;  The following example sets the silent property to false, indicating that the document is accessible:  fl.getDocumentDOM().silent = false; document.silent  Flash MX 2004.  document.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Movie Accessible setting in the Accessibility panel. That is, if document.silent is true, it is the same as the Make Movie Accessible option being unchecked. If it is false, it is the same as the Make Movie Accessible option being checked.   The following example sets the isSilent variable to the value of the silent property: var isSilent = fl.getDocumentDOM().silent;  The following example sets the silent property to false, indicating that the document is accessible:  fl.getDocumentDOM().silent = false; document.silent  Flash MX 2004.  document.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Movie Accessible setting in the Accessibility panel. That is, if document.silent is true, it is the same as the Make Movie Accessible option being unchecked. If it is false, it is the same as the Make Movie Accessible option being checked.   The following example sets the isSilent variable to the value of the silent property: var isSilent = fl.getDocumentDOM().silent;  The following example sets the silent property to false, indicating that the document is accessible:  fl.getDocumentDOM().silent = false; " />
<page href="00004020.html" title="document.skewSelection()" text="document.skewSelection()  Flash MX 2004. Usage document.skewSelection(xSkew, ySkew [, whichEdge])  xSkew&#160;A floating-point number that specifies the amount of x by which to skew, measured in degrees. ySkew&#160;A floating-point number that specifies the amount of y by which to skew, measured in degrees. whichEdge&#160;A string that specifies the edge where the transformation occurs; if omitted, skew occurs at the transformation point. Acceptable values are &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.   Method; skews the selection by a specified amount. The effect is the same as using the Free Transform tool to skew the object.  The following examples skew the selected object by 2.0 vertically and 1.5 horizontally. The second example transforms the object at the top center edge: flash.getDocumentDOM().skewSelection(2.0, 1.5 flash.getDocumentDOM().skewSelection(2.0, 1.5, &quot;top center&quot; document.skewSelection()  Flash MX 2004. Usage document.skewSelection(xSkew, ySkew [, whichEdge])  xSkew&#160;A floating-point number that specifies the amount of x by which to skew, measured in degrees. ySkew&#160;A floating-point number that specifies the amount of y by which to skew, measured in degrees. whichEdge&#160;A string that specifies the edge where the transformation occurs; if omitted, skew occurs at the transformation point. Acceptable values are &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.   Method; skews the selection by a specified amount. The effect is the same as using the Free Transform tool to skew the object.  The following examples skew the selected object by 2.0 vertically and 1.5 horizontally. The second example transforms the object at the top center edge: flash.getDocumentDOM().skewSelection(2.0, 1.5 flash.getDocumentDOM().skewSelection(2.0, 1.5, &quot;top center&quot; document.skewSelection()  Flash MX 2004. Usage document.skewSelection(xSkew, ySkew [, whichEdge])  xSkew&#160;A floating-point number that specifies the amount of x by which to skew, measured in degrees. ySkew&#160;A floating-point number that specifies the amount of y by which to skew, measured in degrees. whichEdge&#160;A string that specifies the edge where the transformation occurs; if omitted, skew occurs at the transformation point. Acceptable values are &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.   Method; skews the selection by a specified amount. The effect is the same as using the Free Transform tool to skew the object.  The following examples skew the selected object by 2.0 vertically and 1.5 horizontally. The second example transforms the object at the top center edge: flash.getDocumentDOM().skewSelection(2.0, 1.5 flash.getDocumentDOM().skewSelection(2.0, 1.5, &quot;top center&quot; document.skewSelection()  Flash MX 2004. Usage document.skewSelection(xSkew, ySkew [, whichEdge])  xSkew&#160;A floating-point number that specifies the amount of x by which to skew, measured in degrees. ySkew&#160;A floating-point number that specifies the amount of y by which to skew, measured in degrees. whichEdge&#160;A string that specifies the edge where the transformation occurs; if omitted, skew occurs at the transformation point. Acceptable values are &quot;top center&quot;, &quot;right center&quot;, &quot;bottom center&quot;, and &quot;left center&quot;. This parameter is optional. Returns Nothing.   Method; skews the selection by a specified amount. The effect is the same as using the Free Transform tool to skew the object.  The following examples skew the selected object by 2.0 vertically and 1.5 horizontally. The second example transforms the object at the top center edge: flash.getDocumentDOM().skewSelection(2.0, 1.5 flash.getDocumentDOM().skewSelection(2.0, 1.5, &quot;top center&quot; " />
<page href="00004021.html" title="document.smoothSelection()" text="document.smoothSelection()  Flash MX 2004. Usage document.smoothSelection()  None.  Returns Nothing.   Method; smooths the curve of each selected fill outline or curved line. This method performs the same action as the Smooth button in the Tools panel.  The following example smooths the curve of the current selection: fl.getDocumentDOM().smoothSelection( document.smoothSelection()  Flash MX 2004. Usage document.smoothSelection()  None.  Returns Nothing.   Method; smooths the curve of each selected fill outline or curved line. This method performs the same action as the Smooth button in the Tools panel.  The following example smooths the curve of the current selection: fl.getDocumentDOM().smoothSelection( document.smoothSelection()  Flash MX 2004. Usage document.smoothSelection()  None.  Returns Nothing.   Method; smooths the curve of each selected fill outline or curved line. This method performs the same action as the Smooth button in the Tools panel.  The following example smooths the curve of the current selection: fl.getDocumentDOM().smoothSelection( document.smoothSelection()  Flash MX 2004. Usage document.smoothSelection()  None.  Returns Nothing.   Method; smooths the curve of each selected fill outline or curved line. This method performs the same action as the Smooth button in the Tools panel.  The following example smooths the curve of the current selection: fl.getDocumentDOM().smoothSelection( " />
<page href="00004022.html" title="document.space()" text="document.space()  Flash MX 2004. Usage document.space(direction [, bUseDocumentBounds])  direction&#160;A string that specifies the direction in which to space the objects in the selection. Acceptable values are &quot;horizontal&quot; or &quot;vertical&quot;.  bUseDocumentBounds&#160;A Boolean value that, when set to true, spaces the objects to the document bounds. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; spaces the objects in the selection evenly.   The following example spaces the objects horizontally, relative to the Stage: fl.getDocumentDOM().space(&quot;horizontal&quot;,true The following example spaces the objects horizontally, relative to each other: fl.getDocumentDOM().space(&quot;horizontal&quot; The following example spaces the objects horizontally, relative to each other, with bUseDcoumentBounds expressly set to false: fl.getDocumentDOM().space(&quot;horizontal&quot;,false  document.getAlignToDocument(), document.setAlignToDocument() document.space()  Flash MX 2004. Usage document.space(direction [, bUseDocumentBounds])  direction&#160;A string that specifies the direction in which to space the objects in the selection. Acceptable values are &quot;horizontal&quot; or &quot;vertical&quot;.  bUseDocumentBounds&#160;A Boolean value that, when set to true, spaces the objects to the document bounds. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; spaces the objects in the selection evenly.   The following example spaces the objects horizontally, relative to the Stage: fl.getDocumentDOM().space(&quot;horizontal&quot;,true The following example spaces the objects horizontally, relative to each other: fl.getDocumentDOM().space(&quot;horizontal&quot; The following example spaces the objects horizontally, relative to each other, with bUseDcoumentBounds expressly set to false: fl.getDocumentDOM().space(&quot;horizontal&quot;,false  document.getAlignToDocument(), document.setAlignToDocument() document.space()  Flash MX 2004. Usage document.space(direction [, bUseDocumentBounds])  direction&#160;A string that specifies the direction in which to space the objects in the selection. Acceptable values are &quot;horizontal&quot; or &quot;vertical&quot;.  bUseDocumentBounds&#160;A Boolean value that, when set to true, spaces the objects to the document bounds. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; spaces the objects in the selection evenly.   The following example spaces the objects horizontally, relative to the Stage: fl.getDocumentDOM().space(&quot;horizontal&quot;,true The following example spaces the objects horizontally, relative to each other: fl.getDocumentDOM().space(&quot;horizontal&quot; The following example spaces the objects horizontally, relative to each other, with bUseDcoumentBounds expressly set to false: fl.getDocumentDOM().space(&quot;horizontal&quot;,false  document.getAlignToDocument(), document.setAlignToDocument() document.space()  Flash MX 2004. Usage document.space(direction [, bUseDocumentBounds])  direction&#160;A string that specifies the direction in which to space the objects in the selection. Acceptable values are &quot;horizontal&quot; or &quot;vertical&quot;.  bUseDocumentBounds&#160;A Boolean value that, when set to true, spaces the objects to the document bounds. Otherwise, the method uses the bounds of the selected objects. The default is false. This parameter is optional. Returns Nothing.   Method; spaces the objects in the selection evenly.   The following example spaces the objects horizontally, relative to the Stage: fl.getDocumentDOM().space(&quot;horizontal&quot;,true The following example spaces the objects horizontally, relative to each other: fl.getDocumentDOM().space(&quot;horizontal&quot; The following example spaces the objects horizontally, relative to each other, with bUseDcoumentBounds expressly set to false: fl.getDocumentDOM().space(&quot;horizontal&quot;,false  document.getAlignToDocument(), document.setAlignToDocument() " />
<page href="00004023.html" title="document.straightenSelection()" text="document.straightenSelection()  Flash MX 2004. Usage document.straightenSelection()  None.  Returns Nothing.   Method; straightens the currently selected strokes. This method is equivalent to using the Straighten button in the Tools panel.  The following example straightens the curve of the current selection: fl.getDocumentDOM().straightenSelection( document.straightenSelection()  Flash MX 2004. Usage document.straightenSelection()  None.  Returns Nothing.   Method; straightens the currently selected strokes. This method is equivalent to using the Straighten button in the Tools panel.  The following example straightens the curve of the current selection: fl.getDocumentDOM().straightenSelection( document.straightenSelection()  Flash MX 2004. Usage document.straightenSelection()  None.  Returns Nothing.   Method; straightens the currently selected strokes. This method is equivalent to using the Straighten button in the Tools panel.  The following example straightens the curve of the current selection: fl.getDocumentDOM().straightenSelection( document.straightenSelection()  Flash MX 2004. Usage document.straightenSelection()  None.  Returns Nothing.   Method; straightens the currently selected strokes. This method is equivalent to using the Straighten button in the Tools panel.  The following example straightens the curve of the current selection: fl.getDocumentDOM().straightenSelection( " />
<page href="00004024.html" title="document.swapElement()" text="document.swapElement()  Flash MX 2004. Usage document.swapElement(name)  name&#160;A string that specifies the name of the library item to use.  Returns Nothing.   Method; swaps the current selection with the specified one. The selection must contain a graphic, button, movie clip, video, or bitmap. This method displays an error message if no object is selected or the given object could not be found.  The following example swaps the current selection with Symbol 1 from the library: fl.getDocumentDOM().swapElement(&#39;Symbol 1&#39; document.swapElement()  Flash MX 2004. Usage document.swapElement(name)  name&#160;A string that specifies the name of the library item to use.  Returns Nothing.   Method; swaps the current selection with the specified one. The selection must contain a graphic, button, movie clip, video, or bitmap. This method displays an error message if no object is selected or the given object could not be found.  The following example swaps the current selection with Symbol 1 from the library: fl.getDocumentDOM().swapElement(&#39;Symbol 1&#39; document.swapElement()  Flash MX 2004. Usage document.swapElement(name)  name&#160;A string that specifies the name of the library item to use.  Returns Nothing.   Method; swaps the current selection with the specified one. The selection must contain a graphic, button, movie clip, video, or bitmap. This method displays an error message if no object is selected or the given object could not be found.  The following example swaps the current selection with Symbol 1 from the library: fl.getDocumentDOM().swapElement(&#39;Symbol 1&#39; document.swapElement()  Flash MX 2004. Usage document.swapElement(name)  name&#160;A string that specifies the name of the library item to use.  Returns Nothing.   Method; swaps the current selection with the specified one. The selection must contain a graphic, button, movie clip, video, or bitmap. This method displays an error message if no object is selected or the given object could not be found.  The following example swaps the current selection with Symbol 1 from the library: fl.getDocumentDOM().swapElement(&#39;Symbol 1&#39; " />
<page href="00004025.html" title="document.swapStrokeAndFill()" text="document.swapStrokeAndFill()  Flash 8.  document.swapStrokeAndFill(  None.  Nothing.  Method; swaps the Stroke and Fill colors.   The following example swaps the Stroke and Fill colors in the current document: fl.getDocumentDOM().swapStrokeAndFill( document.swapStrokeAndFill()  Flash 8.  document.swapStrokeAndFill(  None.  Nothing.  Method; swaps the Stroke and Fill colors.   The following example swaps the Stroke and Fill colors in the current document: fl.getDocumentDOM().swapStrokeAndFill( document.swapStrokeAndFill()  Flash 8.  document.swapStrokeAndFill(  None.  Nothing.  Method; swaps the Stroke and Fill colors.   The following example swaps the Stroke and Fill colors in the current document: fl.getDocumentDOM().swapStrokeAndFill( document.swapStrokeAndFill()  Flash 8.  document.swapStrokeAndFill(  None.  Nothing.  Method; swaps the Stroke and Fill colors.   The following example swaps the Stroke and Fill colors in the current document: fl.getDocumentDOM().swapStrokeAndFill( " />
<page href="00004026.html" title="document.synchronizeWithHeadVersion()" text="document.synchronizeWithHeadVersion()  Flash CS3 Professional.  fldocument.getDocumentDOMsynchronizeWithHeadVersion().swapStrokeAndFill(  None.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server, false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method works only with documents that are currently open. To retrieve the latest version of a file that is not currently open, use fl.downloadLatestVersion().  The following example syncrhonizes the current document with the version on the Version Cue server: fl.getDocumentDOM().synchronizeWithHeadVersion(  document.canSaveAVersion(), fl.downloadLatestVersion(), document.revertToLastVersion(), document.saveAVersion(), fl.synchronizeDocumentWithHeadVersion() document.synchronizeWithHeadVersion()  Flash CS3 Professional.  fldocument.getDocumentDOMsynchronizeWithHeadVersion().swapStrokeAndFill(  None.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server, false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method works only with documents that are currently open. To retrieve the latest version of a file that is not currently open, use fl.downloadLatestVersion().  The following example syncrhonizes the current document with the version on the Version Cue server: fl.getDocumentDOM().synchronizeWithHeadVersion(  document.canSaveAVersion(), fl.downloadLatestVersion(), document.revertToLastVersion(), document.saveAVersion(), fl.synchronizeDocumentWithHeadVersion() document.synchronizeWithHeadVersion()  Flash CS3 Professional.  fldocument.getDocumentDOMsynchronizeWithHeadVersion().swapStrokeAndFill(  None.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server, false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method works only with documents that are currently open. To retrieve the latest version of a file that is not currently open, use fl.downloadLatestVersion().  The following example syncrhonizes the current document with the version on the Version Cue server: fl.getDocumentDOM().synchronizeWithHeadVersion(  document.canSaveAVersion(), fl.downloadLatestVersion(), document.revertToLastVersion(), document.saveAVersion(), fl.synchronizeDocumentWithHeadVersion() document.synchronizeWithHeadVersion()  Flash CS3 Professional.  fldocument.getDocumentDOMsynchronizeWithHeadVersion().swapStrokeAndFill(  None.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server, false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method works only with documents that are currently open. To retrieve the latest version of a file that is not currently open, use fl.downloadLatestVersion().  The following example syncrhonizes the current document with the version on the Version Cue server: fl.getDocumentDOM().synchronizeWithHeadVersion(  document.canSaveAVersion(), fl.downloadLatestVersion(), document.revertToLastVersion(), document.saveAVersion(), fl.synchronizeDocumentWithHeadVersion() " />
<page href="00004027.html" title="document.testMovie()" text="document.testMovie()  Flash MX 2004. Usage document.testMovie()  None.  Returns Nothing.   Method; executes a Test Movie operation on the document.   The following example tests the movie for the current document: fl.getDocumentDOM().testMovie(  document.canTestMovie(), document.testScene() document.testMovie()  Flash MX 2004. Usage document.testMovie()  None.  Returns Nothing.   Method; executes a Test Movie operation on the document.   The following example tests the movie for the current document: fl.getDocumentDOM().testMovie(  document.canTestMovie(), document.testScene() document.testMovie()  Flash MX 2004. Usage document.testMovie()  None.  Returns Nothing.   Method; executes a Test Movie operation on the document.   The following example tests the movie for the current document: fl.getDocumentDOM().testMovie(  document.canTestMovie(), document.testScene() document.testMovie()  Flash MX 2004. Usage document.testMovie()  None.  Returns Nothing.   Method; executes a Test Movie operation on the document.   The following example tests the movie for the current document: fl.getDocumentDOM().testMovie(  document.canTestMovie(), document.testScene() " />
<page href="00004028.html" title="document.testScene()" text="document.testScene()  Flash MX 2004. Usage document.testScene()  None.  Returns Nothing.   Method; executes a Test Scene operation on the current scene of the document.   The following example tests the current scene in the document: fl.getDocumentDOM().testScene(  document.canTestScene(), document.testMovie() document.testScene()  Flash MX 2004. Usage document.testScene()  None.  Returns Nothing.   Method; executes a Test Scene operation on the current scene of the document.   The following example tests the current scene in the document: fl.getDocumentDOM().testScene(  document.canTestScene(), document.testMovie() document.testScene()  Flash MX 2004. Usage document.testScene()  None.  Returns Nothing.   Method; executes a Test Scene operation on the current scene of the document.   The following example tests the current scene in the document: fl.getDocumentDOM().testScene(  document.canTestScene(), document.testMovie() document.testScene()  Flash MX 2004. Usage document.testScene()  None.  Returns Nothing.   Method; executes a Test Scene operation on the current scene of the document.   The following example tests the current scene in the document: fl.getDocumentDOM().testScene(  document.canTestScene(), document.testMovie() " />
<page href="00004029.html" title="document.timelines" text="document.timelines  Flash MX 2004.  document.timelines  Read-only property; an array of Timeline objects (see Timeline object).   The following example gets the array of current timelines in the active document and displays their names in the Output panel: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  alert(curTimelines[i].name  ++i; }   document.currentTimeline, document.getTimeline() document.timelines  Flash MX 2004.  document.timelines  Read-only property; an array of Timeline objects (see Timeline object).   The following example gets the array of current timelines in the active document and displays their names in the Output panel: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  alert(curTimelines[i].name  ++i; }   document.currentTimeline, document.getTimeline() document.timelines  Flash MX 2004.  document.timelines  Read-only property; an array of Timeline objects (see Timeline object).   The following example gets the array of current timelines in the active document and displays their names in the Output panel: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  alert(curTimelines[i].name  ++i; }   document.currentTimeline, document.getTimeline() document.timelines  Flash MX 2004.  document.timelines  Read-only property; an array of Timeline objects (see Timeline object).   The following example gets the array of current timelines in the active document and displays their names in the Output panel: var i = 0; var curTimelines = fl.getDocumentDOM().timelines; while(i &lt; fl.getDocumentDOM().timelines.length){  alert(curTimelines[i].name  ++i; }   document.currentTimeline, document.getTimeline() " />
<page href="00004030.html" title="document.traceBitmap()" text="document.traceBitmap()  Flash MX 2004. Usage document.traceBitmap(threshold, minimumArea, curveFit, cornerThreshold)  threshold&#160;An integer that controls the number of colors in your traced bitmap. Acceptable values are integers between 0 and 500.  minimumArea&#160;An integer that specifies the radius measured in pixels. Acceptable values are integers between 1 and 1000.  curveFit&#160;A string that specifies how smoothly outlines are drawn. Acceptable values are &quot;pixels&quot;, &quot;very tight&quot;, &quot;tight&quot;, &quot;normal&quot;, &quot;smooth&quot;, and &quot;very smooth&quot;. cornerThreshold&#160;A string that is similar to curveFit, but it pertains to the corners of the bitmap image. Acceptable values are &quot;many corners&quot;, &quot;normal&quot;, and &quot;few corners&quot;.  Returns Nothing.   Method; performs a trace bitmap on the current selection. This method is equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap.  The following example traces the selected bitmap, using the specified parameters: fl.getDocumentDOM().traceBitmap(0, 500, &#39;normal&#39;, &#39;normal&#39; document.traceBitmap()  Flash MX 2004. Usage document.traceBitmap(threshold, minimumArea, curveFit, cornerThreshold)  threshold&#160;An integer that controls the number of colors in your traced bitmap. Acceptable values are integers between 0 and 500.  minimumArea&#160;An integer that specifies the radius measured in pixels. Acceptable values are integers between 1 and 1000.  curveFit&#160;A string that specifies how smoothly outlines are drawn. Acceptable values are &quot;pixels&quot;, &quot;very tight&quot;, &quot;tight&quot;, &quot;normal&quot;, &quot;smooth&quot;, and &quot;very smooth&quot;. cornerThreshold&#160;A string that is similar to curveFit, but it pertains to the corners of the bitmap image. Acceptable values are &quot;many corners&quot;, &quot;normal&quot;, and &quot;few corners&quot;.  Returns Nothing.   Method; performs a trace bitmap on the current selection. This method is equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap.  The following example traces the selected bitmap, using the specified parameters: fl.getDocumentDOM().traceBitmap(0, 500, &#39;normal&#39;, &#39;normal&#39; document.traceBitmap()  Flash MX 2004. Usage document.traceBitmap(threshold, minimumArea, curveFit, cornerThreshold)  threshold&#160;An integer that controls the number of colors in your traced bitmap. Acceptable values are integers between 0 and 500.  minimumArea&#160;An integer that specifies the radius measured in pixels. Acceptable values are integers between 1 and 1000.  curveFit&#160;A string that specifies how smoothly outlines are drawn. Acceptable values are &quot;pixels&quot;, &quot;very tight&quot;, &quot;tight&quot;, &quot;normal&quot;, &quot;smooth&quot;, and &quot;very smooth&quot;. cornerThreshold&#160;A string that is similar to curveFit, but it pertains to the corners of the bitmap image. Acceptable values are &quot;many corners&quot;, &quot;normal&quot;, and &quot;few corners&quot;.  Returns Nothing.   Method; performs a trace bitmap on the current selection. This method is equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap.  The following example traces the selected bitmap, using the specified parameters: fl.getDocumentDOM().traceBitmap(0, 500, &#39;normal&#39;, &#39;normal&#39; document.traceBitmap()  Flash MX 2004. Usage document.traceBitmap(threshold, minimumArea, curveFit, cornerThreshold)  threshold&#160;An integer that controls the number of colors in your traced bitmap. Acceptable values are integers between 0 and 500.  minimumArea&#160;An integer that specifies the radius measured in pixels. Acceptable values are integers between 1 and 1000.  curveFit&#160;A string that specifies how smoothly outlines are drawn. Acceptable values are &quot;pixels&quot;, &quot;very tight&quot;, &quot;tight&quot;, &quot;normal&quot;, &quot;smooth&quot;, and &quot;very smooth&quot;. cornerThreshold&#160;A string that is similar to curveFit, but it pertains to the corners of the bitmap image. Acceptable values are &quot;many corners&quot;, &quot;normal&quot;, and &quot;few corners&quot;.  Returns Nothing.   Method; performs a trace bitmap on the current selection. This method is equivalent to selecting Modify &gt; Bitmap &gt; Trace Bitmap.  The following example traces the selected bitmap, using the specified parameters: fl.getDocumentDOM().traceBitmap(0, 500, &#39;normal&#39;, &#39;normal&#39; " />
<page href="00004031.html" title="document.transformSelection()" text="document.transformSelection()  Flash MX 2004. Usage document.transformSelection(a, b, c, d)  a&#160;A floating-point number that specifies the (0,0) element of the transformation matrix.  b&#160;A floating-point number that specifies the (0,1) element of the transformation matrix.  c&#160;A floating-point number that specifies the (1,0) element of the transformation matrix.  d&#160;A floating-point number that specifies the (1,1) element of the transformation matrix. Returns Nothing.   Method; performs a general transformation on the current selection by applying the matrix specified in the arguments. For more information, see the element.matrix property.  The following example stretches the selection by a factor of 2 in the x direction: fl.getDocumentDOM().transformSelection(2.0, 0.0, 0.0, 1.0 document.transformSelection()  Flash MX 2004. Usage document.transformSelection(a, b, c, d)  a&#160;A floating-point number that specifies the (0,0) element of the transformation matrix.  b&#160;A floating-point number that specifies the (0,1) element of the transformation matrix.  c&#160;A floating-point number that specifies the (1,0) element of the transformation matrix.  d&#160;A floating-point number that specifies the (1,1) element of the transformation matrix. Returns Nothing.   Method; performs a general transformation on the current selection by applying the matrix specified in the arguments. For more information, see the element.matrix property.  The following example stretches the selection by a factor of 2 in the x direction: fl.getDocumentDOM().transformSelection(2.0, 0.0, 0.0, 1.0 document.transformSelection()  Flash MX 2004. Usage document.transformSelection(a, b, c, d)  a&#160;A floating-point number that specifies the (0,0) element of the transformation matrix.  b&#160;A floating-point number that specifies the (0,1) element of the transformation matrix.  c&#160;A floating-point number that specifies the (1,0) element of the transformation matrix.  d&#160;A floating-point number that specifies the (1,1) element of the transformation matrix. Returns Nothing.   Method; performs a general transformation on the current selection by applying the matrix specified in the arguments. For more information, see the element.matrix property.  The following example stretches the selection by a factor of 2 in the x direction: fl.getDocumentDOM().transformSelection(2.0, 0.0, 0.0, 1.0 document.transformSelection()  Flash MX 2004. Usage document.transformSelection(a, b, c, d)  a&#160;A floating-point number that specifies the (0,0) element of the transformation matrix.  b&#160;A floating-point number that specifies the (0,1) element of the transformation matrix.  c&#160;A floating-point number that specifies the (1,0) element of the transformation matrix.  d&#160;A floating-point number that specifies the (1,1) element of the transformation matrix. Returns Nothing.   Method; performs a general transformation on the current selection by applying the matrix specified in the arguments. For more information, see the element.matrix property.  The following example stretches the selection by a factor of 2 in the x direction: fl.getDocumentDOM().transformSelection(2.0, 0.0, 0.0, 1.0 " />
<page href="00004032.html" title="document.unGroup()" text="document.unGroup()  Flash MX 2004. Usage document.unGroup()  None.  Returns Nothing.   Method; ungroups the current selection.   The following example ungroups the elements in the current selection: fl.getDocumentDOM().unGroup(  document.group() document.unGroup()  Flash MX 2004. Usage document.unGroup()  None.  Returns Nothing.   Method; ungroups the current selection.   The following example ungroups the elements in the current selection: fl.getDocumentDOM().unGroup(  document.group() document.unGroup()  Flash MX 2004. Usage document.unGroup()  None.  Returns Nothing.   Method; ungroups the current selection.   The following example ungroups the elements in the current selection: fl.getDocumentDOM().unGroup(  document.group() document.unGroup()  Flash MX 2004. Usage document.unGroup()  None.  Returns Nothing.   Method; ungroups the current selection.   The following example ungroups the elements in the current selection: fl.getDocumentDOM().unGroup(  document.group() " />
<page href="00004033.html" title="document.union()" text="document.union()  Flash 8.  document.union()  None.  A Boolean value: true if successful; false otherwise.   Method; combines all selected shapes into a drawing object.   The following example combines all selected shapes into a drawing object: fl.getDocumentDOM().union(  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), shape.isDrawingObject document.union()  Flash 8.  document.union()  None.  A Boolean value: true if successful; false otherwise.   Method; combines all selected shapes into a drawing object.   The following example combines all selected shapes into a drawing object: fl.getDocumentDOM().union(  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), shape.isDrawingObject document.union()  Flash 8.  document.union()  None.  A Boolean value: true if successful; false otherwise.   Method; combines all selected shapes into a drawing object.   The following example combines all selected shapes into a drawing object: fl.getDocumentDOM().union(  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), shape.isDrawingObject document.union()  Flash 8.  document.union()  None.  A Boolean value: true if successful; false otherwise.   Method; combines all selected shapes into a drawing object.   The following example combines all selected shapes into a drawing object: fl.getDocumentDOM().union(  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), shape.isDrawingObject " />
<page href="00004034.html" title="document.unlockAllElements()" text="document.unlockAllElements()  Flash MX 2004. Usage document.unlockAllElements()  None.  Returns Nothing.   Method; unlocks all locked elements on the currently selected frame.   The following example unlocks all locked objects in the current frame: fl.getDocumentDOM().unlockAllElements(  element.locked document.unlockAllElements()  Flash MX 2004. Usage document.unlockAllElements()  None.  Returns Nothing.   Method; unlocks all locked elements on the currently selected frame.   The following example unlocks all locked objects in the current frame: fl.getDocumentDOM().unlockAllElements(  element.locked document.unlockAllElements()  Flash MX 2004. Usage document.unlockAllElements()  None.  Returns Nothing.   Method; unlocks all locked elements on the currently selected frame.   The following example unlocks all locked objects in the current frame: fl.getDocumentDOM().unlockAllElements(  element.locked document.unlockAllElements()  Flash MX 2004. Usage document.unlockAllElements()  None.  Returns Nothing.   Method; unlocks all locked elements on the currently selected frame.   The following example unlocks all locked objects in the current frame: fl.getDocumentDOM().unlockAllElements(  element.locked " />
<page href="00004035.html" title="document.viewMatrix" text="document.viewMatrix  Flash MX 2004.  document.viewMatrix  Read-only property; a Matrix object. The viewMatrix is used to transform from object space to document space when the document is in edit mode. The mouse location, as a tool receives it, is relative to the object that is currently being edited. See Matrix object. For example, if you create a symbol, double-click to edit it, and draw with the PolyStar tool, the point (0,0) will be at the registration point of the symbol. However, the drawingLayer object expects values in document space, so if you draw a line from (0,0) using the drawingLayer, it will start at the upper-left corner of the Stage. The viewMatrix provides a way to transform from the space of the object being edited to document space.   The following example gets the value of the viewMatrix property: var mat = fl.getDocumentDOM().viewMatrix; document.viewMatrix  Flash MX 2004.  document.viewMatrix  Read-only property; a Matrix object. The viewMatrix is used to transform from object space to document space when the document is in edit mode. The mouse location, as a tool receives it, is relative to the object that is currently being edited. See Matrix object. For example, if you create a symbol, double-click to edit it, and draw with the PolyStar tool, the point (0,0) will be at the registration point of the symbol. However, the drawingLayer object expects values in document space, so if you draw a line from (0,0) using the drawingLayer, it will start at the upper-left corner of the Stage. The viewMatrix provides a way to transform from the space of the object being edited to document space.   The following example gets the value of the viewMatrix property: var mat = fl.getDocumentDOM().viewMatrix; document.viewMatrix  Flash MX 2004.  document.viewMatrix  Read-only property; a Matrix object. The viewMatrix is used to transform from object space to document space when the document is in edit mode. The mouse location, as a tool receives it, is relative to the object that is currently being edited. See Matrix object. For example, if you create a symbol, double-click to edit it, and draw with the PolyStar tool, the point (0,0) will be at the registration point of the symbol. However, the drawingLayer object expects values in document space, so if you draw a line from (0,0) using the drawingLayer, it will start at the upper-left corner of the Stage. The viewMatrix provides a way to transform from the space of the object being edited to document space.   The following example gets the value of the viewMatrix property: var mat = fl.getDocumentDOM().viewMatrix; document.viewMatrix  Flash MX 2004.  document.viewMatrix  Read-only property; a Matrix object. The viewMatrix is used to transform from object space to document space when the document is in edit mode. The mouse location, as a tool receives it, is relative to the object that is currently being edited. See Matrix object. For example, if you create a symbol, double-click to edit it, and draw with the PolyStar tool, the point (0,0) will be at the registration point of the symbol. However, the drawingLayer object expects values in document space, so if you draw a line from (0,0) using the drawingLayer, it will start at the upper-left corner of the Stage. The viewMatrix provides a way to transform from the space of the object being edited to document space.   The following example gets the value of the viewMatrix property: var mat = fl.getDocumentDOM().viewMatrix; " />
<page href="00004036.html" title="document.width" text="document.width  Flash MX 2004.  document.width  Property; an integer that specifies the width of the document (Stage) in pixels.   The following example sets the width of the Stage to 400 pixels. fl.getDocumentDOM().width= 400;  document.height document.width  Flash MX 2004.  document.width  Property; an integer that specifies the width of the document (Stage) in pixels.   The following example sets the width of the Stage to 400 pixels. fl.getDocumentDOM().width= 400;  document.height document.width  Flash MX 2004.  document.width  Property; an integer that specifies the width of the document (Stage) in pixels.   The following example sets the width of the Stage to 400 pixels. fl.getDocumentDOM().width= 400;  document.height document.width  Flash MX 2004.  document.width  Property; an integer that specifies the width of the document (Stage) in pixels.   The following example sets the width of the Stage to 400 pixels. fl.getDocumentDOM().width= 400;  document.height " />
<page href="00004037.html" title="document.xmlPanel()" text="document.xmlPanel()  Flash MX 2004. Usage document.xmlPanel(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path to the XML file defining the controls in the panel. The full path is required.  Returns An object that has properties defined for all controls defined in the XML file. All properties are returned as strings. The returned object will have one predefined property named &quot;dismiss&quot; that will have the string value &quot;accept&quot; or &quot;cancel&quot;.  Method; posts an XMLUI dialog box. See fl.xmlui.  The following example loads the Test.xml file and displays each property contained within it: var obj = fl.getDocumentDOM().xmlPanel(fl.configURI + &quot;Commands/Test.xml&quot;  for (var prop in obj) {  fl.trace(&quot;property &quot; + prop + &quot; = &quot; + obj[prop] } document.xmlPanel()  Flash MX 2004. Usage document.xmlPanel(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path to the XML file defining the controls in the panel. The full path is required.  Returns An object that has properties defined for all controls defined in the XML file. All properties are returned as strings. The returned object will have one predefined property named &quot;dismiss&quot; that will have the string value &quot;accept&quot; or &quot;cancel&quot;.  Method; posts an XMLUI dialog box. See fl.xmlui.  The following example loads the Test.xml file and displays each property contained within it: var obj = fl.getDocumentDOM().xmlPanel(fl.configURI + &quot;Commands/Test.xml&quot;  for (var prop in obj) {  fl.trace(&quot;property &quot; + prop + &quot; = &quot; + obj[prop] } document.xmlPanel()  Flash MX 2004. Usage document.xmlPanel(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path to the XML file defining the controls in the panel. The full path is required.  Returns An object that has properties defined for all controls defined in the XML file. All properties are returned as strings. The returned object will have one predefined property named &quot;dismiss&quot; that will have the string value &quot;accept&quot; or &quot;cancel&quot;.  Method; posts an XMLUI dialog box. See fl.xmlui.  The following example loads the Test.xml file and displays each property contained within it: var obj = fl.getDocumentDOM().xmlPanel(fl.configURI + &quot;Commands/Test.xml&quot;  for (var prop in obj) {  fl.trace(&quot;property &quot; + prop + &quot; = &quot; + obj[prop] } document.xmlPanel()  Flash MX 2004. Usage document.xmlPanel(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path to the XML file defining the controls in the panel. The full path is required.  Returns An object that has properties defined for all controls defined in the XML file. All properties are returned as strings. The returned object will have one predefined property named &quot;dismiss&quot; that will have the string value &quot;accept&quot; or &quot;cancel&quot;.  Method; posts an XMLUI dialog box. See fl.xmlui.  The following example loads the Test.xml file and displays each property contained within it: var obj = fl.getDocumentDOM().xmlPanel(fl.configURI + &quot;Commands/Test.xml&quot;  for (var prop in obj) {  fl.trace(&quot;property &quot; + prop + &quot; = &quot; + obj[prop] } " />
<page href="00004038.html" title="document.zoomFactor" text="document.zoomFactor  Flash 8.  document.zoomFactor  Property; specifies the zoom percent of the Stage at author time. A value of&#160;1 equals&#160;100 percent zoom, 8&#160;equals&#160;800 percent, .5&#160;equals 50 percent, and so on.  The following example sets the zoom factor of the Stage to 200 percent. fl.getDocumentDOM().zoomFactor = 2;  document.zoomFactor  Flash 8.  document.zoomFactor  Property; specifies the zoom percent of the Stage at author time. A value of&#160;1 equals&#160;100 percent zoom, 8&#160;equals&#160;800 percent, .5&#160;equals 50 percent, and so on.  The following example sets the zoom factor of the Stage to 200 percent. fl.getDocumentDOM().zoomFactor = 2;  document.zoomFactor  Flash 8.  document.zoomFactor  Property; specifies the zoom percent of the Stage at author time. A value of&#160;1 equals&#160;100 percent zoom, 8&#160;equals&#160;800 percent, .5&#160;equals 50 percent, and so on.  The following example sets the zoom factor of the Stage to 200 percent. fl.getDocumentDOM().zoomFactor = 2;  document.zoomFactor  Flash 8.  document.zoomFactor  Property; specifies the zoom percent of the Stage at author time. A value of&#160;1 equals&#160;100 percent zoom, 8&#160;equals&#160;800 percent, .5&#160;equals 50 percent, and so on.  The following example sets the zoom factor of the Stage to 200 percent. fl.getDocumentDOM().zoomFactor = 2;  " />
<page href="00004039.html" title="drawingLayer object" text="drawingLayer object  Flash MX 2004.  The drawingLayer object is accessible from JavaScript as a child of the flash object. The drawingLayer object is used for extensible tools when the user wants to temporarily draw while dragging--for example, when creating a selection marquee. You should call drawingLayer.beginFrame() before you call any other drawingLayer methods.  Method summary for the drawingLayer object The following methods are available for the drawingLayer object: Methods Description drawingLayer.beginDraw() Puts Flash in drawing mode.  drawingLayer.beginFrame() Erases what was previously drawn using the drawingLayer and prepares for more drawing commands.  drawingLayer.cubicCurveTo() Draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment.  drawingLayer.curveTo() Draws a quadratic curve segment starting at the current drawing position and ending at a specified point. drawingLayer.drawPath() Draws the specified path.  drawingLayer.endDraw() Exits drawing mode.  drawingLayer.endFrame() Signals the end of a group of drawing commands. drawingLayer.lineTo() Draws a line from the current drawing position to the point (x,y).  drawingLayer.moveTo() Sets the current drawing position.  drawingLayer.newPath() Returns a new Path object.  drawingLayer.setColor() Sets the color of subsequently drawn data.  drawingLayer object  Flash MX 2004.  The drawingLayer object is accessible from JavaScript as a child of the flash object. The drawingLayer object is used for extensible tools when the user wants to temporarily draw while dragging--for example, when creating a selection marquee. You should call drawingLayer.beginFrame() before you call any other drawingLayer methods.  Method summary for the drawingLayer object The following methods are available for the drawingLayer object: Methods Description drawingLayer.beginDraw() Puts Flash in drawing mode.  drawingLayer.beginFrame() Erases what was previously drawn using the drawingLayer and prepares for more drawing commands.  drawingLayer.cubicCurveTo() Draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment.  drawingLayer.curveTo() Draws a quadratic curve segment starting at the current drawing position and ending at a specified point. drawingLayer.drawPath() Draws the specified path.  drawingLayer.endDraw() Exits drawing mode.  drawingLayer.endFrame() Signals the end of a group of drawing commands. drawingLayer.lineTo() Draws a line from the current drawing position to the point (x,y).  drawingLayer.moveTo() Sets the current drawing position.  drawingLayer.newPath() Returns a new Path object.  drawingLayer.setColor() Sets the color of subsequently drawn data.  drawingLayer object  Flash MX 2004.  The drawingLayer object is accessible from JavaScript as a child of the flash object. The drawingLayer object is used for extensible tools when the user wants to temporarily draw while dragging--for example, when creating a selection marquee. You should call drawingLayer.beginFrame() before you call any other drawingLayer methods.  Method summary for the drawingLayer object The following methods are available for the drawingLayer object: Methods Description drawingLayer.beginDraw() Puts Flash in drawing mode.  drawingLayer.beginFrame() Erases what was previously drawn using the drawingLayer and prepares for more drawing commands.  drawingLayer.cubicCurveTo() Draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment.  drawingLayer.curveTo() Draws a quadratic curve segment starting at the current drawing position and ending at a specified point. drawingLayer.drawPath() Draws the specified path.  drawingLayer.endDraw() Exits drawing mode.  drawingLayer.endFrame() Signals the end of a group of drawing commands. drawingLayer.lineTo() Draws a line from the current drawing position to the point (x,y).  drawingLayer.moveTo() Sets the current drawing position.  drawingLayer.newPath() Returns a new Path object.  drawingLayer.setColor() Sets the color of subsequently drawn data.  drawingLayer object  Flash MX 2004.  The drawingLayer object is accessible from JavaScript as a child of the flash object. The drawingLayer object is used for extensible tools when the user wants to temporarily draw while dragging--for example, when creating a selection marquee. You should call drawingLayer.beginFrame() before you call any other drawingLayer methods.  Method summary for the drawingLayer object The following methods are available for the drawingLayer object: " />
<page href="00004040.html" title="drawingLayer.beginDraw()" text="drawingLayer.beginDraw()  Flash MX 2004. Usage drawingLayer.beginDraw([persistentDraw])  persistentDraw&#160; A Boolean value (optional). If set to true, it indicates that the drawing in the last frame remains on the Stage until a new beginDraw() or beginFrame() call is made. (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) For example, when users draw a rectangle, they can preview the outline of the shape while dragging the mouse. If you want that preview shape to remain after the user releases the mouse button, set persistentDraw to true. Returns Nothing.   Method; puts Flash in drawing mode. Drawing mode is used for temporary drawing while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example puts Flash in drawing mode: fl.drawingLayer.beginDraw( drawingLayer.beginDraw()  Flash MX 2004. Usage drawingLayer.beginDraw([persistentDraw])  persistentDraw&#160; A Boolean value (optional). If set to true, it indicates that the drawing in the last frame remains on the Stage until a new beginDraw() or beginFrame() call is made. (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) For example, when users draw a rectangle, they can preview the outline of the shape while dragging the mouse. If you want that preview shape to remain after the user releases the mouse button, set persistentDraw to true. Returns Nothing.   Method; puts Flash in drawing mode. Drawing mode is used for temporary drawing while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example puts Flash in drawing mode: fl.drawingLayer.beginDraw( drawingLayer.beginDraw()  Flash MX 2004. Usage drawingLayer.beginDraw([persistentDraw])  persistentDraw&#160; A Boolean value (optional). If set to true, it indicates that the drawing in the last frame remains on the Stage until a new beginDraw() or beginFrame() call is made. (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) For example, when users draw a rectangle, they can preview the outline of the shape while dragging the mouse. If you want that preview shape to remain after the user releases the mouse button, set persistentDraw to true. Returns Nothing.   Method; puts Flash in drawing mode. Drawing mode is used for temporary drawing while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example puts Flash in drawing mode: fl.drawingLayer.beginDraw( drawingLayer.beginDraw()  Flash MX 2004. Usage drawingLayer.beginDraw([persistentDraw])  persistentDraw&#160; A Boolean value (optional). If set to true, it indicates that the drawing in the last frame remains on the Stage until a new beginDraw() or beginFrame() call is made. (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) For example, when users draw a rectangle, they can preview the outline of the shape while dragging the mouse. If you want that preview shape to remain after the user releases the mouse button, set persistentDraw to true. Returns Nothing.   Method; puts Flash in drawing mode. Drawing mode is used for temporary drawing while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example puts Flash in drawing mode: fl.drawingLayer.beginDraw( " />
<page href="00004041.html" title="drawingLayer.beginFrame()" text="drawingLayer.beginFrame()  Flash MX 2004. Usage drawingLayer.beginFrame()  None.  Returns Nothing.   Method; erases what was previously drawn using the drawingLayer and prepares for more drawing commands. Should be called after drawingLayer.beginDraw(). Everything drawn between drawingLayer.beginFrame() and an drawingLayer.endFrame() remains on the Stage until you call the next beginFrame() and endFrame(). (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) You typically use this method only when creating extensible tools. See drawingLayer.beginDraw(). drawingLayer.beginFrame()  Flash MX 2004. Usage drawingLayer.beginFrame()  None.  Returns Nothing.   Method; erases what was previously drawn using the drawingLayer and prepares for more drawing commands. Should be called after drawingLayer.beginDraw(). Everything drawn between drawingLayer.beginFrame() and an drawingLayer.endFrame() remains on the Stage until you call the next beginFrame() and endFrame(). (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) You typically use this method only when creating extensible tools. See drawingLayer.beginDraw(). drawingLayer.beginFrame()  Flash MX 2004. Usage drawingLayer.beginFrame()  None.  Returns Nothing.   Method; erases what was previously drawn using the drawingLayer and prepares for more drawing commands. Should be called after drawingLayer.beginDraw(). Everything drawn between drawingLayer.beginFrame() and an drawingLayer.endFrame() remains on the Stage until you call the next beginFrame() and endFrame(). (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) You typically use this method only when creating extensible tools. See drawingLayer.beginDraw(). drawingLayer.beginFrame()  Flash MX 2004. Usage drawingLayer.beginFrame()  None.  Returns Nothing.   Method; erases what was previously drawn using the drawingLayer and prepares for more drawing commands. Should be called after drawingLayer.beginDraw(). Everything drawn between drawingLayer.beginFrame() and an drawingLayer.endFrame() remains on the Stage until you call the next beginFrame() and endFrame(). (In this context, frame refers to where you start and end drawing; it does not refer to timeline frames.) You typically use this method only when creating extensible tools. See drawingLayer.beginDraw(). " />
<page href="00004042.html" title="drawingLayer.cubicCurveTo()" text="drawingLayer.cubicCurveTo()  Flash MX 2004. Usage drawingLayer.cubicCurveTo(x1Ctrl, y1Ctrl, x2Ctl, y2Ctl, xEnd, yEnd)  x1Ctl &#160;A floating-point value that is the x location of the first control point.  y1Ctl &#160;A floating-point value that is the y location of the first control point. x2Ctl &#160;A floating-point value that is the x position of the middle control point.  y2Ctl &#160;A floating-point value that is the y position of the middle control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment. You typically use this method only when creating extensible&#160;tools.  The following example draws a cubic curve using the specified control points: fl.drawingLayer.cubicCurveTo(0, 0, 1, 1, 2, 0 drawingLayer.cubicCurveTo()  Flash MX 2004. Usage drawingLayer.cubicCurveTo(x1Ctrl, y1Ctrl, x2Ctl, y2Ctl, xEnd, yEnd)  x1Ctl &#160;A floating-point value that is the x location of the first control point.  y1Ctl &#160;A floating-point value that is the y location of the first control point. x2Ctl &#160;A floating-point value that is the x position of the middle control point.  y2Ctl &#160;A floating-point value that is the y position of the middle control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment. You typically use this method only when creating extensible&#160;tools.  The following example draws a cubic curve using the specified control points: fl.drawingLayer.cubicCurveTo(0, 0, 1, 1, 2, 0 drawingLayer.cubicCurveTo()  Flash MX 2004. Usage drawingLayer.cubicCurveTo(x1Ctrl, y1Ctrl, x2Ctl, y2Ctl, xEnd, yEnd)  x1Ctl &#160;A floating-point value that is the x location of the first control point.  y1Ctl &#160;A floating-point value that is the y location of the first control point. x2Ctl &#160;A floating-point value that is the x position of the middle control point.  y2Ctl &#160;A floating-point value that is the y position of the middle control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment. You typically use this method only when creating extensible&#160;tools.  The following example draws a cubic curve using the specified control points: fl.drawingLayer.cubicCurveTo(0, 0, 1, 1, 2, 0 drawingLayer.cubicCurveTo()  Flash MX 2004. Usage drawingLayer.cubicCurveTo(x1Ctrl, y1Ctrl, x2Ctl, y2Ctl, xEnd, yEnd)  x1Ctl &#160;A floating-point value that is the x location of the first control point.  y1Ctl &#160;A floating-point value that is the y location of the first control point. x2Ctl &#160;A floating-point value that is the x position of the middle control point.  y2Ctl &#160;A floating-point value that is the y position of the middle control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a cubic curve from the current pen location using the parameters as the coordinates of the cubic segment. You typically use this method only when creating extensible&#160;tools.  The following example draws a cubic curve using the specified control points: fl.drawingLayer.cubicCurveTo(0, 0, 1, 1, 2, 0 " />
<page href="00004043.html" title="drawingLayer.curveTo()" text="drawingLayer.curveTo()  Flash MX 2004. Usage drawingLayer.curveTo(xCtl, yCtl, xEnd, yEnd)  xCtl &#160;A floating-point value that is the x position of the control point.  yCtl &#160;A floating-point value that is the y position of the control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a quadratic curve segment starting at the current drawing position and ending at a specified point. You typically use this method only when creating extensible tools.  The following example draws a quadratic curve using the specified control points: fl.drawingLayer.curveTo(0, 0, 2, 0  drawingLayer.curveTo()  Flash MX 2004. Usage drawingLayer.curveTo(xCtl, yCtl, xEnd, yEnd)  xCtl &#160;A floating-point value that is the x position of the control point.  yCtl &#160;A floating-point value that is the y position of the control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a quadratic curve segment starting at the current drawing position and ending at a specified point. You typically use this method only when creating extensible tools.  The following example draws a quadratic curve using the specified control points: fl.drawingLayer.curveTo(0, 0, 2, 0  drawingLayer.curveTo()  Flash MX 2004. Usage drawingLayer.curveTo(xCtl, yCtl, xEnd, yEnd)  xCtl &#160;A floating-point value that is the x position of the control point.  yCtl &#160;A floating-point value that is the y position of the control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a quadratic curve segment starting at the current drawing position and ending at a specified point. You typically use this method only when creating extensible tools.  The following example draws a quadratic curve using the specified control points: fl.drawingLayer.curveTo(0, 0, 2, 0  drawingLayer.curveTo()  Flash MX 2004. Usage drawingLayer.curveTo(xCtl, yCtl, xEnd, yEnd)  xCtl &#160;A floating-point value that is the x position of the control point.  yCtl &#160;A floating-point value that is the y position of the control point.  xEnd &#160;A floating-point value that is the x position of the end control point.  yEnd &#160;A floating-point value that is the y position of the end control point.  Returns Nothing.   Method; draws a quadratic curve segment starting at the current drawing position and ending at a specified point. You typically use this method only when creating extensible tools.  The following example draws a quadratic curve using the specified control points: fl.drawingLayer.curveTo(0, 0, 2, 0  " />
<page href="00004044.html" title="drawingLayer.drawPath()" text="drawingLayer.drawPath()  Flash MX 2004. Usage drawingLayer.drawPath(path)  path &#160;A Path object to draw.  Returns Nothing.   Method; draws the path specified by the path parameter. You typically use this method only when creating extensible tools.   The following example draws a path specified by the Path object named gamePath: fl.drawingLayer.drawPath(gamePath drawingLayer.drawPath()  Flash MX 2004. Usage drawingLayer.drawPath(path)  path &#160;A Path object to draw.  Returns Nothing.   Method; draws the path specified by the path parameter. You typically use this method only when creating extensible tools.   The following example draws a path specified by the Path object named gamePath: fl.drawingLayer.drawPath(gamePath drawingLayer.drawPath()  Flash MX 2004. Usage drawingLayer.drawPath(path)  path &#160;A Path object to draw.  Returns Nothing.   Method; draws the path specified by the path parameter. You typically use this method only when creating extensible tools.   The following example draws a path specified by the Path object named gamePath: fl.drawingLayer.drawPath(gamePath drawingLayer.drawPath()  Flash MX 2004. Usage drawingLayer.drawPath(path)  path &#160;A Path object to draw.  Returns Nothing.   Method; draws the path specified by the path parameter. You typically use this method only when creating extensible tools.   The following example draws a path specified by the Path object named gamePath: fl.drawingLayer.drawPath(gamePath " />
<page href="00004045.html" title="drawingLayer.endDraw()" text="drawingLayer.endDraw()  Flash MX 2004. Usage drawingLayer.endDraw()  None.  Returns Nothing.   Method; exits drawing mode. Drawing mode is used when you want to temporarily draw while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example exits drawing mode: fl.drawingLayer.endDraw(  drawingLayer.endDraw()  Flash MX 2004. Usage drawingLayer.endDraw()  None.  Returns Nothing.   Method; exits drawing mode. Drawing mode is used when you want to temporarily draw while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example exits drawing mode: fl.drawingLayer.endDraw(  drawingLayer.endDraw()  Flash MX 2004. Usage drawingLayer.endDraw()  None.  Returns Nothing.   Method; exits drawing mode. Drawing mode is used when you want to temporarily draw while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example exits drawing mode: fl.drawingLayer.endDraw(  drawingLayer.endDraw()  Flash MX 2004. Usage drawingLayer.endDraw()  None.  Returns Nothing.   Method; exits drawing mode. Drawing mode is used when you want to temporarily draw while the mouse button is pressed. You typically use this method only when creating extensible tools.   The following example exits drawing mode: fl.drawingLayer.endDraw(  " />
<page href="00004046.html" title="drawingLayer.endFrame()" text="drawingLayer.endFrame()  Flash MX 2004. Usage drawingLayer.endFrame()  None.  Returns Nothing.   Method; signals the end of a group of drawing commands. A group of drawing commands refers to everything drawn between drawingLayer.beginFrame() and drawingLayer.endFrame(). The next call to drawingLayer.beginFrame() will erase whatever was drawn in this group of drawing commands. You typically use this method only when creating extensible tools.  drawingLayer.endFrame()  Flash MX 2004. Usage drawingLayer.endFrame()  None.  Returns Nothing.   Method; signals the end of a group of drawing commands. A group of drawing commands refers to everything drawn between drawingLayer.beginFrame() and drawingLayer.endFrame(). The next call to drawingLayer.beginFrame() will erase whatever was drawn in this group of drawing commands. You typically use this method only when creating extensible tools.  drawingLayer.endFrame()  Flash MX 2004. Usage drawingLayer.endFrame()  None.  Returns Nothing.   Method; signals the end of a group of drawing commands. A group of drawing commands refers to everything drawn between drawingLayer.beginFrame() and drawingLayer.endFrame(). The next call to drawingLayer.beginFrame() will erase whatever was drawn in this group of drawing commands. You typically use this method only when creating extensible tools.  drawingLayer.endFrame()  Flash MX 2004. Usage drawingLayer.endFrame()  None.  Returns Nothing.   Method; signals the end of a group of drawing commands. A group of drawing commands refers to everything drawn between drawingLayer.beginFrame() and drawingLayer.endFrame(). The next call to drawingLayer.beginFrame() will erase whatever was drawn in this group of drawing commands. You typically use this method only when creating extensible tools.  " />
<page href="00004047.html" title="drawingLayer.lineTo()" text="drawingLayer.lineTo()  Flash MX 2004. Usage drawingLayer.lineTo(x, y)  x &#160;A floating-point value that is the x coordinate of the end point of the line to&#160;draw.  y &#160;A floating-point value that is the y coordinate of the end point of the line to&#160;draw.  Returns Nothing.   Method; draws a line from the current drawing position to the point (x,y). You typically use this method only when creating extensible tools.   The following example draws a line from the current drawing position to the point (20,30): fl.drawingLayer.lineTo(20, 30 drawingLayer.lineTo()  Flash MX 2004. Usage drawingLayer.lineTo(x, y)  x &#160;A floating-point value that is the x coordinate of the end point of the line to&#160;draw.  y &#160;A floating-point value that is the y coordinate of the end point of the line to&#160;draw.  Returns Nothing.   Method; draws a line from the current drawing position to the point (x,y). You typically use this method only when creating extensible tools.   The following example draws a line from the current drawing position to the point (20,30): fl.drawingLayer.lineTo(20, 30 drawingLayer.lineTo()  Flash MX 2004. Usage drawingLayer.lineTo(x, y)  x &#160;A floating-point value that is the x coordinate of the end point of the line to&#160;draw.  y &#160;A floating-point value that is the y coordinate of the end point of the line to&#160;draw.  Returns Nothing.   Method; draws a line from the current drawing position to the point (x,y). You typically use this method only when creating extensible tools.   The following example draws a line from the current drawing position to the point (20,30): fl.drawingLayer.lineTo(20, 30 drawingLayer.lineTo()  Flash MX 2004. Usage drawingLayer.lineTo(x, y)  x &#160;A floating-point value that is the x coordinate of the end point of the line to&#160;draw.  y &#160;A floating-point value that is the y coordinate of the end point of the line to&#160;draw.  Returns Nothing.   Method; draws a line from the current drawing position to the point (x,y). You typically use this method only when creating extensible tools.   The following example draws a line from the current drawing position to the point (20,30): fl.drawingLayer.lineTo(20, 30 " />
<page href="00004048.html" title="drawingLayer.moveTo()" text="drawingLayer.moveTo()  Flash MX 2004. Usage drawingLayer.moveTo(x, y)  x &#160;A floating-point value that specifies the x coordinate of the position at which to start drawing.  y &#160;A floating-point value that specifies the y coordinate of the position at which to start drawing.  Returns Nothing.   Method; sets the current drawing position. You typically use this method only when creating extensible tools.   The following example sets the current drawing position at the point (10,15): fl.drawingLayer.moveTo(10, 15 drawingLayer.moveTo()  Flash MX 2004. Usage drawingLayer.moveTo(x, y)  x &#160;A floating-point value that specifies the x coordinate of the position at which to start drawing.  y &#160;A floating-point value that specifies the y coordinate of the position at which to start drawing.  Returns Nothing.   Method; sets the current drawing position. You typically use this method only when creating extensible tools.   The following example sets the current drawing position at the point (10,15): fl.drawingLayer.moveTo(10, 15 drawingLayer.moveTo()  Flash MX 2004. Usage drawingLayer.moveTo(x, y)  x &#160;A floating-point value that specifies the x coordinate of the position at which to start drawing.  y &#160;A floating-point value that specifies the y coordinate of the position at which to start drawing.  Returns Nothing.   Method; sets the current drawing position. You typically use this method only when creating extensible tools.   The following example sets the current drawing position at the point (10,15): fl.drawingLayer.moveTo(10, 15 drawingLayer.moveTo()  Flash MX 2004. Usage drawingLayer.moveTo(x, y)  x &#160;A floating-point value that specifies the x coordinate of the position at which to start drawing.  y &#160;A floating-point value that specifies the y coordinate of the position at which to start drawing.  Returns Nothing.   Method; sets the current drawing position. You typically use this method only when creating extensible tools.   The following example sets the current drawing position at the point (10,15): fl.drawingLayer.moveTo(10, 15 " />
<page href="00004049.html" title="drawingLayer.newPath()" text="drawingLayer.newPath()  Flash MX 2004. Usage drawingLayer.newPath()  None.  Returns A Path object.  Method; returns a new Path object. You typically use this method only when creating extensible tools. See Path object.  The following example returns a new Path object: fl.drawingLayer.newPath(  drawingLayer.newPath()  Flash MX 2004. Usage drawingLayer.newPath()  None.  Returns A Path object.  Method; returns a new Path object. You typically use this method only when creating extensible tools. See Path object.  The following example returns a new Path object: fl.drawingLayer.newPath(  drawingLayer.newPath()  Flash MX 2004. Usage drawingLayer.newPath()  None.  Returns A Path object.  Method; returns a new Path object. You typically use this method only when creating extensible tools. See Path object.  The following example returns a new Path object: fl.drawingLayer.newPath(  drawingLayer.newPath()  Flash MX 2004. Usage drawingLayer.newPath()  None.  Returns A Path object.  Method; returns a new Path object. You typically use this method only when creating extensible tools. See Path object.  The following example returns a new Path object: fl.drawingLayer.newPath(  " />
<page href="00004050.html" title="drawingLayer.setColor()" text="drawingLayer.setColor()  Flash MX 2004. Usage drawingLayer.setColor(color)  color&#160;The color of subsequently drawn data, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; sets the color of subsequently drawn data. Applies only to persistent data. To use this method, the parameter passed to drawingLayer.beginDraw() must be set to true. You typically use this method only when creating extensible tools. See drawingLayer.beginDraw().  The following example draws a red line on the Stage: fl.drawingLayer.beginDraw( true  fl.drawingLayer.beginFrame( fl.drawingLayer.setColor( &quot;#ff0000&quot;  fl.drawingLayer.moveTo(0,0 fl.drawingLayer.lineTo(100,100 fl.drawingLayer.endFrame( fl.drawingLayer.endDraw( drawingLayer.setColor()  Flash MX 2004. Usage drawingLayer.setColor(color)  color&#160;The color of subsequently drawn data, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; sets the color of subsequently drawn data. Applies only to persistent data. To use this method, the parameter passed to drawingLayer.beginDraw() must be set to true. You typically use this method only when creating extensible tools. See drawingLayer.beginDraw().  The following example draws a red line on the Stage: fl.drawingLayer.beginDraw( true  fl.drawingLayer.beginFrame( fl.drawingLayer.setColor( &quot;#ff0000&quot;  fl.drawingLayer.moveTo(0,0 fl.drawingLayer.lineTo(100,100 fl.drawingLayer.endFrame( fl.drawingLayer.endDraw( drawingLayer.setColor()  Flash MX 2004. Usage drawingLayer.setColor(color)  color&#160;The color of subsequently drawn data, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; sets the color of subsequently drawn data. Applies only to persistent data. To use this method, the parameter passed to drawingLayer.beginDraw() must be set to true. You typically use this method only when creating extensible tools. See drawingLayer.beginDraw().  The following example draws a red line on the Stage: fl.drawingLayer.beginDraw( true  fl.drawingLayer.beginFrame( fl.drawingLayer.setColor( &quot;#ff0000&quot;  fl.drawingLayer.moveTo(0,0 fl.drawingLayer.lineTo(100,100 fl.drawingLayer.endFrame( fl.drawingLayer.endDraw( drawingLayer.setColor()  Flash MX 2004. Usage drawingLayer.setColor(color)  color&#160;The color of subsequently drawn data, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  Returns Nothing.   Method; sets the color of subsequently drawn data. Applies only to persistent data. To use this method, the parameter passed to drawingLayer.beginDraw() must be set to true. You typically use this method only when creating extensible tools. See drawingLayer.beginDraw().  The following example draws a red line on the Stage: fl.drawingLayer.beginDraw( true  fl.drawingLayer.beginFrame( fl.drawingLayer.setColor( &quot;#ff0000&quot;  fl.drawingLayer.moveTo(0,0 fl.drawingLayer.lineTo(100,100 fl.drawingLayer.endFrame( fl.drawingLayer.endDraw( " />
<page href="00004051.html" title="Edge object" text="Edge object  Flash MX 2004.  The Edge object represents an edge of a shape on the Stage. Method summary for the Edge object The following methods are available for the Edge object: Property summary for the Edge object The following properties are available for the Edge object: Property Description edge.id  Read-only; an integer that represents a unique identifier for the edge. edge.isLine  Read-only; an integer with a value of 0 or 1. Method Description edge.getControl() Gets a point object set to the location of the specified control point of the edge.  edge.getHalfEdge() Returns a HalfEdge object.  edge.setControl() Sets the position of the control point of the edge. edge.splitEdge() Splits the edge into two pieces. Edge object  Flash MX 2004.  The Edge object represents an edge of a shape on the Stage. Method summary for the Edge object The following methods are available for the Edge object: Property summary for the Edge object The following properties are available for the Edge object: Property Description edge.id  Read-only; an integer that represents a unique identifier for the edge. edge.isLine  Read-only; an integer with a value of 0 or 1. Method Description edge.getControl() Gets a point object set to the location of the specified control point of the edge.  edge.getHalfEdge() Returns a HalfEdge object.  edge.setControl() Sets the position of the control point of the edge. edge.splitEdge() Splits the edge into two pieces. Edge object  Flash MX 2004.  The Edge object represents an edge of a shape on the Stage. Method summary for the Edge object The following methods are available for the Edge object: Property summary for the Edge object The following properties are available for the Edge object: Property Description edge.id  Read-only; an integer that represents a unique identifier for the edge. edge.isLine  Read-only; an integer with a value of 0 or 1. Method Description edge.getControl() Gets a point object set to the location of the specified control point of the edge.  edge.getHalfEdge() Returns a HalfEdge object.  edge.setControl() Sets the position of the control point of the edge. edge.splitEdge() Splits the edge into two pieces. Edge object  Flash MX 2004.  The Edge object represents an edge of a shape on the Stage. Method summary for the Edge object The following methods are available for the Edge object: Property summary for the Edge object The following properties are available for the Edge object: " />
<page href="00004052.html" title="edge.getControl()" text="edge.getControl()  Flash MX 2004. Usage edge.getControl(i)  i &#160;An integer that specifies which control point of the edge to return. Specify&#160;0 for the first control point, 1&#160;for the middle control point, or&#160;2&#160;for the end control point. If the edge.isLine property is true, the middle control point is set to the midpoint of the segment joining the beginning and ending control points.  Returns The specified control point.  Method; gets a point object set to the location of the specified control point of the edge.   The following example stores the first control point of the specified shape in the pt variable: var shape = fl.getDocumentDOM().selection[0];  var pt = shape.edges[0].getControl(0 edge.getControl()  Flash MX 2004. Usage edge.getControl(i)  i &#160;An integer that specifies which control point of the edge to return. Specify&#160;0 for the first control point, 1&#160;for the middle control point, or&#160;2&#160;for the end control point. If the edge.isLine property is true, the middle control point is set to the midpoint of the segment joining the beginning and ending control points.  Returns The specified control point.  Method; gets a point object set to the location of the specified control point of the edge.   The following example stores the first control point of the specified shape in the pt variable: var shape = fl.getDocumentDOM().selection[0];  var pt = shape.edges[0].getControl(0 edge.getControl()  Flash MX 2004. Usage edge.getControl(i)  i &#160;An integer that specifies which control point of the edge to return. Specify&#160;0 for the first control point, 1&#160;for the middle control point, or&#160;2&#160;for the end control point. If the edge.isLine property is true, the middle control point is set to the midpoint of the segment joining the beginning and ending control points.  Returns The specified control point.  Method; gets a point object set to the location of the specified control point of the edge.   The following example stores the first control point of the specified shape in the pt variable: var shape = fl.getDocumentDOM().selection[0];  var pt = shape.edges[0].getControl(0 edge.getControl()  Flash MX 2004. Usage edge.getControl(i)  i &#160;An integer that specifies which control point of the edge to return. Specify&#160;0 for the first control point, 1&#160;for the middle control point, or&#160;2&#160;for the end control point. If the edge.isLine property is true, the middle control point is set to the midpoint of the segment joining the beginning and ending control points.  Returns The specified control point.  Method; gets a point object set to the location of the specified control point of the edge.   The following example stores the first control point of the specified shape in the pt variable: var shape = fl.getDocumentDOM().selection[0];  var pt = shape.edges[0].getControl(0 " />
<page href="00004053.html" title="edge.getHalfEdge()" text="edge.getHalfEdge()  Flash MX 2004. Usage edge.getHalfEdge(index)  index &#160;An integer that specifies which half edge to return. The value of index must be either&#160;0 for the first half edge or&#160;1 for the second half edge. Returns A HalfEdge object.  Method; returns a HalfEdge object.   The following example stores the half edges of the specified edge in the hEdge0 and hEdge1 variables: var shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge0 = edge.getHalfEdge(0  var hEdge1 = edge.getHalfEdge(1 edge.getHalfEdge()  Flash MX 2004. Usage edge.getHalfEdge(index)  index &#160;An integer that specifies which half edge to return. The value of index must be either&#160;0 for the first half edge or&#160;1 for the second half edge. Returns A HalfEdge object.  Method; returns a HalfEdge object.   The following example stores the half edges of the specified edge in the hEdge0 and hEdge1 variables: var shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge0 = edge.getHalfEdge(0  var hEdge1 = edge.getHalfEdge(1 edge.getHalfEdge()  Flash MX 2004. Usage edge.getHalfEdge(index)  index &#160;An integer that specifies which half edge to return. The value of index must be either&#160;0 for the first half edge or&#160;1 for the second half edge. Returns A HalfEdge object.  Method; returns a HalfEdge object.   The following example stores the half edges of the specified edge in the hEdge0 and hEdge1 variables: var shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge0 = edge.getHalfEdge(0  var hEdge1 = edge.getHalfEdge(1 edge.getHalfEdge()  Flash MX 2004. Usage edge.getHalfEdge(index)  index &#160;An integer that specifies which half edge to return. The value of index must be either&#160;0 for the first half edge or&#160;1 for the second half edge. Returns A HalfEdge object.  Method; returns a HalfEdge object.   The following example stores the half edges of the specified edge in the hEdge0 and hEdge1 variables: var shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge0 = edge.getHalfEdge(0  var hEdge1 = edge.getHalfEdge(1 " />
<page href="00004054.html" title="edge.id" text="edge.id  Flash MX 2004.  edge.id  Read-only property; an integer that represents a unique identifier for the edge.  The following example stores a unique identifier for the specified edge in the my_shape_id variable: var shape = fl.getDocumentDOM().selection[0]; var my_shape_id = shape.edges[0].id; edge.id  Flash MX 2004.  edge.id  Read-only property; an integer that represents a unique identifier for the edge.  The following example stores a unique identifier for the specified edge in the my_shape_id variable: var shape = fl.getDocumentDOM().selection[0]; var my_shape_id = shape.edges[0].id; edge.id  Flash MX 2004.  edge.id  Read-only property; an integer that represents a unique identifier for the edge.  The following example stores a unique identifier for the specified edge in the my_shape_id variable: var shape = fl.getDocumentDOM().selection[0]; var my_shape_id = shape.edges[0].id; edge.id  Flash MX 2004.  edge.id  Read-only property; an integer that represents a unique identifier for the edge.  The following example stores a unique identifier for the specified edge in the my_shape_id variable: var shape = fl.getDocumentDOM().selection[0]; var my_shape_id = shape.edges[0].id; " />
<page href="00004055.html" title="edge.isLine" text="edge.isLine  Flash MX 2004.  edge.isLine  Read-only property; an integer with a value of 0 or 1. A value of 1 indicates that the edge is a straight line. In that case, the middle control point bisects the line joining the two end points.   The following example determines whether the specified edge is a straight line, and shows a value of&#160;1 (it is a straight line) or&#160;0 (it isn't a straight line) in the Output panel: var shape = fl.getDocumentDOM().selection[0]; fl.trace(shape.edges[0].isLine edge.isLine  Flash MX 2004.  edge.isLine  Read-only property; an integer with a value of 0 or 1. A value of 1 indicates that the edge is a straight line. In that case, the middle control point bisects the line joining the two end points.   The following example determines whether the specified edge is a straight line, and shows a value of&#160;1 (it is a straight line) or&#160;0 (it isn't a straight line) in the Output panel: var shape = fl.getDocumentDOM().selection[0]; fl.trace(shape.edges[0].isLine edge.isLine  Flash MX 2004.  edge.isLine  Read-only property; an integer with a value of 0 or 1. A value of 1 indicates that the edge is a straight line. In that case, the middle control point bisects the line joining the two end points.   The following example determines whether the specified edge is a straight line, and shows a value of&#160;1 (it is a straight line) or&#160;0 (it isn't a straight line) in the Output panel: var shape = fl.getDocumentDOM().selection[0]; fl.trace(shape.edges[0].isLine edge.isLine  Flash MX 2004.  edge.isLine  Read-only property; an integer with a value of 0 or 1. A value of 1 indicates that the edge is a straight line. In that case, the middle control point bisects the line joining the two end points.   The following example determines whether the specified edge is a straight line, and shows a value of&#160;1 (it is a straight line) or&#160;0 (it isn't a straight line) in the Output panel: var shape = fl.getDocumentDOM().selection[0]; fl.trace(shape.edges[0].isLine " />
<page href="00004056.html" title="edge.setControl()" text="edge.setControl()  Flash MX 2004. Usage edge.setControl(index, x, y)  index &#160;An integer that specifies which control point to set. Use values 0, 1, or 2 to specify the beginning, middle, and end control points, respectively.  x &#160;A floating-point value that specifies the horizontal location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. y &#160;A floating-point value that specifies the vertical location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. Returns Nothing.  Method; sets the position of the control point of the edge. You must call shape.beginEdit() before using this method. See shape.beginEdit().  The following example sets the beginning control point of the specified edge to the (0,&#160;1) coordinates: x = 0; y = 1; var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( shape.edges[0].setControl(0, x, y shape.endEdit( edge.setControl()  Flash MX 2004. Usage edge.setControl(index, x, y)  index &#160;An integer that specifies which control point to set. Use values 0, 1, or 2 to specify the beginning, middle, and end control points, respectively.  x &#160;A floating-point value that specifies the horizontal location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. y &#160;A floating-point value that specifies the vertical location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. Returns Nothing.  Method; sets the position of the control point of the edge. You must call shape.beginEdit() before using this method. See shape.beginEdit().  The following example sets the beginning control point of the specified edge to the (0,&#160;1) coordinates: x = 0; y = 1; var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( shape.edges[0].setControl(0, x, y shape.endEdit( edge.setControl()  Flash MX 2004. Usage edge.setControl(index, x, y)  index &#160;An integer that specifies which control point to set. Use values 0, 1, or 2 to specify the beginning, middle, and end control points, respectively.  x &#160;A floating-point value that specifies the horizontal location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. y &#160;A floating-point value that specifies the vertical location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. Returns Nothing.  Method; sets the position of the control point of the edge. You must call shape.beginEdit() before using this method. See shape.beginEdit().  The following example sets the beginning control point of the specified edge to the (0,&#160;1) coordinates: x = 0; y = 1; var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( shape.edges[0].setControl(0, x, y shape.endEdit( edge.setControl()  Flash MX 2004. Usage edge.setControl(index, x, y)  index &#160;An integer that specifies which control point to set. Use values 0, 1, or 2 to specify the beginning, middle, and end control points, respectively.  x &#160;A floating-point value that specifies the horizontal location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. y &#160;A floating-point value that specifies the vertical location of the control point. If the Stage is in edit or edit-in-place mode, the point coordinate is relative to the edited object. Otherwise, the point coordinate is relative to the Stage. Returns Nothing.  Method; sets the position of the control point of the edge. You must call shape.beginEdit() before using this method. See shape.beginEdit().  The following example sets the beginning control point of the specified edge to the (0,&#160;1) coordinates: x = 0; y = 1; var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( shape.edges[0].setControl(0, x, y shape.endEdit( " />
<page href="00004057.html" title="edge.splitEdge()" text="edge.splitEdge()  Flash MX 2004. Usage edge.splitEdge(t)  t &#160;A floating-point value between 0 and 1 that specifies where to split the edge. A value of&#160;0 represents one end point, and&#160;1 the other. For example, passing a value of&#160;0.5 splits the edge in the middle, which, for a line is exactly in the center. If the edge represents a curve,&#160;0.5 represents the parametric middle of the curve.  Returns Nothing.   Method; splits the edge into two pieces. You must call shape.beginEdit() before using this&#160;method.  The following example splits the specified edge in half: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit() shape.edges[0].splitEdge( 0.5  shape.endEdit()  edge.splitEdge()  Flash MX 2004. Usage edge.splitEdge(t)  t &#160;A floating-point value between 0 and 1 that specifies where to split the edge. A value of&#160;0 represents one end point, and&#160;1 the other. For example, passing a value of&#160;0.5 splits the edge in the middle, which, for a line is exactly in the center. If the edge represents a curve,&#160;0.5 represents the parametric middle of the curve.  Returns Nothing.   Method; splits the edge into two pieces. You must call shape.beginEdit() before using this&#160;method.  The following example splits the specified edge in half: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit() shape.edges[0].splitEdge( 0.5  shape.endEdit()  edge.splitEdge()  Flash MX 2004. Usage edge.splitEdge(t)  t &#160;A floating-point value between 0 and 1 that specifies where to split the edge. A value of&#160;0 represents one end point, and&#160;1 the other. For example, passing a value of&#160;0.5 splits the edge in the middle, which, for a line is exactly in the center. If the edge represents a curve,&#160;0.5 represents the parametric middle of the curve.  Returns Nothing.   Method; splits the edge into two pieces. You must call shape.beginEdit() before using this&#160;method.  The following example splits the specified edge in half: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit() shape.edges[0].splitEdge( 0.5  shape.endEdit()  edge.splitEdge()  Flash MX 2004. Usage edge.splitEdge(t)  t &#160;A floating-point value between 0 and 1 that specifies where to split the edge. A value of&#160;0 represents one end point, and&#160;1 the other. For example, passing a value of&#160;0.5 splits the edge in the middle, which, for a line is exactly in the center. If the edge represents a curve,&#160;0.5 represents the parametric middle of the curve.  Returns Nothing.   Method; splits the edge into two pieces. You must call shape.beginEdit() before using this&#160;method.  The following example splits the specified edge in half: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit() shape.edges[0].splitEdge( 0.5  shape.endEdit()  " />
<page href="00004058.html" title="Effect object" text="Effect object  Flash MX 2004.  This is a single effect descriptor object. The fl.activeEffect and the fl.effects properties contain this type of object. The Effect object represents an instance of a timeline effect. See fl.activeEffect and fl.effects. Property summary for the Effect object In addition to the properties listed in the following table, Effect objects can also have user-defined parameters, which must be specified in the same XML file that specifies the effect.effectName and effect.sourceFile properties. These parameters specify which user interface elements should be created (such as edit fields, check boxes, and list boxes), which is controlled by the type of effect you are creating. You can specify labels that will appear with the control in addition to default values. Property Description effect.effectName  Read-only; a string that appears in the Context menu for effects.  effect.groupName  Read-only; a string that represents the name of the effect group used for the hierarchical Context menu for effects.  effect.sourceFile  Read-only; a string that specifies the name of JSFL source file for the specified effect.  effect.symbolType  Read-only; a string that specifies the type of symbol to create during the initial application of the effect. effect.useXMLToUI A Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls.  Effect object  Flash MX 2004.  This is a single effect descriptor object. The fl.activeEffect and the fl.effects properties contain this type of object. The Effect object represents an instance of a timeline effect. See fl.activeEffect and fl.effects. Property summary for the Effect object In addition to the properties listed in the following table, Effect objects can also have user-defined parameters, which must be specified in the same XML file that specifies the effect.effectName and effect.sourceFile properties. These parameters specify which user interface elements should be created (such as edit fields, check boxes, and list boxes), which is controlled by the type of effect you are creating. You can specify labels that will appear with the control in addition to default values. Property Description effect.effectName  Read-only; a string that appears in the Context menu for effects.  effect.groupName  Read-only; a string that represents the name of the effect group used for the hierarchical Context menu for effects.  effect.sourceFile  Read-only; a string that specifies the name of JSFL source file for the specified effect.  effect.symbolType  Read-only; a string that specifies the type of symbol to create during the initial application of the effect. effect.useXMLToUI A Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls.  Effect object  Flash MX 2004.  This is a single effect descriptor object. The fl.activeEffect and the fl.effects properties contain this type of object. The Effect object represents an instance of a timeline effect. See fl.activeEffect and fl.effects. Property summary for the Effect object In addition to the properties listed in the following table, Effect objects can also have user-defined parameters, which must be specified in the same XML file that specifies the effect.effectName and effect.sourceFile properties. These parameters specify which user interface elements should be created (such as edit fields, check boxes, and list boxes), which is controlled by the type of effect you are creating. You can specify labels that will appear with the control in addition to default values. Property Description effect.effectName  Read-only; a string that appears in the Context menu for effects.  effect.groupName  Read-only; a string that represents the name of the effect group used for the hierarchical Context menu for effects.  effect.sourceFile  Read-only; a string that specifies the name of JSFL source file for the specified effect.  effect.symbolType  Read-only; a string that specifies the type of symbol to create during the initial application of the effect. effect.useXMLToUI A Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls.  Effect object  Flash MX 2004.  This is a single effect descriptor object. The fl.activeEffect and the fl.effects properties contain this type of object. The Effect object represents an instance of a timeline effect. See fl.activeEffect and fl.effects. Property summary for the Effect object In addition to the properties listed in the following table, Effect objects can also have user-defined parameters, which must be specified in the same XML file that specifies the effect.effectName and effect.sourceFile properties. These parameters specify which user interface elements should be created (such as edit fields, check boxes, and list boxes), which is controlled by the type of effect you are creating. You can specify labels that will appear with the control in addition to default values. " />
<page href="00004059.html" title="effect.effectName" text="effect.effectName  Flash MX 2004.  effect.effectName  Read-only property; a string that appears in the Context menu for effects. Each effect must be uniquely named.   The following example stores the name of the current effect in the efName variable: var efName = fl.activeEffect.effectName; effect.effectName  Flash MX 2004.  effect.effectName  Read-only property; a string that appears in the Context menu for effects. Each effect must be uniquely named.   The following example stores the name of the current effect in the efName variable: var efName = fl.activeEffect.effectName; effect.effectName  Flash MX 2004.  effect.effectName  Read-only property; a string that appears in the Context menu for effects. Each effect must be uniquely named.   The following example stores the name of the current effect in the efName variable: var efName = fl.activeEffect.effectName; effect.effectName  Flash MX 2004.  effect.effectName  Read-only property; a string that appears in the Context menu for effects. Each effect must be uniquely named.   The following example stores the name of the current effect in the efName variable: var efName = fl.activeEffect.effectName; " />
<page href="00004060.html" title="effect.groupName" text="effect.groupName  Flash MX 2004.  effect.groupName  Read-only property; a string that represents the name of the effect group used for the hierarchical Context menu for effects. If this value is an empty string, the effect appears ungrouped at the top level of the Context menu. The group name and effect name are specified in the XML file for the effect.  The following example stores the group name of the current effect in the efGroupName variable: var efGroupName = fl.activeEffect.groupName; effect.groupName  Flash MX 2004.  effect.groupName  Read-only property; a string that represents the name of the effect group used for the hierarchical Context menu for effects. If this value is an empty string, the effect appears ungrouped at the top level of the Context menu. The group name and effect name are specified in the XML file for the effect.  The following example stores the group name of the current effect in the efGroupName variable: var efGroupName = fl.activeEffect.groupName; effect.groupName  Flash MX 2004.  effect.groupName  Read-only property; a string that represents the name of the effect group used for the hierarchical Context menu for effects. If this value is an empty string, the effect appears ungrouped at the top level of the Context menu. The group name and effect name are specified in the XML file for the effect.  The following example stores the group name of the current effect in the efGroupName variable: var efGroupName = fl.activeEffect.groupName; effect.groupName  Flash MX 2004.  effect.groupName  Read-only property; a string that represents the name of the effect group used for the hierarchical Context menu for effects. If this value is an empty string, the effect appears ungrouped at the top level of the Context menu. The group name and effect name are specified in the XML file for the effect.  The following example stores the group name of the current effect in the efGroupName variable: var efGroupName = fl.activeEffect.groupName; " />
<page href="00004061.html" title="effect.sourceFile" text="effect.sourceFile  Flash MX 2004.  effect.sourceFile  Read-only property; a string that specifies the name of JSFL source file for the specified effect. This string is used to bind an XML parameter file to its JSFL effect implementation. You must include this XML parameter in the XML file for the effect.   The following example stores the name of the JSFL effect source file in the efSourceFile variable: var efSourceFile = fl.activeEffect.sourceFile; effect.sourceFile  Flash MX 2004.  effect.sourceFile  Read-only property; a string that specifies the name of JSFL source file for the specified effect. This string is used to bind an XML parameter file to its JSFL effect implementation. You must include this XML parameter in the XML file for the effect.   The following example stores the name of the JSFL effect source file in the efSourceFile variable: var efSourceFile = fl.activeEffect.sourceFile; effect.sourceFile  Flash MX 2004.  effect.sourceFile  Read-only property; a string that specifies the name of JSFL source file for the specified effect. This string is used to bind an XML parameter file to its JSFL effect implementation. You must include this XML parameter in the XML file for the effect.   The following example stores the name of the JSFL effect source file in the efSourceFile variable: var efSourceFile = fl.activeEffect.sourceFile; effect.sourceFile  Flash MX 2004.  effect.sourceFile  Read-only property; a string that specifies the name of JSFL source file for the specified effect. This string is used to bind an XML parameter file to its JSFL effect implementation. You must include this XML parameter in the XML file for the effect.   The following example stores the name of the JSFL effect source file in the efSourceFile variable: var efSourceFile = fl.activeEffect.sourceFile; " />
<page href="00004062.html" title="effect.symbolType" text="effect.symbolType  Flash MX 2004.  effect.symbolType  Read-only property; a string that specifies the type of symbol to create during the initial application of the effect. The supported types are: &quot;graphic&quot;, &quot;movie clip&quot;, and &quot;button&quot;. If a symbol type was not specified when the effect was created, the default value is &quot;graphic&quot;.   The following example stores the symbol type for the current effect in the efType variable: var efType = fl.activeEffect.symbolType; effect.symbolType  Flash MX 2004.  effect.symbolType  Read-only property; a string that specifies the type of symbol to create during the initial application of the effect. The supported types are: &quot;graphic&quot;, &quot;movie clip&quot;, and &quot;button&quot;. If a symbol type was not specified when the effect was created, the default value is &quot;graphic&quot;.   The following example stores the symbol type for the current effect in the efType variable: var efType = fl.activeEffect.symbolType; effect.symbolType  Flash MX 2004.  effect.symbolType  Read-only property; a string that specifies the type of symbol to create during the initial application of the effect. The supported types are: &quot;graphic&quot;, &quot;movie clip&quot;, and &quot;button&quot;. If a symbol type was not specified when the effect was created, the default value is &quot;graphic&quot;.   The following example stores the symbol type for the current effect in the efType variable: var efType = fl.activeEffect.symbolType; effect.symbolType  Flash MX 2004.  effect.symbolType  Read-only property; a string that specifies the type of symbol to create during the initial application of the effect. The supported types are: &quot;graphic&quot;, &quot;movie clip&quot;, and &quot;button&quot;. If a symbol type was not specified when the effect was created, the default value is &quot;graphic&quot;.   The following example stores the symbol type for the current effect in the efType variable: var efType = fl.activeEffect.symbolType; " />
<page href="00004063.html" title="effect.useXMLToUI" text="effect.useXMLToUI  Flash MX 2004.  effect.useXMLToUI  Property; a Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls. The default value is true. If set to false, the standard XMLUI dialog box will not be posted and you are responsible for posting a UI.   The following example specifies that the effect posts its own UI: function configureEffect() {   fl.activeEffect.useXMLToUI = false;  } effect.useXMLToUI  Flash MX 2004.  effect.useXMLToUI  Property; a Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls. The default value is true. If set to false, the standard XMLUI dialog box will not be posted and you are responsible for posting a UI.   The following example specifies that the effect posts its own UI: function configureEffect() {   fl.activeEffect.useXMLToUI = false;  } effect.useXMLToUI  Flash MX 2004.  effect.useXMLToUI  Property; a Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls. The default value is true. If set to false, the standard XMLUI dialog box will not be posted and you are responsible for posting a UI.   The following example specifies that the effect posts its own UI: function configureEffect() {   fl.activeEffect.useXMLToUI = false;  } effect.useXMLToUI  Flash MX 2004.  effect.useXMLToUI  Property; a Boolean value that lets you override the default behavior of using XMLUI to construct a dialog box that consists of one or more controls. The default value is true. If set to false, the standard XMLUI dialog box will not be posted and you are responsible for posting a UI.   The following example specifies that the effect posts its own UI: function configureEffect() {   fl.activeEffect.useXMLToUI = false;  } " />
<page href="00004064.html" title="Element object" text="Element object  Flash MX 2004.  Everything that appears on the Stage is of the type Element. The following code example lets you select an element: var el = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Method summary for the Element object The following methods are available for the Element object: Property summary for the Element object The following properties are available for the Element object: Property Description element.depth  Read-only; an integer that has a value greater than 0 for the depth of the object in the view.  element.elementType Read-only; a string that represents the type of the specified element.  element.height A float value that specifies the height of the element in pixels.  element.layer Read-only; represents the Layer object on which the element is located. element.left  Read-only; a float value that represents the left side of the element.  element.locked A Boolean value: true if the element is locked; false otherwise.  element.matrix A Matrix object. The matrix has properties a, b, c, d, tx, and ty. a, b, c, d are floating-point values; tx and ty are coordinates.  element.name A string that specifies the name of the element, normally referred to as the Instance name. element.rotation An integer or float value between -180 and 180 that specifies the object's clockwise rotation, in degrees. element.scaleX A float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. element.scaleY A float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. element.selected A Boolean value that specifies whether the element is selected or not. element.skewX A float value between -180 and 180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals. element.skewY A float value between -180 and 180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals. element.top  Read-only; top side of the element.  element.transformX A floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. element.transformY A floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. element.width  A float value that specifies the width of the element in pixels. element.x A float value that specifies the x value of the selected element's registration point. element.y A float value that specifies the y value of the selected element's registration point. Method Description element.getPersistentData() Retrieves the value of the data specified by the name parameter. element.getTransformationPoint() Gets the value of the specified element's transformation point. element.hasPersistentData() Determines whether the specified data has been attached to the specified element.  element.removePersistentData() Removes any persistent data with the specified name that has been attached to the object.  element.setPersistentData() Stores data with an element.  element.setTransformationPoint() Sets the position of the element's transformation point. Element object  Flash MX 2004.  Everything that appears on the Stage is of the type Element. The following code example lets you select an element: var el = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Method summary for the Element object The following methods are available for the Element object: Property summary for the Element object The following properties are available for the Element object: Property Description element.depth  Read-only; an integer that has a value greater than 0 for the depth of the object in the view.  element.elementType Read-only; a string that represents the type of the specified element.  element.height A float value that specifies the height of the element in pixels.  element.layer Read-only; represents the Layer object on which the element is located. element.left  Read-only; a float value that represents the left side of the element.  element.locked A Boolean value: true if the element is locked; false otherwise.  element.matrix A Matrix object. The matrix has properties a, b, c, d, tx, and ty. a, b, c, d are floating-point values; tx and ty are coordinates.  element.name A string that specifies the name of the element, normally referred to as the Instance name. element.rotation An integer or float value between -180 and 180 that specifies the object's clockwise rotation, in degrees. element.scaleX A float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. element.scaleY A float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. element.selected A Boolean value that specifies whether the element is selected or not. element.skewX A float value between -180 and 180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals. element.skewY A float value between -180 and 180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals. element.top  Read-only; top side of the element.  element.transformX A floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. element.transformY A floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. element.width  A float value that specifies the width of the element in pixels. element.x A float value that specifies the x value of the selected element's registration point. element.y A float value that specifies the y value of the selected element's registration point. Method Description element.getPersistentData() Retrieves the value of the data specified by the name parameter. element.getTransformationPoint() Gets the value of the specified element's transformation point. element.hasPersistentData() Determines whether the specified data has been attached to the specified element.  element.removePersistentData() Removes any persistent data with the specified name that has been attached to the object.  element.setPersistentData() Stores data with an element.  element.setTransformationPoint() Sets the position of the element's transformation point. Element object  Flash MX 2004.  Everything that appears on the Stage is of the type Element. The following code example lets you select an element: var el = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Method summary for the Element object The following methods are available for the Element object: Property summary for the Element object The following properties are available for the Element object: Property Description element.depth  Read-only; an integer that has a value greater than 0 for the depth of the object in the view.  element.elementType Read-only; a string that represents the type of the specified element.  element.height A float value that specifies the height of the element in pixels.  element.layer Read-only; represents the Layer object on which the element is located. element.left  Read-only; a float value that represents the left side of the element.  element.locked A Boolean value: true if the element is locked; false otherwise.  element.matrix A Matrix object. The matrix has properties a, b, c, d, tx, and ty. a, b, c, d are floating-point values; tx and ty are coordinates.  element.name A string that specifies the name of the element, normally referred to as the Instance name. element.rotation An integer or float value between -180 and 180 that specifies the object's clockwise rotation, in degrees. element.scaleX A float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. element.scaleY A float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. element.selected A Boolean value that specifies whether the element is selected or not. element.skewX A float value between -180 and 180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals. element.skewY A float value between -180 and 180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals. element.top  Read-only; top side of the element.  element.transformX A floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. element.transformY A floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. element.width  A float value that specifies the width of the element in pixels. element.x A float value that specifies the x value of the selected element's registration point. element.y A float value that specifies the y value of the selected element's registration point. Method Description element.getPersistentData() Retrieves the value of the data specified by the name parameter. element.getTransformationPoint() Gets the value of the specified element's transformation point. element.hasPersistentData() Determines whether the specified data has been attached to the specified element.  element.removePersistentData() Removes any persistent data with the specified name that has been attached to the object.  element.setPersistentData() Stores data with an element.  element.setTransformationPoint() Sets the position of the element's transformation point. Element object  Flash MX 2004.  Everything that appears on the Stage is of the type Element. The following code example lets you select an element: var el = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; Method summary for the Element object The following methods are available for the Element object: Property summary for the Element object The following properties are available for the Element object: " />
<page href="00004065.html" title="element.depth" text="element.depth  Flash MX 2004.  element.depth  Read-only property; an integer that has a value greater than 0 for the depth of the object in the view. The drawing order of objects on the Stage specifies which one is on top of the others. Object order can also be managed with the Modify&#160;&gt;&#160;Arrange menu item.  The following example displays the depth of the specified element in the Output panel: // Select an object and run this script. fl.trace(&quot;Depth of selected object: &quot; + fl.getDocumentDOM().selection[0].depth  See the example for element.elementType. element.depth  Flash MX 2004.  element.depth  Read-only property; an integer that has a value greater than 0 for the depth of the object in the view. The drawing order of objects on the Stage specifies which one is on top of the others. Object order can also be managed with the Modify&#160;&gt;&#160;Arrange menu item.  The following example displays the depth of the specified element in the Output panel: // Select an object and run this script. fl.trace(&quot;Depth of selected object: &quot; + fl.getDocumentDOM().selection[0].depth  See the example for element.elementType. element.depth  Flash MX 2004.  element.depth  Read-only property; an integer that has a value greater than 0 for the depth of the object in the view. The drawing order of objects on the Stage specifies which one is on top of the others. Object order can also be managed with the Modify&#160;&gt;&#160;Arrange menu item.  The following example displays the depth of the specified element in the Output panel: // Select an object and run this script. fl.trace(&quot;Depth of selected object: &quot; + fl.getDocumentDOM().selection[0].depth  See the example for element.elementType. element.depth  Flash MX 2004.  element.depth  Read-only property; an integer that has a value greater than 0 for the depth of the object in the view. The drawing order of objects on the Stage specifies which one is on top of the others. Object order can also be managed with the Modify&#160;&gt;&#160;Arrange menu item.  The following example displays the depth of the specified element in the Output panel: // Select an object and run this script. fl.trace(&quot;Depth of selected object: &quot; + fl.getDocumentDOM().selection[0].depth  See the example for element.elementType. " />
<page href="00004066.html" title="element.elementType" text="element.elementType  Flash MX 2004.  element.elementType  Read-only property; a string that represents the type of the specified element. The value is one of the following: &quot;shape&quot;, &quot;text&quot;, &quot;instance&quot;, or &quot;shapeObj&quot;. A &quot;shapeObj&quot; is created with an extensible tool.  The following example stores the type of the first element in the eType variable: // In a new file, place a movie clip on first frame top layer, and // then run this line of script. var eType = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].elementType; // eType = instance The following example displays several properties for all the elements in the current layer or&#160;frame: var tl = fl.getDocumentDOM().getTimeline() var elts = tl.layers[tl.currentLayer].frames[tl.currentFrame].elements; for (var x = 0; x &lt; elts.length; x++) {  var elt = elts[x];  fl.trace(&quot;Element &quot;+ x +&quot; Name = &quot; + elt.name + &quot; Type = &quot; + elt.elementType + &quot; location = &quot; + elt.left + &quot;,&quot; + elt.top + &quot; Depth = &quot; + elt.depth } element.elementType  Flash MX 2004.  element.elementType  Read-only property; a string that represents the type of the specified element. The value is one of the following: &quot;shape&quot;, &quot;text&quot;, &quot;instance&quot;, or &quot;shapeObj&quot;. A &quot;shapeObj&quot; is created with an extensible tool.  The following example stores the type of the first element in the eType variable: // In a new file, place a movie clip on first frame top layer, and // then run this line of script. var eType = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].elementType; // eType = instance The following example displays several properties for all the elements in the current layer or&#160;frame: var tl = fl.getDocumentDOM().getTimeline() var elts = tl.layers[tl.currentLayer].frames[tl.currentFrame].elements; for (var x = 0; x &lt; elts.length; x++) {  var elt = elts[x];  fl.trace(&quot;Element &quot;+ x +&quot; Name = &quot; + elt.name + &quot; Type = &quot; + elt.elementType + &quot; location = &quot; + elt.left + &quot;,&quot; + elt.top + &quot; Depth = &quot; + elt.depth } element.elementType  Flash MX 2004.  element.elementType  Read-only property; a string that represents the type of the specified element. The value is one of the following: &quot;shape&quot;, &quot;text&quot;, &quot;instance&quot;, or &quot;shapeObj&quot;. A &quot;shapeObj&quot; is created with an extensible tool.  The following example stores the type of the first element in the eType variable: // In a new file, place a movie clip on first frame top layer, and // then run this line of script. var eType = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].elementType; // eType = instance The following example displays several properties for all the elements in the current layer or&#160;frame: var tl = fl.getDocumentDOM().getTimeline() var elts = tl.layers[tl.currentLayer].frames[tl.currentFrame].elements; for (var x = 0; x &lt; elts.length; x++) {  var elt = elts[x];  fl.trace(&quot;Element &quot;+ x +&quot; Name = &quot; + elt.name + &quot; Type = &quot; + elt.elementType + &quot; location = &quot; + elt.left + &quot;,&quot; + elt.top + &quot; Depth = &quot; + elt.depth } element.elementType  Flash MX 2004.  element.elementType  Read-only property; a string that represents the type of the specified element. The value is one of the following: &quot;shape&quot;, &quot;text&quot;, &quot;instance&quot;, or &quot;shapeObj&quot;. A &quot;shapeObj&quot; is created with an extensible tool.  The following example stores the type of the first element in the eType variable: // In a new file, place a movie clip on first frame top layer, and // then run this line of script. var eType = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].elementType; // eType = instance The following example displays several properties for all the elements in the current layer or&#160;frame: var tl = fl.getDocumentDOM().getTimeline() var elts = tl.layers[tl.currentLayer].frames[tl.currentFrame].elements; for (var x = 0; x &lt; elts.length; x++) {  var elt = elts[x];  fl.trace(&quot;Element &quot;+ x +&quot; Name = &quot; + elt.name + &quot; Type = &quot; + elt.elementType + &quot; location = &quot; + elt.left + &quot;,&quot; + elt.top + &quot; Depth = &quot; + elt.depth } " />
<page href="00004067.html" title="element.getPersistentData()" text="element.getPersistentData()  Flash MX 2004. Usage element.getPersistentData(name)  name&#160;A string that identifies the data to be returned.  Returns The data specified by the name parameter, or&#160;0 if the data doesn't exist.  Method; retrieves the value of the data specified by the name parameter. The type of data depends on the type of the data that was stored (see element.setPersistentData()). Only symbols and bitmaps support persistent data.   The following example sets and gets data for the specified element, shows its value in the Output panel, and then removes the data: // At least one symbol or bitmap is selected in the first layer, first frame. var elt = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; elt.setPersistentData(&quot;myData&quot;,&quot;integer&quot;, 12 if (elt.hasPersistentData(&quot;myData&quot;)){ fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) elt.removePersistentData( &quot;myData&quot;  fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) } element.getPersistentData()  Flash MX 2004. Usage element.getPersistentData(name)  name&#160;A string that identifies the data to be returned.  Returns The data specified by the name parameter, or&#160;0 if the data doesn't exist.  Method; retrieves the value of the data specified by the name parameter. The type of data depends on the type of the data that was stored (see element.setPersistentData()). Only symbols and bitmaps support persistent data.   The following example sets and gets data for the specified element, shows its value in the Output panel, and then removes the data: // At least one symbol or bitmap is selected in the first layer, first frame. var elt = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; elt.setPersistentData(&quot;myData&quot;,&quot;integer&quot;, 12 if (elt.hasPersistentData(&quot;myData&quot;)){ fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) elt.removePersistentData( &quot;myData&quot;  fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) } element.getPersistentData()  Flash MX 2004. Usage element.getPersistentData(name)  name&#160;A string that identifies the data to be returned.  Returns The data specified by the name parameter, or&#160;0 if the data doesn't exist.  Method; retrieves the value of the data specified by the name parameter. The type of data depends on the type of the data that was stored (see element.setPersistentData()). Only symbols and bitmaps support persistent data.   The following example sets and gets data for the specified element, shows its value in the Output panel, and then removes the data: // At least one symbol or bitmap is selected in the first layer, first frame. var elt = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; elt.setPersistentData(&quot;myData&quot;,&quot;integer&quot;, 12 if (elt.hasPersistentData(&quot;myData&quot;)){ fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) elt.removePersistentData( &quot;myData&quot;  fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) } element.getPersistentData()  Flash MX 2004. Usage element.getPersistentData(name)  name&#160;A string that identifies the data to be returned.  Returns The data specified by the name parameter, or&#160;0 if the data doesn't exist.  Method; retrieves the value of the data specified by the name parameter. The type of data depends on the type of the data that was stored (see element.setPersistentData()). Only symbols and bitmaps support persistent data.   The following example sets and gets data for the specified element, shows its value in the Output panel, and then removes the data: // At least one symbol or bitmap is selected in the first layer, first frame. var elt = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0]; elt.setPersistentData(&quot;myData&quot;,&quot;integer&quot;, 12 if (elt.hasPersistentData(&quot;myData&quot;)){ fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) elt.removePersistentData( &quot;myData&quot;  fl.trace(&quot;myData = &quot;+ elt.getPersistentData(&quot;myData&quot;) } " />
<page href="00004068.html" title="element.getTransformationPoint()" text="element.getTransformationPoint()  Flash CS3 Professional.  element.getTransformationPoint()  None.  A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the element's coordinate system.   Method; gets the value of the specified element's transformation point.  The following example gets the transformation point for the third element in the ninth frame on the first layer in the document. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point.  var transPoint = fl.getDocumentDOM().getTimeline().layers[0].frames[8].&lt;br /&gt;elements[2].getTransformationPoint(  document.getTransformationPoint(), element.setTransformationPoint(), element.transformX, element.transformY   Transformation points are relative to different locations, depending on the type of item selected. For more information, see element.setTransformationPoint(). element.getTransformationPoint()  Flash CS3 Professional.  element.getTransformationPoint()  None.  A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the element's coordinate system.   Method; gets the value of the specified element's transformation point.  The following example gets the transformation point for the third element in the ninth frame on the first layer in the document. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point.  var transPoint = fl.getDocumentDOM().getTimeline().layers[0].frames[8].&lt;br /&gt;elements[2].getTransformationPoint(  document.getTransformationPoint(), element.setTransformationPoint(), element.transformX, element.transformY   Transformation points are relative to different locations, depending on the type of item selected. For more information, see element.setTransformationPoint(). element.getTransformationPoint()  Flash CS3 Professional.  element.getTransformationPoint()  None.  A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the element's coordinate system.   Method; gets the value of the specified element's transformation point.  The following example gets the transformation point for the third element in the ninth frame on the first layer in the document. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point.  var transPoint = fl.getDocumentDOM().getTimeline().layers[0].frames[8].&lt;br /&gt;elements[2].getTransformationPoint(  document.getTransformationPoint(), element.setTransformationPoint(), element.transformX, element.transformY   Transformation points are relative to different locations, depending on the type of item selected. For more information, see element.setTransformationPoint(). element.getTransformationPoint()  Flash CS3 Professional.  element.getTransformationPoint()  None.  A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies the position of the transformation point (also origin point or zero point) within the element's coordinate system.   Method; gets the value of the specified element's transformation point.  The following example gets the transformation point for the third element in the ninth frame on the first layer in the document. The transPoint.x property gives the x coordinate of the transformation point. The transPoint.y property gives the y coordinate of the transformation point.  var transPoint = fl.getDocumentDOM().getTimeline().layers[0].frames[8].&lt;br /&gt;elements[2].getTransformationPoint(  document.getTransformationPoint(), element.setTransformationPoint(), element.transformX, element.transformY " />
<page href="00004069.html" title="element.hasPersistentData()" text="element.hasPersistentData()  Flash MX 2004. Usage element.hasPersistentData(name)  name&#160;A string that specifies the name of the data item to test.  Returns A Boolean value: true if the specified data is attached to the object; false otherwise.  Method; determines whether the specified data has been attached to the specified element. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.hasPersistentData()  Flash MX 2004. Usage element.hasPersistentData(name)  name&#160;A string that specifies the name of the data item to test.  Returns A Boolean value: true if the specified data is attached to the object; false otherwise.  Method; determines whether the specified data has been attached to the specified element. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.hasPersistentData()  Flash MX 2004. Usage element.hasPersistentData(name)  name&#160;A string that specifies the name of the data item to test.  Returns A Boolean value: true if the specified data is attached to the object; false otherwise.  Method; determines whether the specified data has been attached to the specified element. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.hasPersistentData()  Flash MX 2004. Usage element.hasPersistentData(name)  name&#160;A string that specifies the name of the data item to test.  Returns A Boolean value: true if the specified data is attached to the object; false otherwise.  Method; determines whether the specified data has been attached to the specified element. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). " />
<page href="00004070.html" title="element.height" text="element.height  Flash MX 2004.  element.height  Property; a float value that specifies the height of the element in pixels.   The following example sets the height of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].height = 100;    Do not use this property to resize a text field. Instead, select the text field and use document.setTextRectangle(). Using this property with a text field scales the text. element.height  Flash MX 2004.  element.height  Property; a float value that specifies the height of the element in pixels.   The following example sets the height of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].height = 100;    Do not use this property to resize a text field. Instead, select the text field and use document.setTextRectangle(). Using this property with a text field scales the text. element.height  Flash MX 2004.  element.height  Property; a float value that specifies the height of the element in pixels.   The following example sets the height of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].height = 100;    Do not use this property to resize a text field. Instead, select the text field and use document.setTextRectangle(). Using this property with a text field scales the text. element.height  Flash MX 2004.  element.height  Property; a float value that specifies the height of the element in pixels.   The following example sets the height of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].height = 100;  " />
<page href="00004071.html" title="element.layer" text="element.layer  Flash 8.  element.layer  Read-only property; represents the Layer object on which the element is located.   The following example stores the Layer object that contains the element in the theLayer variable: var theLayer = element.layer; element.layer  Flash 8.  element.layer  Read-only property; represents the Layer object on which the element is located.   The following example stores the Layer object that contains the element in the theLayer variable: var theLayer = element.layer; element.layer  Flash 8.  element.layer  Read-only property; represents the Layer object on which the element is located.   The following example stores the Layer object that contains the element in the theLayer variable: var theLayer = element.layer; element.layer  Flash 8.  element.layer  Read-only property; represents the Layer object on which the element is located.   The following example stores the Layer object that contains the element in the theLayer variable: var theLayer = element.layer; " />
<page href="00004072.html" title="element.left" text="element.left  Flash MX 2004.  element.left  Read-only property; a float value that represents the left side of the element. The value of element.left is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point (also origin point or zero point) if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example illustrates how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Left (before) = &quot; + sel.left fl.getDocumentDOM().moveSelectionBy({x:100, y:0} fl.trace(&quot;Left (after) = &quot; + sel.left See the element.elementType example. element.left  Flash MX 2004.  element.left  Read-only property; a float value that represents the left side of the element. The value of element.left is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point (also origin point or zero point) if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example illustrates how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Left (before) = &quot; + sel.left fl.getDocumentDOM().moveSelectionBy({x:100, y:0} fl.trace(&quot;Left (after) = &quot; + sel.left See the element.elementType example. element.left  Flash MX 2004.  element.left  Read-only property; a float value that represents the left side of the element. The value of element.left is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point (also origin point or zero point) if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example illustrates how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Left (before) = &quot; + sel.left fl.getDocumentDOM().moveSelectionBy({x:100, y:0} fl.trace(&quot;Left (after) = &quot; + sel.left See the element.elementType example. element.left  Flash MX 2004.  element.left  Read-only property; a float value that represents the left side of the element. The value of element.left is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point (also origin point or zero point) if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example illustrates how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Left (before) = &quot; + sel.left fl.getDocumentDOM().moveSelectionBy({x:100, y:0} fl.trace(&quot;Left (after) = &quot; + sel.left See the element.elementType example. " />
<page href="00004073.html" title="element.locked" text="element.locked  Flash MX 2004.  element.locked  Property; a Boolean value: true if the element is locked; false otherwise. If the value of element.elementType is &quot;shape&quot;, this property is ignored.   The following example locks the first element in the first frame, top layer: // Similar to Modify &gt; Arrange &gt; Lock:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].locked = true; element.locked  Flash MX 2004.  element.locked  Property; a Boolean value: true if the element is locked; false otherwise. If the value of element.elementType is &quot;shape&quot;, this property is ignored.   The following example locks the first element in the first frame, top layer: // Similar to Modify &gt; Arrange &gt; Lock:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].locked = true; element.locked  Flash MX 2004.  element.locked  Property; a Boolean value: true if the element is locked; false otherwise. If the value of element.elementType is &quot;shape&quot;, this property is ignored.   The following example locks the first element in the first frame, top layer: // Similar to Modify &gt; Arrange &gt; Lock:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].locked = true; element.locked  Flash MX 2004.  element.locked  Property; a Boolean value: true if the element is locked; false otherwise. If the value of element.elementType is &quot;shape&quot;, this property is ignored.   The following example locks the first element in the first frame, top layer: // Similar to Modify &gt; Arrange &gt; Lock:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].locked = true; " />
<page href="00004074.html" title="element.matrix" text="element.matrix  Flash MX 2004.  element.matrix  Property; a Matrix object. A matrix has properties a, b, c, d, tx, and ty. The a, b, c, and d properties are floating-point values; the tx and ty properties are coordinates. See Matrix object.  The following example moves the specified element by 10 pixels in x and 20 pixels in y: var mat = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix; mat.tx += 10; mat.ty += 20; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix = mat; element.matrix  Flash MX 2004.  element.matrix  Property; a Matrix object. A matrix has properties a, b, c, d, tx, and ty. The a, b, c, and d properties are floating-point values; the tx and ty properties are coordinates. See Matrix object.  The following example moves the specified element by 10 pixels in x and 20 pixels in y: var mat = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix; mat.tx += 10; mat.ty += 20; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix = mat; element.matrix  Flash MX 2004.  element.matrix  Property; a Matrix object. A matrix has properties a, b, c, d, tx, and ty. The a, b, c, and d properties are floating-point values; the tx and ty properties are coordinates. See Matrix object.  The following example moves the specified element by 10 pixels in x and 20 pixels in y: var mat = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix; mat.tx += 10; mat.ty += 20; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix = mat; element.matrix  Flash MX 2004.  element.matrix  Property; a Matrix object. A matrix has properties a, b, c, d, tx, and ty. The a, b, c, and d properties are floating-point values; the tx and ty properties are coordinates. See Matrix object.  The following example moves the specified element by 10 pixels in x and 20 pixels in y: var mat = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix; mat.tx += 10; mat.ty += 20; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].matrix = mat; " />
<page href="00004075.html" title="element.name" text="element.name  Flash MX 2004.  element.name  Property; a string that specifies the name of the element, normally referred to as the Instance name. If the value of element.elementType is &quot;shape&quot;, this property is ignored. See element.elementType.  The following example sets the Instance name of the first element in Frame 1, top layer to &quot;clip_mc&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].name = &quot;clip_mc&quot;;  See the element.elementType example. element.name  Flash MX 2004.  element.name  Property; a string that specifies the name of the element, normally referred to as the Instance name. If the value of element.elementType is &quot;shape&quot;, this property is ignored. See element.elementType.  The following example sets the Instance name of the first element in Frame 1, top layer to &quot;clip_mc&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].name = &quot;clip_mc&quot;;  See the element.elementType example. element.name  Flash MX 2004.  element.name  Property; a string that specifies the name of the element, normally referred to as the Instance name. If the value of element.elementType is &quot;shape&quot;, this property is ignored. See element.elementType.  The following example sets the Instance name of the first element in Frame 1, top layer to &quot;clip_mc&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].name = &quot;clip_mc&quot;;  See the element.elementType example. element.name  Flash MX 2004.  element.name  Property; a string that specifies the name of the element, normally referred to as the Instance name. If the value of element.elementType is &quot;shape&quot;, this property is ignored. See element.elementType.  The following example sets the Instance name of the first element in Frame 1, top layer to &quot;clip_mc&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].name = &quot;clip_mc&quot;;  See the element.elementType example. " />
<page href="00004076.html" title="element.removePersistentData()" text="element.removePersistentData()  Flash MX 2004. Usage element.removePersistentData(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes any persistent data with the specified name that has been attached to the object. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.removePersistentData()  Flash MX 2004. Usage element.removePersistentData(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes any persistent data with the specified name that has been attached to the object. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.removePersistentData()  Flash MX 2004. Usage element.removePersistentData(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes any persistent data with the specified name that has been attached to the object. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.removePersistentData()  Flash MX 2004. Usage element.removePersistentData(name)  name&#160;A string that specifies the name of the data to remove.  Returns Nothing.   Method; removes any persistent data with the specified name that has been attached to the object. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). " />
<page href="00004077.html" title="element.rotation" text="element.rotation  Flash CS3 Professional.  element.rotation  Property; an integer or float value between&#160;-180 and&#160;180 that specifies the object's clockwise rotation, in&#160;degrees.  The following example sets the currently selected element's rotation to 45 degrees: var element = fl.getDocumentDOM().selection[0];  fl.trace(&quot;Element rotation = &quot; + element.rotation  element.rotation = 45;  fl.trace(&quot;After setting rotation to 45: rotation = &quot; + element.rotation element.rotation  Flash CS3 Professional.  element.rotation  Property; an integer or float value between&#160;-180 and&#160;180 that specifies the object's clockwise rotation, in&#160;degrees.  The following example sets the currently selected element's rotation to 45 degrees: var element = fl.getDocumentDOM().selection[0];  fl.trace(&quot;Element rotation = &quot; + element.rotation  element.rotation = 45;  fl.trace(&quot;After setting rotation to 45: rotation = &quot; + element.rotation element.rotation  Flash CS3 Professional.  element.rotation  Property; an integer or float value between&#160;-180 and&#160;180 that specifies the object's clockwise rotation, in&#160;degrees.  The following example sets the currently selected element's rotation to 45 degrees: var element = fl.getDocumentDOM().selection[0];  fl.trace(&quot;Element rotation = &quot; + element.rotation  element.rotation = 45;  fl.trace(&quot;After setting rotation to 45: rotation = &quot; + element.rotation element.rotation  Flash CS3 Professional.  element.rotation  Property; an integer or float value between&#160;-180 and&#160;180 that specifies the object's clockwise rotation, in&#160;degrees.  The following example sets the currently selected element's rotation to 45 degrees: var element = fl.getDocumentDOM().selection[0];  fl.trace(&quot;Element rotation = &quot; + element.rotation  element.rotation = 45;  fl.trace(&quot;After setting rotation to 45: rotation = &quot; + element.rotation " />
<page href="00004078.html" title="element.scaleX" text="element.scaleX  Flash CS3 Professional.  element.scaleX  Property; a float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the x scale value of the current selection to&#160;2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleX = 2;  element.scaleY element.scaleX  Flash CS3 Professional.  element.scaleX  Property; a float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the x scale value of the current selection to&#160;2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleX = 2;  element.scaleY element.scaleX  Flash CS3 Professional.  element.scaleX  Property; a float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the x scale value of the current selection to&#160;2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleX = 2;  element.scaleY element.scaleX  Flash CS3 Professional.  element.scaleX  Property; a float value that specifies the x scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the x scale value of the current selection to&#160;2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleX = 2;  element.scaleY " />
<page href="00004079.html" title="element.scaleY" text="element.scaleY  Flash CS3 Professional.  element.scaleY  Property; a float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the y scale value of the current selection to 2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleY = 2;  element.scaleX element.scaleY  Flash CS3 Professional.  element.scaleY  Property; a float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the y scale value of the current selection to 2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleY = 2;  element.scaleX element.scaleY  Flash CS3 Professional.  element.scaleY  Property; a float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the y scale value of the current selection to 2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleY = 2;  element.scaleX element.scaleY  Flash CS3 Professional.  element.scaleY  Property; a float value that specifies the y scale value of symbols, drawing objects, and primitive rectangles and ovals. A value of&#160;1 indicates 100 percent scale.  The following example sets the y scale value of the current selection to 2 (doubles its value): var element = fl.getDocumentDOM().selection[0]; element.scaleY = 2;  element.scaleX " />
<page href="00004080.html" title="element.selected" text="element.selected  Flash 8.  element.selected  Property; a Boolean value that specifies whether the element is selected (true) or not (false).  The following example selects the element: element.selected = true; element.selected  Flash 8.  element.selected  Property; a Boolean value that specifies whether the element is selected (true) or not (false).  The following example selects the element: element.selected = true; element.selected  Flash 8.  element.selected  Property; a Boolean value that specifies whether the element is selected (true) or not (false).  The following example selects the element: element.selected = true; element.selected  Flash 8.  element.selected  Property; a Boolean value that specifies whether the element is selected (true) or not (false).  The following example selects the element: element.selected = true; " />
<page href="00004081.html" title="element.setPersistentData()" text="element.setPersistentData()  Flash MX 2004. Usage element.setPersistentData(name, type, value)  name&#160;A string that specifies the name to associate with the data. This name is used to retrieve the data.  type&#160;A string that defines the type of the data. The allowable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. value&#160;Specifies the value to associate with the object. The data type of value depends on the value of the type parameter. The specified value should be appropriate to the data type specified by the type parameter.  Returns Nothing.   Method; stores data with an element. The data is available when the FLA file containing the element is reopened. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.setPersistentData()  Flash MX 2004. Usage element.setPersistentData(name, type, value)  name&#160;A string that specifies the name to associate with the data. This name is used to retrieve the data.  type&#160;A string that defines the type of the data. The allowable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. value&#160;Specifies the value to associate with the object. The data type of value depends on the value of the type parameter. The specified value should be appropriate to the data type specified by the type parameter.  Returns Nothing.   Method; stores data with an element. The data is available when the FLA file containing the element is reopened. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.setPersistentData()  Flash MX 2004. Usage element.setPersistentData(name, type, value)  name&#160;A string that specifies the name to associate with the data. This name is used to retrieve the data.  type&#160;A string that defines the type of the data. The allowable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. value&#160;Specifies the value to associate with the object. The data type of value depends on the value of the type parameter. The specified value should be appropriate to the data type specified by the type parameter.  Returns Nothing.   Method; stores data with an element. The data is available when the FLA file containing the element is reopened. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). element.setPersistentData()  Flash MX 2004. Usage element.setPersistentData(name, type, value)  name&#160;A string that specifies the name to associate with the data. This name is used to retrieve the data.  type&#160;A string that defines the type of the data. The allowable values are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. value&#160;Specifies the value to associate with the object. The data type of value depends on the value of the type parameter. The specified value should be appropriate to the data type specified by the type parameter.  Returns Nothing.   Method; stores data with an element. The data is available when the FLA file containing the element is reopened. Only symbols and bitmaps support persistent data.  See element.getPersistentData(). " />
<page href="00004082.html" title="element.setTransformationPoint()" text="element.setTransformationPoint()  Flash CS3 Professional.  element.setTransformationPoint(transformationPoint)  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for an element's or group's transformation point. Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive objects, and groups: transformationPoint is set relative to the center of the element or group (0,0 is the center point of the element or group).  Nothing.  Method; sets the position of the element's transformation point. This method is almost identical to document.setTransformationPoint(). It is different in the following ways: The transformation point for drawing objects, primitive objects, and groups is set relative to the center of the element or group, not relative to the Stage. You can set transformation points of elements without first selecting them. This method moves the transformation point but does not move the element. By contrast, the element.transformX and element.transformY properties move the element.   The following example sets the transformation point of the third element on the Stage to 100, 200:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].&lt;br /&gt;elements[2].setTransformationPoint({x:100, y:200}  document.setTransformationPoint(). element.getTransformationPoint(), element.transformX, element.transformY element.setTransformationPoint()  Flash CS3 Professional.  element.setTransformationPoint(transformationPoint)  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for an element's or group's transformation point. Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive objects, and groups: transformationPoint is set relative to the center of the element or group (0,0 is the center point of the element or group).  Nothing.  Method; sets the position of the element's transformation point. This method is almost identical to document.setTransformationPoint(). It is different in the following ways: The transformation point for drawing objects, primitive objects, and groups is set relative to the center of the element or group, not relative to the Stage. You can set transformation points of elements without first selecting them. This method moves the transformation point but does not move the element. By contrast, the element.transformX and element.transformY properties move the element.   The following example sets the transformation point of the third element on the Stage to 100, 200:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].&lt;br /&gt;elements[2].setTransformationPoint({x:100, y:200}  document.setTransformationPoint(). element.getTransformationPoint(), element.transformX, element.transformY element.setTransformationPoint()  Flash CS3 Professional.  element.setTransformationPoint(transformationPoint)  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for an element's or group's transformation point. Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive objects, and groups: transformationPoint is set relative to the center of the element or group (0,0 is the center point of the element or group).  Nothing.  Method; sets the position of the element's transformation point. This method is almost identical to document.setTransformationPoint(). It is different in the following ways: The transformation point for drawing objects, primitive objects, and groups is set relative to the center of the element or group, not relative to the Stage. You can set transformation points of elements without first selecting them. This method moves the transformation point but does not move the element. By contrast, the element.transformX and element.transformY properties move the element.   The following example sets the transformation point of the third element on the Stage to 100, 200:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].&lt;br /&gt;elements[2].setTransformationPoint({x:100, y:200}  document.setTransformationPoint(). element.getTransformationPoint(), element.transformX, element.transformY element.setTransformationPoint()  Flash CS3 Professional.  element.setTransformationPoint(transformationPoint)  transformationPoint&#160;A point (for example, {x:10,&#160;y:20}, where x and y are floating-point numbers) that specifies values for an element's or group's transformation point. Shapes: transformationPoint is set relative to the document (0,0 is the upper-left corner of the Stage). Symbols: transformationPoint is set relative to the symbol's registration point (0,0 is located at the registration point).  Text: transformationPoint is set relative to the text field (0,0 is the upper-left corner of text&#160;field). Bitmaps/videos: transformationPoint is set relative to the bitmap/video (0,0 is the upper-left corner of the bitmap or video).  Drawing objects, primitive objects, and groups: transformationPoint is set relative to the center of the element or group (0,0 is the center point of the element or group).  Nothing.  Method; sets the position of the element's transformation point. This method is almost identical to document.setTransformationPoint(). It is different in the following ways: The transformation point for drawing objects, primitive objects, and groups is set relative to the center of the element or group, not relative to the Stage. You can set transformation points of elements without first selecting them. This method moves the transformation point but does not move the element. By contrast, the element.transformX and element.transformY properties move the element.   The following example sets the transformation point of the third element on the Stage to 100, 200:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].&lt;br /&gt;elements[2].setTransformationPoint({x:100, y:200}  document.setTransformationPoint(). element.getTransformationPoint(), element.transformX, element.transformY " />
<page href="00004083.html" title="element.skewX" text="element.skewX  Flash CS3 Professional.  element.skewX  Property; a float value between&#160;-180 and&#160;180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the x skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewX = 10;  document.setTransformationPoint(), element.skewY element.skewX  Flash CS3 Professional.  element.skewX  Property; a float value between&#160;-180 and&#160;180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the x skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewX = 10;  document.setTransformationPoint(), element.skewY element.skewX  Flash CS3 Professional.  element.skewX  Property; a float value between&#160;-180 and&#160;180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the x skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewX = 10;  document.setTransformationPoint(), element.skewY element.skewX  Flash CS3 Professional.  element.skewX  Property; a float value between&#160;-180 and&#160;180 that specifies the x skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the x skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewX = 10;  document.setTransformationPoint(), element.skewY " />
<page href="00004084.html" title="element.skewY" text="element.skewY  Flash CS3 Professional.  element.skewY  Property; a float value between&#160;-180 and&#160;180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the y skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewY = 10;  document.setTransformationPoint(), element.skewX element.skewY  Flash CS3 Professional.  element.skewY  Property; a float value between&#160;-180 and&#160;180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the y skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewY = 10;  document.setTransformationPoint(), element.skewX element.skewY  Flash CS3 Professional.  element.skewY  Property; a float value between&#160;-180 and&#160;180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the y skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewY = 10;  document.setTransformationPoint(), element.skewX element.skewY  Flash CS3 Professional.  element.skewY  Property; a float value between&#160;-180 and&#160;180 that specifies the y skew value of symbols, drawing objects, and primitive rectangles and ovals.  The following example sets the y skew value of the current selection to 10: var element = fl.getDocumentDOM().selection[0]; element.skewY = 10;  document.setTransformationPoint(), element.skewX " />
<page href="00004085.html" title="element.top" text="element.top  Flash MX 2004.  element.top  Read-only property; top side of the element. The value of element.top is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example shows how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Top (before) = &quot; + sel.top fl.getDocumentDOM().moveSelectionBy({x:0, y:100} fl.trace(&quot;Top (after) = &quot; + sel.top See the element.elementType example. element.top  Flash MX 2004.  element.top  Read-only property; top side of the element. The value of element.top is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example shows how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Top (before) = &quot; + sel.top fl.getDocumentDOM().moveSelectionBy({x:0, y:100} fl.trace(&quot;Top (after) = &quot; + sel.top See the element.elementType example. element.top  Flash MX 2004.  element.top  Read-only property; top side of the element. The value of element.top is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example shows how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Top (before) = &quot; + sel.top fl.getDocumentDOM().moveSelectionBy({x:0, y:100} fl.trace(&quot;Top (after) = &quot; + sel.top See the element.elementType example. element.top  Flash MX 2004.  element.top  Read-only property; top side of the element. The value of element.top is relative to the upper left of the Stage for elements that are in a scene, and is relative to the symbol's registration point if the element is stored within a symbol. Use document.setSelectionBounds() or document.moveSelectionBy() to set this property.  The following example shows how the value of this property changes when an element is&#160;moved: // Select an element on the Stage and then run this script. var sel = fl.getDocumentDOM().selection[0]; fl.trace(&quot;Top (before) = &quot; + sel.top fl.getDocumentDOM().moveSelectionBy({x:0, y:100} fl.trace(&quot;Top (after) = &quot; + sel.top See the element.elementType example. " />
<page href="00004086.html" title="element.transformX" text="element.transformX  Flash CS3 Professional.  element.transformX  Property; a floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformY element.transformX  Flash CS3 Professional.  element.transformX  Property; a floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformY element.transformX  Flash CS3 Professional.  element.transformX  Property; a floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformY element.transformX  Flash CS3 Professional.  element.transformX  Property; a floating-point number that specifies the x value of the selected element's transformation point, within the coordinate system of the element&#39;s parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformY " />
<page href="00004087.html" title="element.transformY" text="element.transformY  Flash CS3 Professional.  element.transformY  Property; a floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element's parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformX element.transformY  Flash CS3 Professional.  element.transformY  Property; a floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element's parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformX element.transformY  Flash CS3 Professional.  element.transformY  Property; a floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element's parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformX element.transformY  Flash CS3 Professional.  element.transformY  Property; a floating-point number that specifies the y value of the selected element's transformation point, within the coordinate system of the element's parent. Setting this property to a new value moves the element. By contrast, the element.setTransformationPoint() method moves the transformation point but does not move the element.  element.getTransformationPoint(), element.setTransformationPoint(), element.transformX " />
<page href="00004088.html" title="element.width" text="element.width  Flash MX 2004.  element.width  Property; a float value that specifies the width of the element in pixels.  The following example sets the width of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].width= 100;    Do not use this property to resize a text field. Instead, select the text field and use document.setTextRectangle(). Using this property with a text field scales the text. element.width  Flash MX 2004.  element.width  Property; a float value that specifies the width of the element in pixels.  The following example sets the width of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].width= 100;    Do not use this property to resize a text field. Instead, select the text field and use document.setTextRectangle(). Using this property with a text field scales the text. element.width  Flash MX 2004.  element.width  Property; a float value that specifies the width of the element in pixels.  The following example sets the width of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].width= 100;    Do not use this property to resize a text field. Instead, select the text field and use document.setTextRectangle(). Using this property with a text field scales the text. element.width  Flash MX 2004.  element.width  Property; a float value that specifies the width of the element in pixels.  The following example sets the width of the specified element to 100: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].width= 100;  " />
<page href="00004089.html" title="element.x" text="element.x  Flash CS3 Professional.  element.x  Property; a float value that specifies the x value of the selected element's registration point.  The following example sets the value of the specified element's registration point to 100, 200: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].widthx= 100; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].y= 200;  element.y element.x  Flash CS3 Professional.  element.x  Property; a float value that specifies the x value of the selected element's registration point.  The following example sets the value of the specified element's registration point to 100, 200: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].widthx= 100; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].y= 200;  element.y element.x  Flash CS3 Professional.  element.x  Property; a float value that specifies the x value of the selected element's registration point.  The following example sets the value of the specified element's registration point to 100, 200: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].widthx= 100; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].y= 200;  element.y element.x  Flash CS3 Professional.  element.x  Property; a float value that specifies the x value of the selected element's registration point.  The following example sets the value of the specified element's registration point to 100, 200: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].widthx= 100; fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].y= 200;  element.y " />
<page href="00004090.html" title="element.y" text="element.y  Flash CS3 Professional.  element.y  Property; a float value that specifies the y value of the selected element's registration point.  See element.x  element.y  Flash CS3 Professional.  element.y  Property; a float value that specifies the y value of the selected element's registration point.  See element.x  element.y  Flash CS3 Professional.  element.y  Property; a float value that specifies the y value of the selected element's registration point.  See element.x  element.y  Flash CS3 Professional.  element.y  Property; a float value that specifies the y value of the selected element's registration point.  See element.x  " />
<page href="00004091.html" title="Fill object" text="Fill object  Flash MX 2004.  This object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. To retrieve a Fill object, use document.getCustomFill(). Property summary for the Fill object The following properties are available for the Fill object: Property Description fill.color A string, hexadecimal value, or integer that represents the fill color.  fill.colorArray An array of colors in gradient. fill.focalPoint An integer that specifies the gradient focal point horizontal offset from the transformation point. fill.linearRGB A Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. fill.matrix A Matrix object that defines the placement, orientation, and scales for gradient fills. fill.overflow A string that specifies the behavior of a gradient's overflow. fill.posArray An array of integers, each in the range 0..255, indicating the position of the corresponding color.  fill.style A string that specifies the fill style. Fill object  Flash MX 2004.  This object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. To retrieve a Fill object, use document.getCustomFill(). Property summary for the Fill object The following properties are available for the Fill object: Property Description fill.color A string, hexadecimal value, or integer that represents the fill color.  fill.colorArray An array of colors in gradient. fill.focalPoint An integer that specifies the gradient focal point horizontal offset from the transformation point. fill.linearRGB A Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. fill.matrix A Matrix object that defines the placement, orientation, and scales for gradient fills. fill.overflow A string that specifies the behavior of a gradient's overflow. fill.posArray An array of integers, each in the range 0..255, indicating the position of the corresponding color.  fill.style A string that specifies the fill style. Fill object  Flash MX 2004.  This object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. To retrieve a Fill object, use document.getCustomFill(). Property summary for the Fill object The following properties are available for the Fill object: Property Description fill.color A string, hexadecimal value, or integer that represents the fill color.  fill.colorArray An array of colors in gradient. fill.focalPoint An integer that specifies the gradient focal point horizontal offset from the transformation point. fill.linearRGB A Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. fill.matrix A Matrix object that defines the placement, orientation, and scales for gradient fills. fill.overflow A string that specifies the behavior of a gradient's overflow. fill.posArray An array of integers, each in the range 0..255, indicating the position of the corresponding color.  fill.style A string that specifies the fill style. Fill object  Flash MX 2004.  This object contains all the properties of the Fill color setting of the Tools panel or of a selected shape. To retrieve a Fill object, use document.getCustomFill(). Property summary for the Fill object The following properties are available for the Fill object: " />
<page href="00004092.html" title="fill.color" text="fill.color  Flash MX 2004.  fill.color  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the fill color of the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;&quot;#FFFFFF&#39;&quot;; fl.getDocumentDOM().setCustomFill( fill  fill.color  Flash MX 2004.  fill.color  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the fill color of the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;&quot;#FFFFFF&#39;&quot;; fl.getDocumentDOM().setCustomFill( fill  fill.color  Flash MX 2004.  fill.color  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the fill color of the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;&quot;#FFFFFF&#39;&quot;; fl.getDocumentDOM().setCustomFill( fill  fill.color  Flash MX 2004.  fill.color  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the fill color of the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.color = &#39;&quot;#FFFFFF&#39;&quot;; fl.getDocumentDOM().setCustomFill( fill  " />
<page href="00004093.html" title="fill.colorArray" text="fill.colorArray  Flash MX 2004.  fill.colorArray  Property; an array of colors in the gradient, expressed as integers. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;. See fill.style  The following example displays the color array of the current selection, if appropriate, in the Output panel: var fill = fl.getDocumentDOM().getCustomFill( if(fill.style == &quot;linearGradient&quot; || fill.style == &quot;radialGradient&quot;)  alert(fill.colorArray The following example sets the fill to the specified linear gradient: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;linearGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fl.getDocumentDOM().setCustomFill(fill fill.colorArray  Flash MX 2004.  fill.colorArray  Property; an array of colors in the gradient, expressed as integers. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;. See fill.style  The following example displays the color array of the current selection, if appropriate, in the Output panel: var fill = fl.getDocumentDOM().getCustomFill( if(fill.style == &quot;linearGradient&quot; || fill.style == &quot;radialGradient&quot;)  alert(fill.colorArray The following example sets the fill to the specified linear gradient: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;linearGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fl.getDocumentDOM().setCustomFill(fill fill.colorArray  Flash MX 2004.  fill.colorArray  Property; an array of colors in the gradient, expressed as integers. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;. See fill.style  The following example displays the color array of the current selection, if appropriate, in the Output panel: var fill = fl.getDocumentDOM().getCustomFill( if(fill.style == &quot;linearGradient&quot; || fill.style == &quot;radialGradient&quot;)  alert(fill.colorArray The following example sets the fill to the specified linear gradient: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;linearGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fl.getDocumentDOM().setCustomFill(fill fill.colorArray  Flash MX 2004.  fill.colorArray  Property; an array of colors in the gradient, expressed as integers. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;. See fill.style  The following example displays the color array of the current selection, if appropriate, in the Output panel: var fill = fl.getDocumentDOM().getCustomFill( if(fill.style == &quot;linearGradient&quot; || fill.style == &quot;radialGradient&quot;)  alert(fill.colorArray The following example sets the fill to the specified linear gradient: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;linearGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fl.getDocumentDOM().setCustomFill(fill " />
<page href="00004094.html" title="fill.focalPoint" text="fill.focalPoint  Flash 8.  fill.focalPoint  Property; an integer that specifies the gradient focal point horizontal offset from the transformation point. A value of 10, for example, would place the focal point at 10/255 of the distance from the transformation point to the edge of the gradient. A value of -255 would place the focal point at the left boundary of the gradient. The default value is&#160;0.  This property is available only if the value of the fill.style property is &quot;radialGradient&quot;.   The following example sets the focal point of a radial gradient for the current selection to 100&#160;pixels to the right of the shape's center: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 10100; fl.getDocumentDOM().setCustomFill(fill fill.focalPoint  Flash 8.  fill.focalPoint  Property; an integer that specifies the gradient focal point horizontal offset from the transformation point. A value of 10, for example, would place the focal point at 10/255 of the distance from the transformation point to the edge of the gradient. A value of -255 would place the focal point at the left boundary of the gradient. The default value is&#160;0.  This property is available only if the value of the fill.style property is &quot;radialGradient&quot;.   The following example sets the focal point of a radial gradient for the current selection to 100&#160;pixels to the right of the shape's center: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 10100; fl.getDocumentDOM().setCustomFill(fill fill.focalPoint  Flash 8.  fill.focalPoint  Property; an integer that specifies the gradient focal point horizontal offset from the transformation point. A value of 10, for example, would place the focal point at 10/255 of the distance from the transformation point to the edge of the gradient. A value of -255 would place the focal point at the left boundary of the gradient. The default value is&#160;0.  This property is available only if the value of the fill.style property is &quot;radialGradient&quot;.   The following example sets the focal point of a radial gradient for the current selection to 100&#160;pixels to the right of the shape's center: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 10100; fl.getDocumentDOM().setCustomFill(fill fill.focalPoint  Flash 8.  fill.focalPoint  Property; an integer that specifies the gradient focal point horizontal offset from the transformation point. A value of 10, for example, would place the focal point at 10/255 of the distance from the transformation point to the edge of the gradient. A value of -255 would place the focal point at the left boundary of the gradient. The default value is&#160;0.  This property is available only if the value of the fill.style property is &quot;radialGradient&quot;.   The following example sets the focal point of a radial gradient for the current selection to 100&#160;pixels to the right of the shape's center: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 10100; fl.getDocumentDOM().setCustomFill(fill " />
<page href="00004095.html" title="fill.linearRGB" text="fill.linearRGB  Flash 8.  fill.linearRGB  Property; a Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. Set this property to true to specify a linear interpolation of a gradient; set it to false to specify a radial interpolation of a gradient. The default value is&#160;false.  The following example specifies that the gradient of the current selection should be rendered with a linear RGB: var fill = fl.getDocumentDOM().getCustomFill( fill.linearRGB style = true&quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = true; fl.getDocumentDOM().setCustomFill(fill fill.linearRGB  Flash 8.  fill.linearRGB  Property; a Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. Set this property to true to specify a linear interpolation of a gradient; set it to false to specify a radial interpolation of a gradient. The default value is&#160;false.  The following example specifies that the gradient of the current selection should be rendered with a linear RGB: var fill = fl.getDocumentDOM().getCustomFill( fill.linearRGB style = true&quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = true; fl.getDocumentDOM().setCustomFill(fill fill.linearRGB  Flash 8.  fill.linearRGB  Property; a Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. Set this property to true to specify a linear interpolation of a gradient; set it to false to specify a radial interpolation of a gradient. The default value is&#160;false.  The following example specifies that the gradient of the current selection should be rendered with a linear RGB: var fill = fl.getDocumentDOM().getCustomFill( fill.linearRGB style = true&quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = true; fl.getDocumentDOM().setCustomFill(fill fill.linearRGB  Flash 8.  fill.linearRGB  Property; a Boolean value that specifies whether to render the fill as a linear or radial RGB gradient. Set this property to true to specify a linear interpolation of a gradient; set it to false to specify a radial interpolation of a gradient. The default value is&#160;false.  The following example specifies that the gradient of the current selection should be rendered with a linear RGB: var fill = fl.getDocumentDOM().getCustomFill( fill.linearRGB style = true&quot;radialGradient&quot;; fill.colorArray = [&quot;#00ff00&quot;,&quot;#ff00ff&quot;]; fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = true; fl.getDocumentDOM().setCustomFill(fill " />
<page href="00004096.html" title="fill.matrix" text="fill.matrix  Flash MX 2004.  fill.matrix  Property; a Matrix object that defines the placement, orientation, and scales for gradient fills.  The following example uses the fill.matrix property to specify a gradient fill for the current selection: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &#39;radialGradient&#39;; fill.colorArray = [&#39;#00ff00&#39;,&#39;#ff00ff&#39;];  fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = false; fill.overflow = &#39;repeat&#39;; var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.0167083740234375; mat.b = -0.0096435546875; mat.c = 0.0312957763671875; mat.d = 0.05419921875; mat.tx = 288.65; mat.ty = 193.05; for (i in mat) {   fl.trace(i+&#39; : &#39;+mat[i] }  fl.getDocumentDOM().setCustomFill(fill fill.matrix  Flash MX 2004.  fill.matrix  Property; a Matrix object that defines the placement, orientation, and scales for gradient fills.  The following example uses the fill.matrix property to specify a gradient fill for the current selection: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &#39;radialGradient&#39;; fill.colorArray = [&#39;#00ff00&#39;,&#39;#ff00ff&#39;];  fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = false; fill.overflow = &#39;repeat&#39;; var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.0167083740234375; mat.b = -0.0096435546875; mat.c = 0.0312957763671875; mat.d = 0.05419921875; mat.tx = 288.65; mat.ty = 193.05; for (i in mat) {   fl.trace(i+&#39; : &#39;+mat[i] }  fl.getDocumentDOM().setCustomFill(fill fill.matrix  Flash MX 2004.  fill.matrix  Property; a Matrix object that defines the placement, orientation, and scales for gradient fills.  The following example uses the fill.matrix property to specify a gradient fill for the current selection: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &#39;radialGradient&#39;; fill.colorArray = [&#39;#00ff00&#39;,&#39;#ff00ff&#39;];  fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = false; fill.overflow = &#39;repeat&#39;; var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.0167083740234375; mat.b = -0.0096435546875; mat.c = 0.0312957763671875; mat.d = 0.05419921875; mat.tx = 288.65; mat.ty = 193.05; for (i in mat) {   fl.trace(i+&#39; : &#39;+mat[i] }  fl.getDocumentDOM().setCustomFill(fill fill.matrix  Flash MX 2004.  fill.matrix  Property; a Matrix object that defines the placement, orientation, and scales for gradient fills.  The following example uses the fill.matrix property to specify a gradient fill for the current selection: var fill = fl.getDocumentDOM().getCustomFill( fill.style = &#39;radialGradient&#39;; fill.colorArray = [&#39;#00ff00&#39;,&#39;#ff00ff&#39;];  fill.posArray = [0, 255]; fill.focalPoint = 100; fill.linearRGB = false; fill.overflow = &#39;repeat&#39;; var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.0167083740234375; mat.b = -0.0096435546875; mat.c = 0.0312957763671875; mat.d = 0.05419921875; mat.tx = 288.65; mat.ty = 193.05; for (i in mat) {   fl.trace(i+&#39; : &#39;+mat[i] }  fl.getDocumentDOM().setCustomFill(fill " />
<page href="00004097.html" title="fill.overflow" text="fill.overflow  Flash 8.  fill.overflow  Property; a string that specifies the behavior of a gradient's overflow. Acceptable values are &quot;extend&quot;, &quot;repeat&quot;, and &quot;reflect&quot;; the strings are not case-sensitive. The default value is&#160;&quot;extend&quot;.  The following example specifies that the behavior of the overflow for the current selection should be &quot;extend&quot;: var fill = fl.getDocumentDOM().getCustomFill(  fill.overflow = &quot;extend&quot;; fl.getDocumentDOM().setCustomFill(fill fill.overflow  Flash 8.  fill.overflow  Property; a string that specifies the behavior of a gradient's overflow. Acceptable values are &quot;extend&quot;, &quot;repeat&quot;, and &quot;reflect&quot;; the strings are not case-sensitive. The default value is&#160;&quot;extend&quot;.  The following example specifies that the behavior of the overflow for the current selection should be &quot;extend&quot;: var fill = fl.getDocumentDOM().getCustomFill(  fill.overflow = &quot;extend&quot;; fl.getDocumentDOM().setCustomFill(fill fill.overflow  Flash 8.  fill.overflow  Property; a string that specifies the behavior of a gradient's overflow. Acceptable values are &quot;extend&quot;, &quot;repeat&quot;, and &quot;reflect&quot;; the strings are not case-sensitive. The default value is&#160;&quot;extend&quot;.  The following example specifies that the behavior of the overflow for the current selection should be &quot;extend&quot;: var fill = fl.getDocumentDOM().getCustomFill(  fill.overflow = &quot;extend&quot;; fl.getDocumentDOM().setCustomFill(fill fill.overflow  Flash 8.  fill.overflow  Property; a string that specifies the behavior of a gradient's overflow. Acceptable values are &quot;extend&quot;, &quot;repeat&quot;, and &quot;reflect&quot;; the strings are not case-sensitive. The default value is&#160;&quot;extend&quot;.  The following example specifies that the behavior of the overflow for the current selection should be &quot;extend&quot;: var fill = fl.getDocumentDOM().getCustomFill(  fill.overflow = &quot;extend&quot;; fl.getDocumentDOM().setCustomFill(fill " />
<page href="00004098.html" title="fill.posArray" text="fill.posArray  Flash MX 2004.  fill.posArray  Property; an array of integers, each in the range 0..255, indicating the position of the corresponding color. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill  fill.posArray  Flash MX 2004.  fill.posArray  Property; an array of integers, each in the range 0..255, indicating the position of the corresponding color. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill  fill.posArray  Flash MX 2004.  fill.posArray  Property; an array of integers, each in the range 0..255, indicating the position of the corresponding color. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill  fill.posArray  Flash MX 2004.  fill.posArray  Property; an array of integers, each in the range 0..255, indicating the position of the corresponding color. This property is available only if the value of the fill.style property is either &quot;radialGradient&quot; or &quot;linearGradient&quot;.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style = &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill  " />
<page href="00004099.html" title="fill.style" text="fill.style  Flash MX 2004.  fill.style  Property; a string that specifies the fill style. Acceptable values are &quot;solid&quot;, &quot;linearGradient&quot;, &quot;radialGradient&quot;, and &quot;noFill&quot;. If an object has no fill, this property has a value of &quot;noFill&quot;. If this value is &quot;linearGradient&quot; or &quot;radialGradient&quot;, the properties fill.colorArray and fill.posArray are also available.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style= &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   fill.style  Flash MX 2004.  fill.style  Property; a string that specifies the fill style. Acceptable values are &quot;solid&quot;, &quot;linearGradient&quot;, &quot;radialGradient&quot;, and &quot;noFill&quot;. If an object has no fill, this property has a value of &quot;noFill&quot;. If this value is &quot;linearGradient&quot; or &quot;radialGradient&quot;, the properties fill.colorArray and fill.posArray are also available.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style= &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   fill.style  Flash MX 2004.  fill.style  Property; a string that specifies the fill style. Acceptable values are &quot;solid&quot;, &quot;linearGradient&quot;, &quot;radialGradient&quot;, and &quot;noFill&quot;. If an object has no fill, this property has a value of &quot;noFill&quot;. If this value is &quot;linearGradient&quot; or &quot;radialGradient&quot;, the properties fill.colorArray and fill.posArray are also available.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style= &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   fill.style  Flash MX 2004.  fill.style  Property; a string that specifies the fill style. Acceptable values are &quot;solid&quot;, &quot;linearGradient&quot;, &quot;radialGradient&quot;, and &quot;noFill&quot;. If an object has no fill, this property has a value of &quot;noFill&quot;. If this value is &quot;linearGradient&quot; or &quot;radialGradient&quot;, the properties fill.colorArray and fill.posArray are also available.   The following example specifies the colors to use in a linear gradient for the current selection: var fill = fl.getDocumentDOM().getCustomFill(  fill.style= &quot;linearGradient&quot;;  fill.colorArray = [ 0x00ff00, 0xff0000, 0x0000ff ];  fill.posArray = [0, 100, 200]; fl.getDocumentDOM().setCustomFill( fill   " />
<page href="00004100.html" title="Filter object" text="Filter object  Flash 8.  This object contains all the properties for all filters. The filter.name property specifies the type of filter, and determines which properties are applicable to each filter. See filter.name. To return the filter list for an object or objects, use document.getFilters(). To apply filters to an object or objects, use document.setFilters(). See document.getFilters() and document.setFilters(). Property summary for the Filter object The following properties can be used with the Filter object:  Property Description filter.angle A float value that specifies the angle of the shadow or highlight color, in degrees.  filter.blurX A float value that specifies the amount to blur in the&#160;x direction, in pixels. filter.blurY A float value that specifies the amount to blur in the&#160;y direction. filter.brightness A float value that specifies the brightness of the filter.  filter.color A string, hexadecimal value, or integer that represents the filter color.  filter.contrast A float value that specifies the contrast value of the filter.  filter.distance A float value that specifies the distance between the filter's effect and an object, in pixels.  filter.enabled A Boolean value that specifies whether the specified filter is enabled. filter.hideObject A Boolean value that specifies whether the source image is hidden. filter.highlightColor A string, hexadecimal value, or integer that represents the highlight color.  filter.hue A float value that specifies the hue of the filter. filter.inner A Boolean value that specifies whether the shadow is an inner shadow.  filter.knockout A Boolean value that specifies whether the filter is a knockout filter. filter.name Read-only; a string that specifies the type of filter. filter.quality A string that specifies the blur quality.  filter.saturation A float value that specifies the saturation value of the filter.  filter.shadowColor A string, hexadecimal value, or integer that represents the shadow color.  filter.strength An integer that specifies the percentage strength of the filter. filter.type A string that specifies the type of bevel or glow.  Filter object  Flash 8.  This object contains all the properties for all filters. The filter.name property specifies the type of filter, and determines which properties are applicable to each filter. See filter.name. To return the filter list for an object or objects, use document.getFilters(). To apply filters to an object or objects, use document.setFilters(). See document.getFilters() and document.setFilters(). Property summary for the Filter object The following properties can be used with the Filter object:  Property Description filter.angle A float value that specifies the angle of the shadow or highlight color, in degrees.  filter.blurX A float value that specifies the amount to blur in the&#160;x direction, in pixels. filter.blurY A float value that specifies the amount to blur in the&#160;y direction. filter.brightness A float value that specifies the brightness of the filter.  filter.color A string, hexadecimal value, or integer that represents the filter color.  filter.contrast A float value that specifies the contrast value of the filter.  filter.distance A float value that specifies the distance between the filter's effect and an object, in pixels.  filter.enabled A Boolean value that specifies whether the specified filter is enabled. filter.hideObject A Boolean value that specifies whether the source image is hidden. filter.highlightColor A string, hexadecimal value, or integer that represents the highlight color.  filter.hue A float value that specifies the hue of the filter. filter.inner A Boolean value that specifies whether the shadow is an inner shadow.  filter.knockout A Boolean value that specifies whether the filter is a knockout filter. filter.name Read-only; a string that specifies the type of filter. filter.quality A string that specifies the blur quality.  filter.saturation A float value that specifies the saturation value of the filter.  filter.shadowColor A string, hexadecimal value, or integer that represents the shadow color.  filter.strength An integer that specifies the percentage strength of the filter. filter.type A string that specifies the type of bevel or glow.  Filter object  Flash 8.  This object contains all the properties for all filters. The filter.name property specifies the type of filter, and determines which properties are applicable to each filter. See filter.name. To return the filter list for an object or objects, use document.getFilters(). To apply filters to an object or objects, use document.setFilters(). See document.getFilters() and document.setFilters(). Property summary for the Filter object The following properties can be used with the Filter object:  Property Description filter.angle A float value that specifies the angle of the shadow or highlight color, in degrees.  filter.blurX A float value that specifies the amount to blur in the&#160;x direction, in pixels. filter.blurY A float value that specifies the amount to blur in the&#160;y direction. filter.brightness A float value that specifies the brightness of the filter.  filter.color A string, hexadecimal value, or integer that represents the filter color.  filter.contrast A float value that specifies the contrast value of the filter.  filter.distance A float value that specifies the distance between the filter's effect and an object, in pixels.  filter.enabled A Boolean value that specifies whether the specified filter is enabled. filter.hideObject A Boolean value that specifies whether the source image is hidden. filter.highlightColor A string, hexadecimal value, or integer that represents the highlight color.  filter.hue A float value that specifies the hue of the filter. filter.inner A Boolean value that specifies whether the shadow is an inner shadow.  filter.knockout A Boolean value that specifies whether the filter is a knockout filter. filter.name Read-only; a string that specifies the type of filter. filter.quality A string that specifies the blur quality.  filter.saturation A float value that specifies the saturation value of the filter.  filter.shadowColor A string, hexadecimal value, or integer that represents the shadow color.  filter.strength An integer that specifies the percentage strength of the filter. filter.type A string that specifies the type of bevel or glow.  Filter object  Flash 8.  This object contains all the properties for all filters. The filter.name property specifies the type of filter, and determines which properties are applicable to each filter. See filter.name. To return the filter list for an object or objects, use document.getFilters(). To apply filters to an object or objects, use document.setFilters(). See document.getFilters() and document.setFilters(). Property summary for the Filter object The following properties can be used with the Filter object:  " />
<page href="00004101.html" title="filter.angle" text="filter.angle  Flash 8.  filter.angle  Property; a float value that specifies the angle of the shadow or highlight color, in degrees. Acceptable values are between&#160;0 and&#160;360. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the angle to&#160;120 for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++) {  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].angle = 120;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.angle  Flash 8.  filter.angle  Property; a float value that specifies the angle of the shadow or highlight color, in degrees. Acceptable values are between&#160;0 and&#160;360. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the angle to&#160;120 for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++) {  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].angle = 120;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.angle  Flash 8.  filter.angle  Property; a float value that specifies the angle of the shadow or highlight color, in degrees. Acceptable values are between&#160;0 and&#160;360. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the angle to&#160;120 for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++) {  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].angle = 120;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.angle  Flash 8.  filter.angle  Property; a float value that specifies the angle of the shadow or highlight color, in degrees. Acceptable values are between&#160;0 and&#160;360. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the angle to&#160;120 for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++) {  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].angle = 120;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004102.html" title="filter.blurX" text="filter.blurX  Flash 8.  filter.blurX  Property; a float value that specifies the amount to blur in the&#160;x direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the blurX value to&#160;30 and the blurY value to 20 for the Blur filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;blurFilter&#39;){  myFilters[i].blurX = 30;  myFilters[i].blurY = 20;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty(), filter.blurY filter.blurX  Flash 8.  filter.blurX  Property; a float value that specifies the amount to blur in the&#160;x direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the blurX value to&#160;30 and the blurY value to 20 for the Blur filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;blurFilter&#39;){  myFilters[i].blurX = 30;  myFilters[i].blurY = 20;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty(), filter.blurY filter.blurX  Flash 8.  filter.blurX  Property; a float value that specifies the amount to blur in the&#160;x direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the blurX value to&#160;30 and the blurY value to 20 for the Blur filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;blurFilter&#39;){  myFilters[i].blurX = 30;  myFilters[i].blurY = 20;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty(), filter.blurY filter.blurX  Flash 8.  filter.blurX  Property; a float value that specifies the amount to blur in the&#160;x direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the blurX value to&#160;30 and the blurY value to 20 for the Blur filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;blurFilter&#39;){  myFilters[i].blurX = 30;  myFilters[i].blurY = 20;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty(), filter.blurY " />
<page href="00004103.html" title="filter.blurY" text="filter.blurY  Flash 8.  filter.blurY  Property; a float value that specifies the amount to blur in the&#160;y direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  See filter.blurX.  document.setFilterProperty(), filter.blurX filter.blurY  Flash 8.  filter.blurY  Property; a float value that specifies the amount to blur in the&#160;y direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  See filter.blurX.  document.setFilterProperty(), filter.blurX filter.blurY  Flash 8.  filter.blurY  Property; a float value that specifies the amount to blur in the&#160;y direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  See filter.blurX.  document.setFilterProperty(), filter.blurX filter.blurY  Flash 8.  filter.blurY  Property; a float value that specifies the amount to blur in the&#160;y direction, in pixels. Acceptable values are between&#160;0 and&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  See filter.blurX.  document.setFilterProperty(), filter.blurX " />
<page href="00004104.html" title="filter.brightness" text="filter.brightness  Flash 8.  filter.brightness  Property; a float value that specifies the brightness of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the brightness to 30.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].brightness = 30.5;  } } fl.getDocumentDOM().setFilters(myFilters filter.brightness  Flash 8.  filter.brightness  Property; a float value that specifies the brightness of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the brightness to 30.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].brightness = 30.5;  } } fl.getDocumentDOM().setFilters(myFilters filter.brightness  Flash 8.  filter.brightness  Property; a float value that specifies the brightness of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the brightness to 30.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].brightness = 30.5;  } } fl.getDocumentDOM().setFilters(myFilters filter.brightness  Flash 8.  filter.brightness  Property; a float value that specifies the brightness of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the brightness to 30.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].brightness = 30.5;  } } fl.getDocumentDOM().setFilters(myFilters " />
<page href="00004105.html" title="filter.color" text="filter.color  Flash 8.  filter.color  Property; the color of the filter, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the color to &quot;#ff00003e&quot; for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].color = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.color  Flash 8.  filter.color  Property; the color of the filter, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the color to &quot;#ff00003e&quot; for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].color = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.color  Flash 8.  filter.color  Property; the color of the filter, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the color to &quot;#ff00003e&quot; for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].color = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.color  Flash 8.  filter.color  Property; the color of the filter, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the color to &quot;#ff00003e&quot; for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].color = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004106.html" title="filter.contrast" text="filter.contrast  Flash 8.  filter.contrast  Property; a float value that specifies the contrast value of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the contrast value to -15.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].contrast = -15.5;  } } fl.getDocumentDOM().setFilters(myFilters filter.contrast  Flash 8.  filter.contrast  Property; a float value that specifies the contrast value of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the contrast value to -15.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].contrast = -15.5;  } } fl.getDocumentDOM().setFilters(myFilters filter.contrast  Flash 8.  filter.contrast  Property; a float value that specifies the contrast value of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the contrast value to -15.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].contrast = -15.5;  } } fl.getDocumentDOM().setFilters(myFilters filter.contrast  Flash 8.  filter.contrast  Property; a float value that specifies the contrast value of the filter. Acceptable values are between -100 and&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the contrast value to -15.5 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].contrast = -15.5;  } } fl.getDocumentDOM().setFilters(myFilters " />
<page href="00004107.html" title="filter.distance" text="filter.distance  Flash 8.  filter.distance  Property; a float value that specifies the distance between the filter's effect and an object, in pixels. Acceptable values are from -255 to&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the distance to 10&#160;pixels for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].distance = 10;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.distance  Flash 8.  filter.distance  Property; a float value that specifies the distance between the filter's effect and an object, in pixels. Acceptable values are from -255 to&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the distance to 10&#160;pixels for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].distance = 10;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.distance  Flash 8.  filter.distance  Property; a float value that specifies the distance between the filter's effect and an object, in pixels. Acceptable values are from -255 to&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the distance to 10&#160;pixels for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].distance = 10;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.distance  Flash 8.  filter.distance  Property; a float value that specifies the distance between the filter's effect and an object, in pixels. Acceptable values are from -255 to&#160;255. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the distance to 10&#160;pixels for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].distance = 10;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004108.html" title="filter.enabled" text="filter.enabled  Flash CS3 Professional.  filter.enabled  Property; a Boolean value that specifies whether the specified filter is enabled (true) or disabled (false).  The following example disables the Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].enabled = false;  } } fl.getDocumentDOM().setFilters(myFilters filter.enabled  Flash CS3 Professional.  filter.enabled  Property; a Boolean value that specifies whether the specified filter is enabled (true) or disabled (false).  The following example disables the Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].enabled = false;  } } fl.getDocumentDOM().setFilters(myFilters filter.enabled  Flash CS3 Professional.  filter.enabled  Property; a Boolean value that specifies whether the specified filter is enabled (true) or disabled (false).  The following example disables the Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].enabled = false;  } } fl.getDocumentDOM().setFilters(myFilters filter.enabled  Flash CS3 Professional.  filter.enabled  Property; a Boolean value that specifies whether the specified filter is enabled (true) or disabled (false).  The following example disables the Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].enabled = false;  } } fl.getDocumentDOM().setFilters(myFilters " />
<page href="00004109.html" title="filter.hideObject" text="filter.hideObject  Flash 8.  filter.hideObject  Property; a Boolean value that specifies whether the source image is hidden (true) or displayed (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; for the filter.name property.  The following example sets the hideObject value to true for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].hideObject = true;  } } fl.getDocumentDOM().setFilters(myFilters filter.hideObject  Flash 8.  filter.hideObject  Property; a Boolean value that specifies whether the source image is hidden (true) or displayed (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; for the filter.name property.  The following example sets the hideObject value to true for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].hideObject = true;  } } fl.getDocumentDOM().setFilters(myFilters filter.hideObject  Flash 8.  filter.hideObject  Property; a Boolean value that specifies whether the source image is hidden (true) or displayed (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; for the filter.name property.  The following example sets the hideObject value to true for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].hideObject = true;  } } fl.getDocumentDOM().setFilters(myFilters filter.hideObject  Flash 8.  filter.hideObject  Property; a Boolean value that specifies whether the source image is hidden (true) or displayed (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; for the filter.name property.  The following example sets the hideObject value to true for the Drop Shadow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;dropShadowFilter&#39;){  myFilters[i].hideObject = true;  } } fl.getDocumentDOM().setFilters(myFilters " />
<page href="00004110.html" title="filter.highlightColor" text="filter.highlightColor  Flash 8.  filter.highlightColor  Property; the color of the highlight, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the highlight color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].highlightColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters filter.highlightColor  Flash 8.  filter.highlightColor  Property; the color of the highlight, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the highlight color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].highlightColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters filter.highlightColor  Flash 8.  filter.highlightColor  Property; the color of the highlight, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the highlight color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].highlightColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters filter.highlightColor  Flash 8.  filter.highlightColor  Property; the color of the highlight, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the highlight color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].highlightColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters " />
<page href="00004111.html" title="filter.hue" text="filter.hue  Flash 8.  filter.hue  Property; a float value that specifies the hue of the filter. Acceptable values are between -180 and&#160;180. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the hue to 120 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].hue = 120;  } } fl.getDocumentDOM().setFilters(myFilters filter.hue  Flash 8.  filter.hue  Property; a float value that specifies the hue of the filter. Acceptable values are between -180 and&#160;180. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the hue to 120 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].hue = 120;  } } fl.getDocumentDOM().setFilters(myFilters filter.hue  Flash 8.  filter.hue  Property; a float value that specifies the hue of the filter. Acceptable values are between -180 and&#160;180. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the hue to 120 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].hue = 120;  } } fl.getDocumentDOM().setFilters(myFilters filter.hue  Flash 8.  filter.hue  Property; a float value that specifies the hue of the filter. Acceptable values are between -180 and&#160;180. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the hue to 120 for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].hue = 120;  } } fl.getDocumentDOM().setFilters(myFilters " />
<page href="00004112.html" title="filter.inner" text="filter.inner  Flash 8.  filter.inner  Property; a Boolean value that specifies whether the shadow is an inner shadow (true) or not (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the value of the inner property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].inner = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.inner  Flash 8.  filter.inner  Property; a Boolean value that specifies whether the shadow is an inner shadow (true) or not (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the value of the inner property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].inner = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.inner  Flash 8.  filter.inner  Property; a Boolean value that specifies whether the shadow is an inner shadow (true) or not (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the value of the inner property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].inner = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.inner  Flash 8.  filter.inner  Property; a Boolean value that specifies whether the shadow is an inner shadow (true) or not (false). This property is defined for Filter objects with a value of &quot;dropShadowFilter&quot; or &quot;glowFilter&quot; for the filter.name property.  The following example sets the value of the inner property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].inner = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004113.html" title="filter.knockout" text="filter.knockout  Flash 8.  filter.knockout  Property; a Boolean value that specifies whether the filter is a knockout filter (true) or not (false). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the knockout property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].knockout = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.knockout  Flash 8.  filter.knockout  Property; a Boolean value that specifies whether the filter is a knockout filter (true) or not (false). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the knockout property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].knockout = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.knockout  Flash 8.  filter.knockout  Property; a Boolean value that specifies whether the filter is a knockout filter (true) or not (false). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the knockout property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].knockout = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.knockout  Flash 8.  filter.knockout  Property; a Boolean value that specifies whether the filter is a knockout filter (true) or not (false). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot; for the filter.name property.  The following example sets the knockout property to true for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].knockout = true;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004114.html" title="filter.name" text="filter.name  Flash 8.  filter.name  Read-only property; a string that specifies the type of filter. The value of this property determines which other properties of the Filter object are available. The value is one of the following: &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot;.  The following example displays the filter names and index positions in the Output panel: var myFilters = fl.getDocumentDOM().getFilters( var traceStr = &quot;&quot;; for(i=0; i &lt; myFilters.length; i++){  traceStr = traceStr + &quot; At index &quot; + i + &quot;: &quot; + myFilters[i].name; } fl.trace(traceStr   document.getFilters(), document.setFilterProperty() filter.name  Flash 8.  filter.name  Read-only property; a string that specifies the type of filter. The value of this property determines which other properties of the Filter object are available. The value is one of the following: &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot;.  The following example displays the filter names and index positions in the Output panel: var myFilters = fl.getDocumentDOM().getFilters( var traceStr = &quot;&quot;; for(i=0; i &lt; myFilters.length; i++){  traceStr = traceStr + &quot; At index &quot; + i + &quot;: &quot; + myFilters[i].name; } fl.trace(traceStr   document.getFilters(), document.setFilterProperty() filter.name  Flash 8.  filter.name  Read-only property; a string that specifies the type of filter. The value of this property determines which other properties of the Filter object are available. The value is one of the following: &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot;.  The following example displays the filter names and index positions in the Output panel: var myFilters = fl.getDocumentDOM().getFilters( var traceStr = &quot;&quot;; for(i=0; i &lt; myFilters.length; i++){  traceStr = traceStr + &quot; At index &quot; + i + &quot;: &quot; + myFilters[i].name; } fl.trace(traceStr   document.getFilters(), document.setFilterProperty() filter.name  Flash 8.  filter.name  Read-only property; a string that specifies the type of filter. The value of this property determines which other properties of the Filter object are available. The value is one of the following: &quot;adjustColorFilter&quot;, &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientBevelFilter&quot;, or &quot;gradientGlowFilter&quot;.  The following example displays the filter names and index positions in the Output panel: var myFilters = fl.getDocumentDOM().getFilters( var traceStr = &quot;&quot;; for(i=0; i &lt; myFilters.length; i++){  traceStr = traceStr + &quot; At index &quot; + i + &quot;: &quot; + myFilters[i].name; } fl.trace(traceStr   document.getFilters(), document.setFilterProperty() " />
<page href="00004115.html" title="filter.quality" text="filter.quality  Flash 8.  filter.quality  Property; a string that specifies the blur quality. Acceptable values are &quot;low&quot;, &quot;medium&quot;, and &quot;high&quot; (&quot;high&quot; is similar to a Gaussian blur). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the blur quality to &quot;medium&quot; for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].quality = &#39;medium&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.quality  Flash 8.  filter.quality  Property; a string that specifies the blur quality. Acceptable values are &quot;low&quot;, &quot;medium&quot;, and &quot;high&quot; (&quot;high&quot; is similar to a Gaussian blur). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the blur quality to &quot;medium&quot; for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].quality = &#39;medium&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.quality  Flash 8.  filter.quality  Property; a string that specifies the blur quality. Acceptable values are &quot;low&quot;, &quot;medium&quot;, and &quot;high&quot; (&quot;high&quot; is similar to a Gaussian blur). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the blur quality to &quot;medium&quot; for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].quality = &#39;medium&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.quality  Flash 8.  filter.quality  Property; a string that specifies the blur quality. Acceptable values are &quot;low&quot;, &quot;medium&quot;, and &quot;high&quot; (&quot;high&quot; is similar to a Gaussian blur). This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;blurFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the blur quality to &quot;medium&quot; for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].quality = &#39;medium&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004116.html" title="filter.saturation" text="filter.saturation  Flash 8.  filter.saturation  Property; a float value that specifies the saturation value of the filter. Acceptable values are from -100&#160;to&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the saturation value to&#160;-100 (grayscale) for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].saturation = 0-100;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.saturation  Flash 8.  filter.saturation  Property; a float value that specifies the saturation value of the filter. Acceptable values are from -100&#160;to&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the saturation value to&#160;-100 (grayscale) for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].saturation = 0-100;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.saturation  Flash 8.  filter.saturation  Property; a float value that specifies the saturation value of the filter. Acceptable values are from -100&#160;to&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the saturation value to&#160;-100 (grayscale) for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].saturation = 0-100;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.saturation  Flash 8.  filter.saturation  Property; a float value that specifies the saturation value of the filter. Acceptable values are from -100&#160;to&#160;100. This property is defined for Filter objects with a value of &quot;adjustColorFilter&quot; for the filter.name property.  The following example sets the saturation value to&#160;-100 (grayscale) for the Adjust Color filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;adjustColorFilter&#39;){  myFilters[i].saturation = 0-100;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004117.html" title="filter.shadowColor" text="filter.shadowColor  Flash 8.  filter.shadowColor  Property; the color of the shadow, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the shadow color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].shadowColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.shadowColor  Flash 8.  filter.shadowColor  Property; the color of the shadow, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the shadow color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].shadowColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.shadowColor  Flash 8.  filter.shadowColor  Property; the color of the shadow, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the shadow color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].shadowColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.shadowColor  Flash 8.  filter.shadowColor  Property; the color of the shadow, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is defined for Filter objects with a value of &quot;bevelFilter&quot; for the filter.name property.  The following example sets the shadow color to &quot;#ff00003e&quot; for the Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].shadowColor = &#39;#ff00003e&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004118.html" title="filter.strength" text="filter.strength  Flash 8.  filter.strength  Property; an integer that specifies the percentage strength of the filter. Acceptable values are between&#160;0 and&#160;25,500. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the strength to&#160;50 for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].strength = 50;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.strength  Flash 8.  filter.strength  Property; an integer that specifies the percentage strength of the filter. Acceptable values are between&#160;0 and&#160;25,500. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the strength to&#160;50 for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].strength = 50;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.strength  Flash 8.  filter.strength  Property; an integer that specifies the percentage strength of the filter. Acceptable values are between&#160;0 and&#160;25,500. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the strength to&#160;50 for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].strength = 50;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() filter.strength  Flash 8.  filter.strength  Property; an integer that specifies the percentage strength of the filter. Acceptable values are between&#160;0 and&#160;25,500. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;dropShadowFilter&quot;, &quot;glowFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the strength to&#160;50 for the Glow filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;glowFilter&#39;){  myFilters[i].strength = 50;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty() " />
<page href="00004119.html" title="filter.type" text="filter.type  Flash 8.  filter.type  Property; a string that specifies the type of bevel or glow. Acceptable values are &quot;inner&quot;, &quot;outer&quot;, and &quot;full&quot;. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the type to &quot;full&quot; for all Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].type = &#39;full&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty()  filter.type  Flash 8.  filter.type  Property; a string that specifies the type of bevel or glow. Acceptable values are &quot;inner&quot;, &quot;outer&quot;, and &quot;full&quot;. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the type to &quot;full&quot; for all Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].type = &#39;full&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty()  filter.type  Flash 8.  filter.type  Property; a string that specifies the type of bevel or glow. Acceptable values are &quot;inner&quot;, &quot;outer&quot;, and &quot;full&quot;. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the type to &quot;full&quot; for all Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].type = &#39;full&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty()  filter.type  Flash 8.  filter.type  Property; a string that specifies the type of bevel or glow. Acceptable values are &quot;inner&quot;, &quot;outer&quot;, and &quot;full&quot;. This property is defined for Filter objects with a value of &quot;bevelFilter&quot;, &quot;gradientGlowFilter&quot;, or &quot;gradientBevelFilter&quot; for the filter.name property.  The following example sets the type to &quot;full&quot; for all Bevel filters on the selected object(s): var myFilters = fl.getDocumentDOM().getFilters( for(i=0; i &lt; myFilters.length; i++){  if(myFilters[i].name == &#39;bevelFilter&#39;){  myFilters[i].type = &#39;full&#39;;  } } fl.getDocumentDOM().setFilters(myFilters  document.setFilterProperty()  " />
<page href="00004120.html" title="flash object (fl)" text="flash object (fl)  Flash MX 2004.  The flash object represents the Flash application. You can use flash or fl to refer to this object. This documentation uses fl in code samples throughout.  Method summary for the flash object The following methods can be used with the flash object:  Property summary for the flash object The following properties can be used with the flash object. Method Description fl.addEventListener() Registers a function to be called when a specific event is received. fl.browseForFileURL() Opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved. fl.browseForFolderURL() Displays a Browse for Folder dialog box and lets the user select a folder. fl.clipCopyString() Copies the specified string to the Clipboard. fl.closeAll() Closes all open documents, displaying the Save As dialog box for any documents that were not previously saved. fl.closeAllPlayerDocuments() Closes all the SWF files that have been opened with Control &gt; Test Movie. fl.closeDocument() Closes the specified document. fl.closeProject() Closes the Flash Project (FLP) file that is currently open.  fl.createDocument() Opens a new document and selects it.  fl.createProject() Creates a Flash Project (FLP) file with the specified name. fl.downloadLatestVersion() Downloads from the Version Cue server the latest version of a file that is not currently open. fl.enableImmediateUpdates() Lets the script developer enable immediate visual updates of the timeline when executing effects. fl.fileExists() Checks whether a file already exists on disk. fl.findDocumentDOM() Lets you target a specific file by using its unique identifier. fl.findDocumentIndex() Returns an array of integers that represent the position of a document in the fl.documents array. fl.findObjectInDocByName() Exposes elements with instance names that contain specified text in a document. fl.findObjectInDocByType() Exposes elements of a specified element type in a document. fl.getAppMemoryInfo() Returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. fl.getDocumentDOM() Retrieves the DOM (Document object) of the currently active document. fl.getProject() Returns a Project object that represents the currently open project. fl.mapPlayerURL() Maps an escaped Unicode URL to a UTF-8 or MBCS URL. fl.openDocument() Opens a Flash (FLA) document for editing in a new Flash Document window and gives it the focus.  fl.openProject() Opens a Flash Project (FLP) file in the Flash authoring tool for editing. fl.openScript() Opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. fl.quit() Quits Flash, prompting the user to save any changed documents. fl.reloadEffects() Reloads all effects descriptors defined in the user's Configuration Effects folder. fl.reloadTools() Rebuilds the Tools panel from the toolconfig.xml file. Used only when creating extensible tools. fl.removeEventListener() Unregisters a function that was registered using fl.addEventListener(). fl.resetAS3PackagePaths() Resets the global Classpath setting in the ActionScript 3.0 Settings dialog box to the default value. fl.resetPackagePaths() Resets the global Classpath setting in the ActionScript 2.0 Settings dialog box to the default value. fl.revertDocumentToLastVersion() Reverts the specified document to the version on the Version Cue server. fl.runScript() Executes a JavaScript file. fl.saveAll() Saves all open documents, displaying the Save As dialog box for any documents that were not previously saved. fl.saveAVersionOfDocument() Saves a version of the specified document to the Version Cue server. fl.saveDocument() Saves the specified document as a FLA document. fl.saveDocumentAs() Displays the Save As dialog box for the specified document.  fl.selectElement() Enables selection or editing of an element. fl.selectTool() Selects the specified tool in the Tools panel. fl.setActiveWindow() Sets the active window to be the specified document. fl.showIdleMessage() Lets you disable the warning about a script running too long. fl.synchronizeDocumentWithHeadVersion() Synchronizes the specified document with the most current version on the Version Cue server, fl.trace() Sends a text string to the Output panel. Properties Description fl.actionsPanel Read-only; an actionsPanel object. fl.activeEffect  Read-only; the Effect object for the current effect being applied.  fl.as3PackagePaths A string that corresponds to the global Classpath setting in the ActionScript 3.0 Settings dialog box.  fl.compilerErrors  Read-only; a compilerErrors object. fl.componentsPanel  Read-only; a componentsPanel object, which represents the Components panel. fl.configDirectory  Read-only; a string that specifies the full path for the local user's Configuration folder as a platform-specific path. fl.configURI  Read-only; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. fl.contactSensitiveSelection A Boolean value that specifies whether Contact Sensitive selection mode is enabled. fl.createNewDocList  Read-only; an array of strings that represent the various types of documents that can be created.  fl.createNewDocListType  Read-only; an array of strings that represent the file extensions of the types of documents that can be created.  fl.createNewTemplateList  Read-only; an array of strings that represent the various types of templates that can be created.  fl.documents  Read-only; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.  fl.drawingLayer Read-only; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging. fl.effects  Read-only; an array of Effect objects (see Effect object), based on XML parameter file. fl.Math  Read-only; the Math object, which provides methods for matrix and point operations. fl.mruRecentFileList  Read-only; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages. fl.mruRecentFileListType  Read-only; an array of the file types in the MRU list that the Flash authoring tool manages.  fl.packagePaths A string that corresponds to the global Classpath setting in the ActionScript 2.0 Settings dialog box. fl.objectDrawingMode An integer that represents the object drawing mode that is enabled. fl.outputPanel  Read-only; reference to the outputPanel object. fl.scriptURI Read-only; a string that represents the path of the currently running JSFL script, expressed as a file:/// URI fl.tools  Read-only; an array of Tools objects.  fl.version  Read-only; the long string version of the Flash authoring tool, including platform.  fl.xmlui  Read-only; an XMLUI object.  flash object (fl)  Flash MX 2004.  The flash object represents the Flash application. You can use flash or fl to refer to this object. This documentation uses fl in code samples throughout.  Method summary for the flash object The following methods can be used with the flash object:  Property summary for the flash object The following properties can be used with the flash object. Method Description fl.addEventListener() Registers a function to be called when a specific event is received. fl.browseForFileURL() Opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved. fl.browseForFolderURL() Displays a Browse for Folder dialog box and lets the user select a folder. fl.clipCopyString() Copies the specified string to the Clipboard. fl.closeAll() Closes all open documents, displaying the Save As dialog box for any documents that were not previously saved. fl.closeAllPlayerDocuments() Closes all the SWF files that have been opened with Control &gt; Test Movie. fl.closeDocument() Closes the specified document. fl.closeProject() Closes the Flash Project (FLP) file that is currently open.  fl.createDocument() Opens a new document and selects it.  fl.createProject() Creates a Flash Project (FLP) file with the specified name. fl.downloadLatestVersion() Downloads from the Version Cue server the latest version of a file that is not currently open. fl.enableImmediateUpdates() Lets the script developer enable immediate visual updates of the timeline when executing effects. fl.fileExists() Checks whether a file already exists on disk. fl.findDocumentDOM() Lets you target a specific file by using its unique identifier. fl.findDocumentIndex() Returns an array of integers that represent the position of a document in the fl.documents array. fl.findObjectInDocByName() Exposes elements with instance names that contain specified text in a document. fl.findObjectInDocByType() Exposes elements of a specified element type in a document. fl.getAppMemoryInfo() Returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. fl.getDocumentDOM() Retrieves the DOM (Document object) of the currently active document. fl.getProject() Returns a Project object that represents the currently open project. fl.mapPlayerURL() Maps an escaped Unicode URL to a UTF-8 or MBCS URL. fl.openDocument() Opens a Flash (FLA) document for editing in a new Flash Document window and gives it the focus.  fl.openProject() Opens a Flash Project (FLP) file in the Flash authoring tool for editing. fl.openScript() Opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. fl.quit() Quits Flash, prompting the user to save any changed documents. fl.reloadEffects() Reloads all effects descriptors defined in the user's Configuration Effects folder. fl.reloadTools() Rebuilds the Tools panel from the toolconfig.xml file. Used only when creating extensible tools. fl.removeEventListener() Unregisters a function that was registered using fl.addEventListener(). fl.resetAS3PackagePaths() Resets the global Classpath setting in the ActionScript 3.0 Settings dialog box to the default value. fl.resetPackagePaths() Resets the global Classpath setting in the ActionScript 2.0 Settings dialog box to the default value. fl.revertDocumentToLastVersion() Reverts the specified document to the version on the Version Cue server. fl.runScript() Executes a JavaScript file. fl.saveAll() Saves all open documents, displaying the Save As dialog box for any documents that were not previously saved. fl.saveAVersionOfDocument() Saves a version of the specified document to the Version Cue server. fl.saveDocument() Saves the specified document as a FLA document. fl.saveDocumentAs() Displays the Save As dialog box for the specified document.  fl.selectElement() Enables selection or editing of an element. fl.selectTool() Selects the specified tool in the Tools panel. fl.setActiveWindow() Sets the active window to be the specified document. fl.showIdleMessage() Lets you disable the warning about a script running too long. fl.synchronizeDocumentWithHeadVersion() Synchronizes the specified document with the most current version on the Version Cue server, fl.trace() Sends a text string to the Output panel. Properties Description fl.actionsPanel Read-only; an actionsPanel object. fl.activeEffect  Read-only; the Effect object for the current effect being applied.  fl.as3PackagePaths A string that corresponds to the global Classpath setting in the ActionScript 3.0 Settings dialog box.  fl.compilerErrors  Read-only; a compilerErrors object. fl.componentsPanel  Read-only; a componentsPanel object, which represents the Components panel. fl.configDirectory  Read-only; a string that specifies the full path for the local user's Configuration folder as a platform-specific path. fl.configURI  Read-only; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. fl.contactSensitiveSelection A Boolean value that specifies whether Contact Sensitive selection mode is enabled. fl.createNewDocList  Read-only; an array of strings that represent the various types of documents that can be created.  fl.createNewDocListType  Read-only; an array of strings that represent the file extensions of the types of documents that can be created.  fl.createNewTemplateList  Read-only; an array of strings that represent the various types of templates that can be created.  fl.documents  Read-only; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.  fl.drawingLayer Read-only; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging. fl.effects  Read-only; an array of Effect objects (see Effect object), based on XML parameter file. fl.Math  Read-only; the Math object, which provides methods for matrix and point operations. fl.mruRecentFileList  Read-only; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages. fl.mruRecentFileListType  Read-only; an array of the file types in the MRU list that the Flash authoring tool manages.  fl.packagePaths A string that corresponds to the global Classpath setting in the ActionScript 2.0 Settings dialog box. fl.objectDrawingMode An integer that represents the object drawing mode that is enabled. fl.outputPanel  Read-only; reference to the outputPanel object. fl.scriptURI Read-only; a string that represents the path of the currently running JSFL script, expressed as a file:/// URI fl.tools  Read-only; an array of Tools objects.  fl.version  Read-only; the long string version of the Flash authoring tool, including platform.  fl.xmlui  Read-only; an XMLUI object.  flash object (fl)  Flash MX 2004.  The flash object represents the Flash application. You can use flash or fl to refer to this object. This documentation uses fl in code samples throughout.  Method summary for the flash object The following methods can be used with the flash object:  Property summary for the flash object The following properties can be used with the flash object. Method Description fl.addEventListener() Registers a function to be called when a specific event is received. fl.browseForFileURL() Opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved. fl.browseForFolderURL() Displays a Browse for Folder dialog box and lets the user select a folder. fl.clipCopyString() Copies the specified string to the Clipboard. fl.closeAll() Closes all open documents, displaying the Save As dialog box for any documents that were not previously saved. fl.closeAllPlayerDocuments() Closes all the SWF files that have been opened with Control &gt; Test Movie. fl.closeDocument() Closes the specified document. fl.closeProject() Closes the Flash Project (FLP) file that is currently open.  fl.createDocument() Opens a new document and selects it.  fl.createProject() Creates a Flash Project (FLP) file with the specified name. fl.downloadLatestVersion() Downloads from the Version Cue server the latest version of a file that is not currently open. fl.enableImmediateUpdates() Lets the script developer enable immediate visual updates of the timeline when executing effects. fl.fileExists() Checks whether a file already exists on disk. fl.findDocumentDOM() Lets you target a specific file by using its unique identifier. fl.findDocumentIndex() Returns an array of integers that represent the position of a document in the fl.documents array. fl.findObjectInDocByName() Exposes elements with instance names that contain specified text in a document. fl.findObjectInDocByType() Exposes elements of a specified element type in a document. fl.getAppMemoryInfo() Returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. fl.getDocumentDOM() Retrieves the DOM (Document object) of the currently active document. fl.getProject() Returns a Project object that represents the currently open project. fl.mapPlayerURL() Maps an escaped Unicode URL to a UTF-8 or MBCS URL. fl.openDocument() Opens a Flash (FLA) document for editing in a new Flash Document window and gives it the focus.  fl.openProject() Opens a Flash Project (FLP) file in the Flash authoring tool for editing. fl.openScript() Opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. fl.quit() Quits Flash, prompting the user to save any changed documents. fl.reloadEffects() Reloads all effects descriptors defined in the user's Configuration Effects folder. fl.reloadTools() Rebuilds the Tools panel from the toolconfig.xml file. Used only when creating extensible tools. fl.removeEventListener() Unregisters a function that was registered using fl.addEventListener(). fl.resetAS3PackagePaths() Resets the global Classpath setting in the ActionScript 3.0 Settings dialog box to the default value. fl.resetPackagePaths() Resets the global Classpath setting in the ActionScript 2.0 Settings dialog box to the default value. fl.revertDocumentToLastVersion() Reverts the specified document to the version on the Version Cue server. fl.runScript() Executes a JavaScript file. fl.saveAll() Saves all open documents, displaying the Save As dialog box for any documents that were not previously saved. fl.saveAVersionOfDocument() Saves a version of the specified document to the Version Cue server. fl.saveDocument() Saves the specified document as a FLA document. fl.saveDocumentAs() Displays the Save As dialog box for the specified document.  fl.selectElement() Enables selection or editing of an element. fl.selectTool() Selects the specified tool in the Tools panel. fl.setActiveWindow() Sets the active window to be the specified document. fl.showIdleMessage() Lets you disable the warning about a script running too long. fl.synchronizeDocumentWithHeadVersion() Synchronizes the specified document with the most current version on the Version Cue server, fl.trace() Sends a text string to the Output panel. Properties Description fl.actionsPanel Read-only; an actionsPanel object. fl.activeEffect  Read-only; the Effect object for the current effect being applied.  fl.as3PackagePaths A string that corresponds to the global Classpath setting in the ActionScript 3.0 Settings dialog box.  fl.compilerErrors  Read-only; a compilerErrors object. fl.componentsPanel  Read-only; a componentsPanel object, which represents the Components panel. fl.configDirectory  Read-only; a string that specifies the full path for the local user's Configuration folder as a platform-specific path. fl.configURI  Read-only; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. fl.contactSensitiveSelection A Boolean value that specifies whether Contact Sensitive selection mode is enabled. fl.createNewDocList  Read-only; an array of strings that represent the various types of documents that can be created.  fl.createNewDocListType  Read-only; an array of strings that represent the file extensions of the types of documents that can be created.  fl.createNewTemplateList  Read-only; an array of strings that represent the various types of templates that can be created.  fl.documents  Read-only; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.  fl.drawingLayer Read-only; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging. fl.effects  Read-only; an array of Effect objects (see Effect object), based on XML parameter file. fl.Math  Read-only; the Math object, which provides methods for matrix and point operations. fl.mruRecentFileList  Read-only; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages. fl.mruRecentFileListType  Read-only; an array of the file types in the MRU list that the Flash authoring tool manages.  fl.packagePaths A string that corresponds to the global Classpath setting in the ActionScript 2.0 Settings dialog box. fl.objectDrawingMode An integer that represents the object drawing mode that is enabled. fl.outputPanel  Read-only; reference to the outputPanel object. fl.scriptURI Read-only; a string that represents the path of the currently running JSFL script, expressed as a file:/// URI fl.tools  Read-only; an array of Tools objects.  fl.version  Read-only; the long string version of the Flash authoring tool, including platform.  fl.xmlui  Read-only; an XMLUI object.  flash object (fl)  Flash MX 2004.  The flash object represents the Flash application. You can use flash or fl to refer to this object. This documentation uses fl in code samples throughout.  Method summary for the flash object The following methods can be used with the flash object:  Property summary for the flash object The following properties can be used with the flash object. " />
<page href="00004121.html" title="fl.actionsPanel" text="fl.actionsPanel  Flash CS3 Professional.  fl.actionsPanel  Read-only property; an actionsPanel object, which represents the currently displayed Actions panel. For information on using this property, see actionsPanel object. fl.actionsPanel  Flash CS3 Professional.  fl.actionsPanel  Read-only property; an actionsPanel object, which represents the currently displayed Actions panel. For information on using this property, see actionsPanel object. fl.actionsPanel  Flash CS3 Professional.  fl.actionsPanel  Read-only property; an actionsPanel object, which represents the currently displayed Actions panel. For information on using this property, see actionsPanel object. fl.actionsPanel  Flash CS3 Professional.  fl.actionsPanel  Read-only property; an actionsPanel object, which represents the currently displayed Actions panel. For information on using this property, see actionsPanel object. " />
<page href="00004122.html" title="fl.activeEffect" text="fl.activeEffect  Flash MX 2004.  fl.activeEffect  Read-only property; the Effect object for the current effect being applied. For a list of properties available to fl.activeEffect, see Property summary for the Effect object.  The following example stores an object that represents the current effect in the&#160;ef variable. var ef = fl.activeEffect; fl.activeEffect  Flash MX 2004.  fl.activeEffect  Read-only property; the Effect object for the current effect being applied. For a list of properties available to fl.activeEffect, see Property summary for the Effect object.  The following example stores an object that represents the current effect in the&#160;ef variable. var ef = fl.activeEffect; fl.activeEffect  Flash MX 2004.  fl.activeEffect  Read-only property; the Effect object for the current effect being applied. For a list of properties available to fl.activeEffect, see Property summary for the Effect object.  The following example stores an object that represents the current effect in the&#160;ef variable. var ef = fl.activeEffect; fl.activeEffect  Flash MX 2004.  fl.activeEffect  Read-only property; the Effect object for the current effect being applied. For a list of properties available to fl.activeEffect, see Property summary for the Effect object.  The following example stores an object that represents the current effect in the&#160;ef variable. var ef = fl.activeEffect; " />
<page href="00004123.html" title="fl.addEventListener()" text="fl.addEventListener()  Flash CS3 Professional.  fl.addEventListener(eventType, callbackFunction)  eventType&#160;A string that specifies the event type to pass to this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;. callbackFunction&#160;A string that specifies the function you want to execute every time the event occurs.  Nothing.  Method; registers a function to be called when a specific event occurs.  When using this method, be aware that if the event occurs frequently (as might be the case with mouseMove) and the function takes a long time to run, your application might hang or otherwise enter an error state.  The following example displays a message in the Output panel when a document is closed: myFunction = function () {   fl.trace(&#39;document was closed&#39; }  fl.addEventListener(&quot;documentClosed&quot;, myFunction  fl.removeEventListener()   The documentChanged value doesn't mean that the content of a document has changed; it means that a different document is now in the foreground. That is, fl.getDocumentDOM() will return a different value than it did before this event occurred. fl.addEventListener()  Flash CS3 Professional.  fl.addEventListener(eventType, callbackFunction)  eventType&#160;A string that specifies the event type to pass to this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;. callbackFunction&#160;A string that specifies the function you want to execute every time the event occurs.  Nothing.  Method; registers a function to be called when a specific event occurs.  When using this method, be aware that if the event occurs frequently (as might be the case with mouseMove) and the function takes a long time to run, your application might hang or otherwise enter an error state.  The following example displays a message in the Output panel when a document is closed: myFunction = function () {   fl.trace(&#39;document was closed&#39; }  fl.addEventListener(&quot;documentClosed&quot;, myFunction  fl.removeEventListener()   The documentChanged value doesn't mean that the content of a document has changed; it means that a different document is now in the foreground. That is, fl.getDocumentDOM() will return a different value than it did before this event occurred. fl.addEventListener()  Flash CS3 Professional.  fl.addEventListener(eventType, callbackFunction)  eventType&#160;A string that specifies the event type to pass to this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;. callbackFunction&#160;A string that specifies the function you want to execute every time the event occurs.  Nothing.  Method; registers a function to be called when a specific event occurs.  When using this method, be aware that if the event occurs frequently (as might be the case with mouseMove) and the function takes a long time to run, your application might hang or otherwise enter an error state.  The following example displays a message in the Output panel when a document is closed: myFunction = function () {   fl.trace(&#39;document was closed&#39; }  fl.addEventListener(&quot;documentClosed&quot;, myFunction  fl.removeEventListener()   The documentChanged value doesn't mean that the content of a document has changed; it means that a different document is now in the foreground. That is, fl.getDocumentDOM() will return a different value than it did before this event occurred. fl.addEventListener()  Flash CS3 Professional.  fl.addEventListener(eventType, callbackFunction)  eventType&#160;A string that specifies the event type to pass to this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;. callbackFunction&#160;A string that specifies the function you want to execute every time the event occurs.  Nothing.  Method; registers a function to be called when a specific event occurs.  When using this method, be aware that if the event occurs frequently (as might be the case with mouseMove) and the function takes a long time to run, your application might hang or otherwise enter an error state.  The following example displays a message in the Output panel when a document is closed: myFunction = function () {   fl.trace(&#39;document was closed&#39; }  fl.addEventListener(&quot;documentClosed&quot;, myFunction  fl.removeEventListener() " />
<page href="00004124.html" title="fl.as3PackagePaths" text="fl.as3PackagePaths  Flash CS3 Professional.  fl.as3PackagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;2.0 Classpath settings, use fl.packagePaths.  The following example illustrates changing the ActionScript&#160;3.0 Classpath settings. fl.trace(fl.as3PackagePaths  // Output (assuming started with default value)  // .;$(AppConfig)/ActionScript 3.0/Classes  fl.as3PackagePaths=&quot;buying;selling&quot;;  fl.trace(fl.as3PackagePaths  // Output  // buying; selling   fl.resetAS3PackagePaths() fl.as3PackagePaths  Flash CS3 Professional.  fl.as3PackagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;2.0 Classpath settings, use fl.packagePaths.  The following example illustrates changing the ActionScript&#160;3.0 Classpath settings. fl.trace(fl.as3PackagePaths  // Output (assuming started with default value)  // .;$(AppConfig)/ActionScript 3.0/Classes  fl.as3PackagePaths=&quot;buying;selling&quot;;  fl.trace(fl.as3PackagePaths  // Output  // buying; selling   fl.resetAS3PackagePaths() fl.as3PackagePaths  Flash CS3 Professional.  fl.as3PackagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;2.0 Classpath settings, use fl.packagePaths.  The following example illustrates changing the ActionScript&#160;3.0 Classpath settings. fl.trace(fl.as3PackagePaths  // Output (assuming started with default value)  // .;$(AppConfig)/ActionScript 3.0/Classes  fl.as3PackagePaths=&quot;buying;selling&quot;;  fl.trace(fl.as3PackagePaths  // Output  // buying; selling   fl.resetAS3PackagePaths() fl.as3PackagePaths  Flash CS3 Professional.  fl.as3PackagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;2.0 Classpath settings, use fl.packagePaths.  The following example illustrates changing the ActionScript&#160;3.0 Classpath settings. fl.trace(fl.as3PackagePaths  // Output (assuming started with default value)  // .;$(AppConfig)/ActionScript 3.0/Classes  fl.as3PackagePaths=&quot;buying;selling&quot;;  fl.trace(fl.as3PackagePaths  // Output  // buying; selling   fl.resetAS3PackagePaths() " />
<page href="00004125.html" title="fl.browseForFileURL()" text="fl.browseForFileURL()  Flash MX 2004. Usage fl.browseForFileURL(browseType [, title [, previewArea]])  browseType&#160;A string that specifies the type of file browse operation. Acceptable values are &quot;open&quot;, &quot;select&quot; or &quot;save&quot;. The values &quot;open&quot; and &quot;select&quot; open the system File Open dialog box. Each value is provided for compatibility with Dreamweaver. The value &quot;save&quot; opens a system File Save dialog box.  title&#160;A string that specifies the title for the File Open or File Save dialog box. If this parameter is omitted, a default value is used. This parameter is optional. previewArea&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver. Returns The URL of the file, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved.   The following example lets the user choose a FLA file to open and then opens the file. (The fl.browseForFileURL() method can browse for any type of file, but fl.openDocument() can open only FLA files.)  var fileURL = fl.browseForFileURL(&quot;open&quot;, &quot;Select file&quot; var doc = fl.openDocument(fileURL  fl.browseForFolderURL() fl.browseForFileURL()  Flash MX 2004. Usage fl.browseForFileURL(browseType [, title [, previewArea]])  browseType&#160;A string that specifies the type of file browse operation. Acceptable values are &quot;open&quot;, &quot;select&quot; or &quot;save&quot;. The values &quot;open&quot; and &quot;select&quot; open the system File Open dialog box. Each value is provided for compatibility with Dreamweaver. The value &quot;save&quot; opens a system File Save dialog box.  title&#160;A string that specifies the title for the File Open or File Save dialog box. If this parameter is omitted, a default value is used. This parameter is optional. previewArea&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver. Returns The URL of the file, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved.   The following example lets the user choose a FLA file to open and then opens the file. (The fl.browseForFileURL() method can browse for any type of file, but fl.openDocument() can open only FLA files.)  var fileURL = fl.browseForFileURL(&quot;open&quot;, &quot;Select file&quot; var doc = fl.openDocument(fileURL  fl.browseForFolderURL() fl.browseForFileURL()  Flash MX 2004. Usage fl.browseForFileURL(browseType [, title [, previewArea]])  browseType&#160;A string that specifies the type of file browse operation. Acceptable values are &quot;open&quot;, &quot;select&quot; or &quot;save&quot;. The values &quot;open&quot; and &quot;select&quot; open the system File Open dialog box. Each value is provided for compatibility with Dreamweaver. The value &quot;save&quot; opens a system File Save dialog box.  title&#160;A string that specifies the title for the File Open or File Save dialog box. If this parameter is omitted, a default value is used. This parameter is optional. previewArea&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver. Returns The URL of the file, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved.   The following example lets the user choose a FLA file to open and then opens the file. (The fl.browseForFileURL() method can browse for any type of file, but fl.openDocument() can open only FLA files.)  var fileURL = fl.browseForFileURL(&quot;open&quot;, &quot;Select file&quot; var doc = fl.openDocument(fileURL  fl.browseForFolderURL() fl.browseForFileURL()  Flash MX 2004. Usage fl.browseForFileURL(browseType [, title [, previewArea]])  browseType&#160;A string that specifies the type of file browse operation. Acceptable values are &quot;open&quot;, &quot;select&quot; or &quot;save&quot;. The values &quot;open&quot; and &quot;select&quot; open the system File Open dialog box. Each value is provided for compatibility with Dreamweaver. The value &quot;save&quot; opens a system File Save dialog box.  title&#160;A string that specifies the title for the File Open or File Save dialog box. If this parameter is omitted, a default value is used. This parameter is optional. previewArea&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver. Returns The URL of the file, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; opens a File Open or File Save system dialog box and lets the user specify a file to be opened or&#160;saved.   The following example lets the user choose a FLA file to open and then opens the file. (The fl.browseForFileURL() method can browse for any type of file, but fl.openDocument() can open only FLA files.)  var fileURL = fl.browseForFileURL(&quot;open&quot;, &quot;Select file&quot; var doc = fl.openDocument(fileURL  fl.browseForFolderURL() " />
<page href="00004126.html" title="fl.browseForFolderURL()" text="fl.browseForFolderURL()  Flash 8.  fl.browseForFolderURL([description])  description&#160;An optional string that specifies the description of the Browse For Folder dialog box. If this parameter is omitted, nothing is shown in the description area.  The URL of the folder, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; displays a Browse for Folder dialog box and lets the user select a folder.   The following example lets the user select a folder and then displays a list of files in that folder: var folderURI = fl.browseForFolderURL(&quot;Select a folder.&quot;  var folderContents = FLfile.listFolder(folderURI  fl.browseForFileURL(), FLfile object   The title of the dialog box is always Browse for Folder. Use the description parameter to add more detail in the description area under the title, such as &quot;Select a folder&quot; or &quot;Select the path that contains the profile you want to import.&quot; fl.browseForFolderURL()  Flash 8.  fl.browseForFolderURL([description])  description&#160;An optional string that specifies the description of the Browse For Folder dialog box. If this parameter is omitted, nothing is shown in the description area.  The URL of the folder, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; displays a Browse for Folder dialog box and lets the user select a folder.   The following example lets the user select a folder and then displays a list of files in that folder: var folderURI = fl.browseForFolderURL(&quot;Select a folder.&quot;  var folderContents = FLfile.listFolder(folderURI  fl.browseForFileURL(), FLfile object   The title of the dialog box is always Browse for Folder. Use the description parameter to add more detail in the description area under the title, such as &quot;Select a folder&quot; or &quot;Select the path that contains the profile you want to import.&quot; fl.browseForFolderURL()  Flash 8.  fl.browseForFolderURL([description])  description&#160;An optional string that specifies the description of the Browse For Folder dialog box. If this parameter is omitted, nothing is shown in the description area.  The URL of the folder, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; displays a Browse for Folder dialog box and lets the user select a folder.   The following example lets the user select a folder and then displays a list of files in that folder: var folderURI = fl.browseForFolderURL(&quot;Select a folder.&quot;  var folderContents = FLfile.listFolder(folderURI  fl.browseForFileURL(), FLfile object   The title of the dialog box is always Browse for Folder. Use the description parameter to add more detail in the description area under the title, such as &quot;Select a folder&quot; or &quot;Select the path that contains the profile you want to import.&quot; fl.browseForFolderURL()  Flash 8.  fl.browseForFolderURL([description])  description&#160;An optional string that specifies the description of the Browse For Folder dialog box. If this parameter is omitted, nothing is shown in the description area.  The URL of the folder, expressed as a file:///&#160;URI; returns null if the user cancels out of the dialog box.  Method; displays a Browse for Folder dialog box and lets the user select a folder.   The following example lets the user select a folder and then displays a list of files in that folder: var folderURI = fl.browseForFolderURL(&quot;Select a folder.&quot;  var folderContents = FLfile.listFolder(folderURI  fl.browseForFileURL(), FLfile object " />
<page href="00004127.html" title="fl.clipCopyString()" text="fl.clipCopyString()  Flash CS3 Professional.  fl.clipCopyString(string)  string&#160;A string to be copied to the Clipboard.  Nothing.  Method; copies the specified string to the Clipboard. To copy the current selection to the Clipboard, use document.clipCopy().  The following example copies the path of the current document to the Clipboard: var documentPath = fl.getDocumentDOM().path; fl.clipCopyString(documentPath fl.clipCopyString()  Flash CS3 Professional.  fl.clipCopyString(string)  string&#160;A string to be copied to the Clipboard.  Nothing.  Method; copies the specified string to the Clipboard. To copy the current selection to the Clipboard, use document.clipCopy().  The following example copies the path of the current document to the Clipboard: var documentPath = fl.getDocumentDOM().path; fl.clipCopyString(documentPath fl.clipCopyString()  Flash CS3 Professional.  fl.clipCopyString(string)  string&#160;A string to be copied to the Clipboard.  Nothing.  Method; copies the specified string to the Clipboard. To copy the current selection to the Clipboard, use document.clipCopy().  The following example copies the path of the current document to the Clipboard: var documentPath = fl.getDocumentDOM().path; fl.clipCopyString(documentPath fl.clipCopyString()  Flash CS3 Professional.  fl.clipCopyString(string)  string&#160;A string to be copied to the Clipboard.  Nothing.  Method; copies the specified string to the Clipboard. To copy the current selection to the Clipboard, use document.clipCopy().  The following example copies the path of the current document to the Clipboard: var documentPath = fl.getDocumentDOM().path; fl.clipCopyString(documentPath " />
<page href="00004128.html" title="fl.closeAll()" text="fl.closeAll()  Flash MX 2004. Usage fl.closeAll([bPromptToSave])  bPromptToSave&#160;An optional Boolean value that specifies whether to display the Save dialog box for any files that have been changed since they were previously saved, or the Save As dialog box for files that have never been saved. The default value is true. Returns Nothing.   Method; closes all open files (FLA files, SWF files, JSFL files, and so on). If you want to close all open files without saving changes to any of them, pass false for bPromptToSave. This method does not terminate the application.   The following code closes all open files, prompting the user to save any new or changed files. fl.closeAll(  fl.closeAllPlayerDocuments(), fl.closeDocument() fl.closeAll()  Flash MX 2004. Usage fl.closeAll([bPromptToSave])  bPromptToSave&#160;An optional Boolean value that specifies whether to display the Save dialog box for any files that have been changed since they were previously saved, or the Save As dialog box for files that have never been saved. The default value is true. Returns Nothing.   Method; closes all open files (FLA files, SWF files, JSFL files, and so on). If you want to close all open files without saving changes to any of them, pass false for bPromptToSave. This method does not terminate the application.   The following code closes all open files, prompting the user to save any new or changed files. fl.closeAll(  fl.closeAllPlayerDocuments(), fl.closeDocument() fl.closeAll()  Flash MX 2004. Usage fl.closeAll([bPromptToSave])  bPromptToSave&#160;An optional Boolean value that specifies whether to display the Save dialog box for any files that have been changed since they were previously saved, or the Save As dialog box for files that have never been saved. The default value is true. Returns Nothing.   Method; closes all open files (FLA files, SWF files, JSFL files, and so on). If you want to close all open files without saving changes to any of them, pass false for bPromptToSave. This method does not terminate the application.   The following code closes all open files, prompting the user to save any new or changed files. fl.closeAll(  fl.closeAllPlayerDocuments(), fl.closeDocument() fl.closeAll()  Flash MX 2004. Usage fl.closeAll([bPromptToSave])  bPromptToSave&#160;An optional Boolean value that specifies whether to display the Save dialog box for any files that have been changed since they were previously saved, or the Save As dialog box for files that have never been saved. The default value is true. Returns Nothing.   Method; closes all open files (FLA files, SWF files, JSFL files, and so on). If you want to close all open files without saving changes to any of them, pass false for bPromptToSave. This method does not terminate the application.   The following code closes all open files, prompting the user to save any new or changed files. fl.closeAll(  fl.closeAllPlayerDocuments(), fl.closeDocument() " />
<page href="00004129.html" title="fl.closeAllPlayerDocuments()" text="fl.closeAllPlayerDocuments()  Flash CS3 Professional. Usage fl.closeAllPlayerDocuments()  None. Returns A Boolean value: true if one or more movie windows were open; false otherwise.  Method; closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie.  The following example closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie. fl.closeAllcloseAllPlayerDocuments(  fl.closeAll(), fl.closeDocument() fl.closeAllPlayerDocuments()  Flash CS3 Professional. Usage fl.closeAllPlayerDocuments()  None. Returns A Boolean value: true if one or more movie windows were open; false otherwise.  Method; closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie.  The following example closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie. fl.closeAllcloseAllPlayerDocuments(  fl.closeAll(), fl.closeDocument() fl.closeAllPlayerDocuments()  Flash CS3 Professional. Usage fl.closeAllPlayerDocuments()  None. Returns A Boolean value: true if one or more movie windows were open; false otherwise.  Method; closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie.  The following example closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie. fl.closeAllcloseAllPlayerDocuments(  fl.closeAll(), fl.closeDocument() fl.closeAllPlayerDocuments()  Flash CS3 Professional. Usage fl.closeAllPlayerDocuments()  None. Returns A Boolean value: true if one or more movie windows were open; false otherwise.  Method; closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie.  The following example closes all the SWF files that have been opened with Control&#160;&gt; Test&#160;Movie. fl.closeAllcloseAllPlayerDocuments(  fl.closeAll(), fl.closeDocument() " />
<page href="00004130.html" title="fl.closeDocument()" text="fl.closeDocument()  Flash MX 2004. Usage fl.closeDocument(documentObject [, bPromptToSaveChanges])  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not close until the script that calls this method finishes executing.  bPromptToSaveChanges&#160;A Boolean value. When bPromptToSaveChanges is false, the user is not prompted if the document contains unsaved changes; that is, the file is closed and the changes are discarded. If bPromptToSaveChanges is true, and if the document contains unsaved changes, the user is prompted with the standard yes-or-no dialog box. The default value is true. This parameter is optional. Returns A Boolean value: true if successful; false otherwise.  Method; closes the specified document.  The following example illustrates two ways of closing a document. // Closes the specified document and prompts to save changes. fl.closeDocument(fl.documents[0]  fl.closeDocument(fl.documents[0] , true // Use of true is optional. // Closes the specified document without prompting to save changes. fl.closeDocument(fl.documents[0], false  fl.closeAll() fl.closeDocument()  Flash MX 2004. Usage fl.closeDocument(documentObject [, bPromptToSaveChanges])  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not close until the script that calls this method finishes executing.  bPromptToSaveChanges&#160;A Boolean value. When bPromptToSaveChanges is false, the user is not prompted if the document contains unsaved changes; that is, the file is closed and the changes are discarded. If bPromptToSaveChanges is true, and if the document contains unsaved changes, the user is prompted with the standard yes-or-no dialog box. The default value is true. This parameter is optional. Returns A Boolean value: true if successful; false otherwise.  Method; closes the specified document.  The following example illustrates two ways of closing a document. // Closes the specified document and prompts to save changes. fl.closeDocument(fl.documents[0]  fl.closeDocument(fl.documents[0] , true // Use of true is optional. // Closes the specified document without prompting to save changes. fl.closeDocument(fl.documents[0], false  fl.closeAll() fl.closeDocument()  Flash MX 2004. Usage fl.closeDocument(documentObject [, bPromptToSaveChanges])  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not close until the script that calls this method finishes executing.  bPromptToSaveChanges&#160;A Boolean value. When bPromptToSaveChanges is false, the user is not prompted if the document contains unsaved changes; that is, the file is closed and the changes are discarded. If bPromptToSaveChanges is true, and if the document contains unsaved changes, the user is prompted with the standard yes-or-no dialog box. The default value is true. This parameter is optional. Returns A Boolean value: true if successful; false otherwise.  Method; closes the specified document.  The following example illustrates two ways of closing a document. // Closes the specified document and prompts to save changes. fl.closeDocument(fl.documents[0]  fl.closeDocument(fl.documents[0] , true // Use of true is optional. // Closes the specified document without prompting to save changes. fl.closeDocument(fl.documents[0], false  fl.closeAll() fl.closeDocument()  Flash MX 2004. Usage fl.closeDocument(documentObject [, bPromptToSaveChanges])  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not close until the script that calls this method finishes executing.  bPromptToSaveChanges&#160;A Boolean value. When bPromptToSaveChanges is false, the user is not prompted if the document contains unsaved changes; that is, the file is closed and the changes are discarded. If bPromptToSaveChanges is true, and if the document contains unsaved changes, the user is prompted with the standard yes-or-no dialog box. The default value is true. This parameter is optional. Returns A Boolean value: true if successful; false otherwise.  Method; closes the specified document.  The following example illustrates two ways of closing a document. // Closes the specified document and prompts to save changes. fl.closeDocument(fl.documents[0]  fl.closeDocument(fl.documents[0] , true // Use of true is optional. // Closes the specified document without prompting to save changes. fl.closeDocument(fl.documents[0], false  fl.closeAll() " />
<page href="00004131.html" title="fl.closeProject()" text="fl.closeProject()  Flash 8.  fl.closeProject()  None.  A Boolean value of true if the project was successfully closed; false if there is no project file&#160;open.  Method; closes the Flash Project (FLP) file that is currently open.   The following example attempts to close a project file, and displays a message indicating whether the file was successfully closed: fl.trace(&quot;The project was&quot; + (fl.closeProject() ? &quot;closed&quot; : &quot;not closed&quot;)  fl.getProject(), fl.openProject(), Project object fl.closeProject()  Flash 8.  fl.closeProject()  None.  A Boolean value of true if the project was successfully closed; false if there is no project file&#160;open.  Method; closes the Flash Project (FLP) file that is currently open.   The following example attempts to close a project file, and displays a message indicating whether the file was successfully closed: fl.trace(&quot;The project was&quot; + (fl.closeProject() ? &quot;closed&quot; : &quot;not closed&quot;)  fl.getProject(), fl.openProject(), Project object fl.closeProject()  Flash 8.  fl.closeProject()  None.  A Boolean value of true if the project was successfully closed; false if there is no project file&#160;open.  Method; closes the Flash Project (FLP) file that is currently open.   The following example attempts to close a project file, and displays a message indicating whether the file was successfully closed: fl.trace(&quot;The project was&quot; + (fl.closeProject() ? &quot;closed&quot; : &quot;not closed&quot;)  fl.getProject(), fl.openProject(), Project object fl.closeProject()  Flash 8.  fl.closeProject()  None.  A Boolean value of true if the project was successfully closed; false if there is no project file&#160;open.  Method; closes the Flash Project (FLP) file that is currently open.   The following example attempts to close a project file, and displays a message indicating whether the file was successfully closed: fl.trace(&quot;The project was&quot; + (fl.closeProject() ? &quot;closed&quot; : &quot;not closed&quot;)  fl.getProject(), fl.openProject(), Project object " />
<page href="00004132.html" title="fl.compilerErrors" text="fl.compilerErrors  Flash CS3 Professional.  fl.compilerErrors  Read-only property; a compilerErrors object, which represents the Errors panel. For information on using this property, see compilerErrors object. fl.compilerErrors  Flash CS3 Professional.  fl.compilerErrors  Read-only property; a compilerErrors object, which represents the Errors panel. For information on using this property, see compilerErrors object. fl.compilerErrors  Flash CS3 Professional.  fl.compilerErrors  Read-only property; a compilerErrors object, which represents the Errors panel. For information on using this property, see compilerErrors object. fl.compilerErrors  Flash CS3 Professional.  fl.compilerErrors  Read-only property; a compilerErrors object, which represents the Errors panel. For information on using this property, see compilerErrors object. " />
<page href="00004133.html" title="fl.componentsPanel" text="fl.componentsPanel  Flash MX 2004.  fl.componentsPanel  Read-only property; a componentsPanel object, which represents the Components panel.  The following example stores a componentsPanel object in the comPanel variable: var comPanel = fl.componentsPanel; fl.componentsPanel  Flash MX 2004.  fl.componentsPanel  Read-only property; a componentsPanel object, which represents the Components panel.  The following example stores a componentsPanel object in the comPanel variable: var comPanel = fl.componentsPanel; fl.componentsPanel  Flash MX 2004.  fl.componentsPanel  Read-only property; a componentsPanel object, which represents the Components panel.  The following example stores a componentsPanel object in the comPanel variable: var comPanel = fl.componentsPanel; fl.componentsPanel  Flash MX 2004.  fl.componentsPanel  Read-only property; a componentsPanel object, which represents the Components panel.  The following example stores a componentsPanel object in the comPanel variable: var comPanel = fl.componentsPanel; " />
<page href="00004134.html" title="fl.configDirectory" text="fl.configDirectory  Flash MX 2004.  fl.configDirectory  Read-only property; a string that specifies the full path for the local user's Configuration directory in a platform-specific format. To specify this path as a file:///&#160;URI, which is not platform-specific, use fl.configURI.  The following example displays the Configuration directory in the Output panel: fl.trace(&quot;My local configuration directory is &quot; + fl.configDirectory fl.configDirectory  Flash MX 2004.  fl.configDirectory  Read-only property; a string that specifies the full path for the local user's Configuration directory in a platform-specific format. To specify this path as a file:///&#160;URI, which is not platform-specific, use fl.configURI.  The following example displays the Configuration directory in the Output panel: fl.trace(&quot;My local configuration directory is &quot; + fl.configDirectory fl.configDirectory  Flash MX 2004.  fl.configDirectory  Read-only property; a string that specifies the full path for the local user's Configuration directory in a platform-specific format. To specify this path as a file:///&#160;URI, which is not platform-specific, use fl.configURI.  The following example displays the Configuration directory in the Output panel: fl.trace(&quot;My local configuration directory is &quot; + fl.configDirectory fl.configDirectory  Flash MX 2004.  fl.configDirectory  Read-only property; a string that specifies the full path for the local user's Configuration directory in a platform-specific format. To specify this path as a file:///&#160;URI, which is not platform-specific, use fl.configURI.  The following example displays the Configuration directory in the Output panel: fl.trace(&quot;My local configuration directory is &quot; + fl.configDirectory " />
<page href="00004135.html" title="fl.configURI" text="fl.configURI  Flash MX 2004.  fl.configURI  Read-only property; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. See also fl.configDirectory.  The following example runs a specified script. Using fl.configURI lets you specify the location of the script without knowing which platform the script is running on. // To run a command in your commands menu, change &quot;Test.Jsfl&quot; // to the command you want to run in the line below. fl.runScript( fl.configURI + &quot;Commands/Test.jsfl&quot;  fl.configURI  Flash MX 2004.  fl.configURI  Read-only property; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. See also fl.configDirectory.  The following example runs a specified script. Using fl.configURI lets you specify the location of the script without knowing which platform the script is running on. // To run a command in your commands menu, change &quot;Test.Jsfl&quot; // to the command you want to run in the line below. fl.runScript( fl.configURI + &quot;Commands/Test.jsfl&quot;  fl.configURI  Flash MX 2004.  fl.configURI  Read-only property; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. See also fl.configDirectory.  The following example runs a specified script. Using fl.configURI lets you specify the location of the script without knowing which platform the script is running on. // To run a command in your commands menu, change &quot;Test.Jsfl&quot; // to the command you want to run in the line below. fl.runScript( fl.configURI + &quot;Commands/Test.jsfl&quot;  fl.configURI  Flash MX 2004.  fl.configURI  Read-only property; a string that specifies the full path for the local user's Configuration directory as a file:///&#160;URI. See also fl.configDirectory.  The following example runs a specified script. Using fl.configURI lets you specify the location of the script without knowing which platform the script is running on. // To run a command in your commands menu, change &quot;Test.Jsfl&quot; // to the command you want to run in the line below. fl.runScript( fl.configURI + &quot;Commands/Test.jsfl&quot;  " />
<page href="00004136.html" title="fl.contactSensitiveSelection" text="fl.contactSensitiveSelection  Flash 8. Usage fl.contactSensitiveSelection  A Boolean value that specifies whether Contact Sensitive selection mode is enabled (true) or not (false).  The following example shows how to disable Contact Sensitive selection mode before making a selection, and then how to reset it to its original value after making the selection: var contact = fl.contactSensitiveSelection;  fl.contactSensitiveSelection = false;  // Insert selection code here.  fl.contactSensitiveSelection = contact; fl.contactSensitiveSelection  Flash 8. Usage fl.contactSensitiveSelection  A Boolean value that specifies whether Contact Sensitive selection mode is enabled (true) or not (false).  The following example shows how to disable Contact Sensitive selection mode before making a selection, and then how to reset it to its original value after making the selection: var contact = fl.contactSensitiveSelection;  fl.contactSensitiveSelection = false;  // Insert selection code here.  fl.contactSensitiveSelection = contact; fl.contactSensitiveSelection  Flash 8. Usage fl.contactSensitiveSelection  A Boolean value that specifies whether Contact Sensitive selection mode is enabled (true) or not (false).  The following example shows how to disable Contact Sensitive selection mode before making a selection, and then how to reset it to its original value after making the selection: var contact = fl.contactSensitiveSelection;  fl.contactSensitiveSelection = false;  // Insert selection code here.  fl.contactSensitiveSelection = contact; fl.contactSensitiveSelection  Flash 8. Usage fl.contactSensitiveSelection  A Boolean value that specifies whether Contact Sensitive selection mode is enabled (true) or not (false).  The following example shows how to disable Contact Sensitive selection mode before making a selection, and then how to reset it to its original value after making the selection: var contact = fl.contactSensitiveSelection;  fl.contactSensitiveSelection = false;  // Insert selection code here.  fl.contactSensitiveSelection = contact; " />
<page href="00004137.html" title="fl.createDocument()" text="fl.createDocument()  Flash MX 2004. Usage fl.createDocument([docType])  docType&#160;A string that specifies the type of document to create. Acceptable values are &quot;timeline&quot;, &quot;presentation&quot;, and &quot;application&quot;. The default value is &quot;timeline&quot;, which has the same effect as choosing File&#160;&gt; New&#160;&gt; Flash&#160;File (ActionScript&#160;3.0). This parameter is optional.  Returns The Document object for the newly created document, if the method is successful. If an error occurs, the value is undefined.   Method; opens a new document and selects it. Values for size, resolution, and color are the same as the current defaults.   The following example creates different types of documents: // Create two Timeline-based Flash documents. fl.createDocument( fl.createDocument(&quot;timeline&quot; // Create a Slide Presentation document. fl.createDocument(&quot;presentation&quot; // Create a Form Application document. fl.createDocument(&quot;application&quot;    This method doesn't support the creation of a Flash Mobile document. fl.createDocument()  Flash MX 2004. Usage fl.createDocument([docType])  docType&#160;A string that specifies the type of document to create. Acceptable values are &quot;timeline&quot;, &quot;presentation&quot;, and &quot;application&quot;. The default value is &quot;timeline&quot;, which has the same effect as choosing File&#160;&gt; New&#160;&gt; Flash&#160;File (ActionScript&#160;3.0). This parameter is optional.  Returns The Document object for the newly created document, if the method is successful. If an error occurs, the value is undefined.   Method; opens a new document and selects it. Values for size, resolution, and color are the same as the current defaults.   The following example creates different types of documents: // Create two Timeline-based Flash documents. fl.createDocument( fl.createDocument(&quot;timeline&quot; // Create a Slide Presentation document. fl.createDocument(&quot;presentation&quot; // Create a Form Application document. fl.createDocument(&quot;application&quot;    This method doesn't support the creation of a Flash Mobile document. fl.createDocument()  Flash MX 2004. Usage fl.createDocument([docType])  docType&#160;A string that specifies the type of document to create. Acceptable values are &quot;timeline&quot;, &quot;presentation&quot;, and &quot;application&quot;. The default value is &quot;timeline&quot;, which has the same effect as choosing File&#160;&gt; New&#160;&gt; Flash&#160;File (ActionScript&#160;3.0). This parameter is optional.  Returns The Document object for the newly created document, if the method is successful. If an error occurs, the value is undefined.   Method; opens a new document and selects it. Values for size, resolution, and color are the same as the current defaults.   The following example creates different types of documents: // Create two Timeline-based Flash documents. fl.createDocument( fl.createDocument(&quot;timeline&quot; // Create a Slide Presentation document. fl.createDocument(&quot;presentation&quot; // Create a Form Application document. fl.createDocument(&quot;application&quot;    This method doesn't support the creation of a Flash Mobile document. fl.createDocument()  Flash MX 2004. Usage fl.createDocument([docType])  docType&#160;A string that specifies the type of document to create. Acceptable values are &quot;timeline&quot;, &quot;presentation&quot;, and &quot;application&quot;. The default value is &quot;timeline&quot;, which has the same effect as choosing File&#160;&gt; New&#160;&gt; Flash&#160;File (ActionScript&#160;3.0). This parameter is optional.  Returns The Document object for the newly created document, if the method is successful. If an error occurs, the value is undefined.   Method; opens a new document and selects it. Values for size, resolution, and color are the same as the current defaults.   The following example creates different types of documents: // Create two Timeline-based Flash documents. fl.createDocument( fl.createDocument(&quot;timeline&quot; // Create a Slide Presentation document. fl.createDocument(&quot;presentation&quot; // Create a Form Application document. fl.createDocument(&quot;application&quot;  " />
<page href="00004138.html" title="fl.createNewDocList" text="fl.createNewDocList  Flash MX 2004.  fl.createNewDocList  Read-only property; an array of strings that represent the various types of documents that can be created.  The following example displays the types of documents that can be created in the Output panel: fl.trace(&quot;Number of choices &quot; + fl.createNewDocList.length  for (i = 0; i &lt; fl.createNewDocList.length; i++)   fl.trace(&quot;choice: &quot; + fl.createNewDocList[i]  fl.createNewDocList  Flash MX 2004.  fl.createNewDocList  Read-only property; an array of strings that represent the various types of documents that can be created.  The following example displays the types of documents that can be created in the Output panel: fl.trace(&quot;Number of choices &quot; + fl.createNewDocList.length  for (i = 0; i &lt; fl.createNewDocList.length; i++)   fl.trace(&quot;choice: &quot; + fl.createNewDocList[i]  fl.createNewDocList  Flash MX 2004.  fl.createNewDocList  Read-only property; an array of strings that represent the various types of documents that can be created.  The following example displays the types of documents that can be created in the Output panel: fl.trace(&quot;Number of choices &quot; + fl.createNewDocList.length  for (i = 0; i &lt; fl.createNewDocList.length; i++)   fl.trace(&quot;choice: &quot; + fl.createNewDocList[i]  fl.createNewDocList  Flash MX 2004.  fl.createNewDocList  Read-only property; an array of strings that represent the various types of documents that can be created.  The following example displays the types of documents that can be created in the Output panel: fl.trace(&quot;Number of choices &quot; + fl.createNewDocList.length  for (i = 0; i &lt; fl.createNewDocList.length; i++)   fl.trace(&quot;choice: &quot; + fl.createNewDocList[i]  " />
<page href="00004139.html" title="fl.createNewDocListType" text="fl.createNewDocListType  Flash MX 2004.  fl.createNewDocListType  Read-only property; an array of strings that represent the file extensions of the types of documents that can be created. The entries in the array correspond directly (by index) to the entries in the fl.createNewDocList array.  The following example displays the extensions of the types of documents that can be created in the Output panel: fl.trace(&quot;Number of types &quot; + fl.createNewDocListType.length  for (i = 0; i &lt; fl.createNewDocListType.length; i++) fl.trace(&quot;type: &quot; + fl.createNewDocListType[i] fl.createNewDocListType  Flash MX 2004.  fl.createNewDocListType  Read-only property; an array of strings that represent the file extensions of the types of documents that can be created. The entries in the array correspond directly (by index) to the entries in the fl.createNewDocList array.  The following example displays the extensions of the types of documents that can be created in the Output panel: fl.trace(&quot;Number of types &quot; + fl.createNewDocListType.length  for (i = 0; i &lt; fl.createNewDocListType.length; i++) fl.trace(&quot;type: &quot; + fl.createNewDocListType[i] fl.createNewDocListType  Flash MX 2004.  fl.createNewDocListType  Read-only property; an array of strings that represent the file extensions of the types of documents that can be created. The entries in the array correspond directly (by index) to the entries in the fl.createNewDocList array.  The following example displays the extensions of the types of documents that can be created in the Output panel: fl.trace(&quot;Number of types &quot; + fl.createNewDocListType.length  for (i = 0; i &lt; fl.createNewDocListType.length; i++) fl.trace(&quot;type: &quot; + fl.createNewDocListType[i] fl.createNewDocListType  Flash MX 2004.  fl.createNewDocListType  Read-only property; an array of strings that represent the file extensions of the types of documents that can be created. The entries in the array correspond directly (by index) to the entries in the fl.createNewDocList array.  The following example displays the extensions of the types of documents that can be created in the Output panel: fl.trace(&quot;Number of types &quot; + fl.createNewDocListType.length  for (i = 0; i &lt; fl.createNewDocListType.length; i++) fl.trace(&quot;type: &quot; + fl.createNewDocListType[i] " />
<page href="00004140.html" title="fl.createNewTemplateList" text="fl.createNewTemplateList  Flash MX 2004.  fl.createNewTemplateList  Read-only property; an array of strings that represent the various types of templates that can be created.   The following example displays the types of templates that can be created in the Output&#160;panel: fl.trace(&quot;Number of template types: &quot; + fl.createNewTemplateList.length for (i = 0; i &lt; fl.createNewTemplateList.length; i++) fl.trace(&quot;type: &quot; + fl.createNewTemplateList[i] fl.createNewTemplateList  Flash MX 2004.  fl.createNewTemplateList  Read-only property; an array of strings that represent the various types of templates that can be created.   The following example displays the types of templates that can be created in the Output&#160;panel: fl.trace(&quot;Number of template types: &quot; + fl.createNewTemplateList.length for (i = 0; i &lt; fl.createNewTemplateList.length; i++) fl.trace(&quot;type: &quot; + fl.createNewTemplateList[i] fl.createNewTemplateList  Flash MX 2004.  fl.createNewTemplateList  Read-only property; an array of strings that represent the various types of templates that can be created.   The following example displays the types of templates that can be created in the Output&#160;panel: fl.trace(&quot;Number of template types: &quot; + fl.createNewTemplateList.length for (i = 0; i &lt; fl.createNewTemplateList.length; i++) fl.trace(&quot;type: &quot; + fl.createNewTemplateList[i] fl.createNewTemplateList  Flash MX 2004.  fl.createNewTemplateList  Read-only property; an array of strings that represent the various types of templates that can be created.   The following example displays the types of templates that can be created in the Output&#160;panel: fl.trace(&quot;Number of template types: &quot; + fl.createNewTemplateList.length for (i = 0; i &lt; fl.createNewTemplateList.length; i++) fl.trace(&quot;type: &quot; + fl.createNewTemplateList[i] " />
<page href="00004141.html" title="fl.createProject()" text="fl.createProject()  Flash 8.  fl.createProject(fileURI [ , name ])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the Flash Project (FLP) file to be created.  name&#160;An optional string that is displayed as the project name in the Project panel. If name is omitted, the name of the FLP file (excluding path or extension) is displayed in the Project&#160;panel.   A Project object if the method is successful; undefined if the file can't be created (for example, fileURI contains a directory that doesn't exist).  Method; creates a Flash Project (FLP) file with the specified name. If the file can't be created, an informational dialog box is displayed. If the file already exists, a dialog box is displayed asking whether to overwrite the file.   The following example creates a project file in the specified directory (if it exists) and specifies a name to display in the Project panel:  var myProject = fl.createProject(&quot;file:///C|/Projects/MasterProject_2005.flp&quot;, &quot;Master Project&quot;  fl.getProject(), fl.openProject(), Project object fl.createProject()  Flash 8.  fl.createProject(fileURI [ , name ])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the Flash Project (FLP) file to be created.  name&#160;An optional string that is displayed as the project name in the Project panel. If name is omitted, the name of the FLP file (excluding path or extension) is displayed in the Project&#160;panel.   A Project object if the method is successful; undefined if the file can't be created (for example, fileURI contains a directory that doesn't exist).  Method; creates a Flash Project (FLP) file with the specified name. If the file can't be created, an informational dialog box is displayed. If the file already exists, a dialog box is displayed asking whether to overwrite the file.   The following example creates a project file in the specified directory (if it exists) and specifies a name to display in the Project panel:  var myProject = fl.createProject(&quot;file:///C|/Projects/MasterProject_2005.flp&quot;, &quot;Master Project&quot;  fl.getProject(), fl.openProject(), Project object fl.createProject()  Flash 8.  fl.createProject(fileURI [ , name ])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the Flash Project (FLP) file to be created.  name&#160;An optional string that is displayed as the project name in the Project panel. If name is omitted, the name of the FLP file (excluding path or extension) is displayed in the Project&#160;panel.   A Project object if the method is successful; undefined if the file can't be created (for example, fileURI contains a directory that doesn't exist).  Method; creates a Flash Project (FLP) file with the specified name. If the file can't be created, an informational dialog box is displayed. If the file already exists, a dialog box is displayed asking whether to overwrite the file.   The following example creates a project file in the specified directory (if it exists) and specifies a name to display in the Project panel:  var myProject = fl.createProject(&quot;file:///C|/Projects/MasterProject_2005.flp&quot;, &quot;Master Project&quot;  fl.getProject(), fl.openProject(), Project object fl.createProject()  Flash 8.  fl.createProject(fileURI [ , name ])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the Flash Project (FLP) file to be created.  name&#160;An optional string that is displayed as the project name in the Project panel. If name is omitted, the name of the FLP file (excluding path or extension) is displayed in the Project&#160;panel.   A Project object if the method is successful; undefined if the file can't be created (for example, fileURI contains a directory that doesn't exist).  Method; creates a Flash Project (FLP) file with the specified name. If the file can't be created, an informational dialog box is displayed. If the file already exists, a dialog box is displayed asking whether to overwrite the file.   The following example creates a project file in the specified directory (if it exists) and specifies a name to display in the Project panel:  var myProject = fl.createProject(&quot;file:///C|/Projects/MasterProject_2005.flp&quot;, &quot;Master Project&quot;  fl.getProject(), fl.openProject(), Project object " />
<page href="00004142.html" title="fl.documents" text="fl.documents  Flash MX 2004.  fl.documents  Read-only property; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.   The following example stores an array of open documents in the docs variable: var docs = fl.documents; The following example displays the names of currently open documents in the Output panel: for (doc in fl.documents) {  fl.trace(fl.documents[doc].name  } fl.documents  Flash MX 2004.  fl.documents  Read-only property; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.   The following example stores an array of open documents in the docs variable: var docs = fl.documents; The following example displays the names of currently open documents in the Output panel: for (doc in fl.documents) {  fl.trace(fl.documents[doc].name  } fl.documents  Flash MX 2004.  fl.documents  Read-only property; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.   The following example stores an array of open documents in the docs variable: var docs = fl.documents; The following example displays the names of currently open documents in the Output panel: for (doc in fl.documents) {  fl.trace(fl.documents[doc].name  } fl.documents  Flash MX 2004.  fl.documents  Read-only property; an array of Document objects (see Document object) that represent the documents (FLA files) that are currently open for editing.   The following example stores an array of open documents in the docs variable: var docs = fl.documents; The following example displays the names of currently open documents in the Output panel: for (doc in fl.documents) {  fl.trace(fl.documents[doc].name  } " />
<page href="00004143.html" title="fl.downloadLatestVersion()" text="fl.downloadLatestVersion()  Flash CS3 Professional.  fl.downloadLatestVersion(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the local path of the file to be downloaded from the Version Cue server. Only files that are not already opened can be downloaded. If the file specified by fileURI is already open, this method has no effect.  A Boolean value of true if the file was downloaded successfully; false otherwise.  Method; downloads from the Version Cue server the latest version of a file that is not currently open. To download the latest version of an open file, use document.synchronizeWithHeadVersion().  The following example downloads the file named myFile.fla from the Version Cue server: fl.downloadLatestVersion(&quot;file:///C|/MyFiles/Version Cue/docs/myFile.fla&quot;  document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() fl.downloadLatestVersion()  Flash CS3 Professional.  fl.downloadLatestVersion(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the local path of the file to be downloaded from the Version Cue server. Only files that are not already opened can be downloaded. If the file specified by fileURI is already open, this method has no effect.  A Boolean value of true if the file was downloaded successfully; false otherwise.  Method; downloads from the Version Cue server the latest version of a file that is not currently open. To download the latest version of an open file, use document.synchronizeWithHeadVersion().  The following example downloads the file named myFile.fla from the Version Cue server: fl.downloadLatestVersion(&quot;file:///C|/MyFiles/Version Cue/docs/myFile.fla&quot;  document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() fl.downloadLatestVersion()  Flash CS3 Professional.  fl.downloadLatestVersion(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the local path of the file to be downloaded from the Version Cue server. Only files that are not already opened can be downloaded. If the file specified by fileURI is already open, this method has no effect.  A Boolean value of true if the file was downloaded successfully; false otherwise.  Method; downloads from the Version Cue server the latest version of a file that is not currently open. To download the latest version of an open file, use document.synchronizeWithHeadVersion().  The following example downloads the file named myFile.fla from the Version Cue server: fl.downloadLatestVersion(&quot;file:///C|/MyFiles/Version Cue/docs/myFile.fla&quot;  document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() fl.downloadLatestVersion()  Flash CS3 Professional.  fl.downloadLatestVersion(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the local path of the file to be downloaded from the Version Cue server. Only files that are not already opened can be downloaded. If the file specified by fileURI is already open, this method has no effect.  A Boolean value of true if the file was downloaded successfully; false otherwise.  Method; downloads from the Version Cue server the latest version of a file that is not currently open. To download the latest version of an open file, use document.synchronizeWithHeadVersion().  The following example downloads the file named myFile.fla from the Version Cue server: fl.downloadLatestVersion(&quot;file:///C|/MyFiles/Version Cue/docs/myFile.fla&quot;  document.synchronizeWithHeadVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() " />
<page href="00004144.html" title="fl.drawingLayer" text="fl.drawingLayer  Flash MX 2004.  fl.drawingLayer  Read-only property; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging (for example, when creating a selection marquee). Example See drawingLayer.setColor(). fl.drawingLayer  Flash MX 2004.  fl.drawingLayer  Read-only property; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging (for example, when creating a selection marquee). Example See drawingLayer.setColor(). fl.drawingLayer  Flash MX 2004.  fl.drawingLayer  Read-only property; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging (for example, when creating a selection marquee). Example See drawingLayer.setColor(). fl.drawingLayer  Flash MX 2004.  fl.drawingLayer  Read-only property; the drawingLayer object that an extensible tool should use when the user wants to temporarily draw while dragging (for example, when creating a selection marquee). Example See drawingLayer.setColor(). " />
<page href="00004145.html" title="fl.effects" text="fl.effects  Flash MX 2004.  fl.effects  Read-only property; an array of Effect objects (see Effect object), based on XML parameter file. These are not effects, but a description of effects. The array length corresponds to the number of effects (based on the XML parameter definition files, not the number of JSFL implementation files) registered when the program opens.  The following example returns the first registered effect:  ef = fl.effects[0] fl.effects  Flash MX 2004.  fl.effects  Read-only property; an array of Effect objects (see Effect object), based on XML parameter file. These are not effects, but a description of effects. The array length corresponds to the number of effects (based on the XML parameter definition files, not the number of JSFL implementation files) registered when the program opens.  The following example returns the first registered effect:  ef = fl.effects[0] fl.effects  Flash MX 2004.  fl.effects  Read-only property; an array of Effect objects (see Effect object), based on XML parameter file. These are not effects, but a description of effects. The array length corresponds to the number of effects (based on the XML parameter definition files, not the number of JSFL implementation files) registered when the program opens.  The following example returns the first registered effect:  ef = fl.effects[0] fl.effects  Flash MX 2004.  fl.effects  Read-only property; an array of Effect objects (see Effect object), based on XML parameter file. These are not effects, but a description of effects. The array length corresponds to the number of effects (based on the XML parameter definition files, not the number of JSFL implementation files) registered when the program opens.  The following example returns the first registered effect:  ef = fl.effects[0] " />
<page href="00004146.html" title="fl.enableImmediateUpdates()" text="fl.enableImmediateUpdates()  Flash MX 2004. Usage fl.enableImmediateUpdates(bEnableUpdates)  bEnableUpdates&#160;A Boolean value that specifies whether to enable (true) or disable (false) immediate visual updates of the timeline when executing effects.  Returns Nothing.   Method; lets the script developer enable immediate visual updates of the timeline when executing effects. Immediate updates are normally suppressed so the user does not see intermediate steps that can be visually distracting and can make the effect appear to take longer than necessary. This method is purely for debugging purposes and should not be used in effects that are deployed in the field. After the effect completes, the internal state is reset to suppress immediate updates.   The following example enables immediate updates. fl.enableImmediateUpdates(true) ; fl.trace(&quot;Immediate updates are enabled&quot; fl.enableImmediateUpdates()  Flash MX 2004. Usage fl.enableImmediateUpdates(bEnableUpdates)  bEnableUpdates&#160;A Boolean value that specifies whether to enable (true) or disable (false) immediate visual updates of the timeline when executing effects.  Returns Nothing.   Method; lets the script developer enable immediate visual updates of the timeline when executing effects. Immediate updates are normally suppressed so the user does not see intermediate steps that can be visually distracting and can make the effect appear to take longer than necessary. This method is purely for debugging purposes and should not be used in effects that are deployed in the field. After the effect completes, the internal state is reset to suppress immediate updates.   The following example enables immediate updates. fl.enableImmediateUpdates(true) ; fl.trace(&quot;Immediate updates are enabled&quot; fl.enableImmediateUpdates()  Flash MX 2004. Usage fl.enableImmediateUpdates(bEnableUpdates)  bEnableUpdates&#160;A Boolean value that specifies whether to enable (true) or disable (false) immediate visual updates of the timeline when executing effects.  Returns Nothing.   Method; lets the script developer enable immediate visual updates of the timeline when executing effects. Immediate updates are normally suppressed so the user does not see intermediate steps that can be visually distracting and can make the effect appear to take longer than necessary. This method is purely for debugging purposes and should not be used in effects that are deployed in the field. After the effect completes, the internal state is reset to suppress immediate updates.   The following example enables immediate updates. fl.enableImmediateUpdates(true) ; fl.trace(&quot;Immediate updates are enabled&quot; fl.enableImmediateUpdates()  Flash MX 2004. Usage fl.enableImmediateUpdates(bEnableUpdates)  bEnableUpdates&#160;A Boolean value that specifies whether to enable (true) or disable (false) immediate visual updates of the timeline when executing effects.  Returns Nothing.   Method; lets the script developer enable immediate visual updates of the timeline when executing effects. Immediate updates are normally suppressed so the user does not see intermediate steps that can be visually distracting and can make the effect appear to take longer than necessary. This method is purely for debugging purposes and should not be used in effects that are deployed in the field. After the effect completes, the internal state is reset to suppress immediate updates.   The following example enables immediate updates. fl.enableImmediateUpdates(true) ; fl.trace(&quot;Immediate updates are enabled&quot; " />
<page href="00004147.html" title="fl.fileExists()" text="fl.fileExists()  Flash MX 2004. Usage fl.fileExists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that contains the path to the file.  Returns A Boolean value: true if the file exists on disk; false otherwise.  Method; checks whether a file already exists on disk.  The following example displays true or false in the Output panel for each specified file, depending on whether the file exists. alert(fl.fileExists(&quot;file:///C|/example.fla&quot;) alert(fl.fileExists(&quot;file:///C|/example.jsfl&quot;) alert(fl.fileExists(&quot;&quot;) fl.fileExists()  Flash MX 2004. Usage fl.fileExists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that contains the path to the file.  Returns A Boolean value: true if the file exists on disk; false otherwise.  Method; checks whether a file already exists on disk.  The following example displays true or false in the Output panel for each specified file, depending on whether the file exists. alert(fl.fileExists(&quot;file:///C|/example.fla&quot;) alert(fl.fileExists(&quot;file:///C|/example.jsfl&quot;) alert(fl.fileExists(&quot;&quot;) fl.fileExists()  Flash MX 2004. Usage fl.fileExists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that contains the path to the file.  Returns A Boolean value: true if the file exists on disk; false otherwise.  Method; checks whether a file already exists on disk.  The following example displays true or false in the Output panel for each specified file, depending on whether the file exists. alert(fl.fileExists(&quot;file:///C|/example.fla&quot;) alert(fl.fileExists(&quot;file:///C|/example.jsfl&quot;) alert(fl.fileExists(&quot;&quot;) fl.fileExists()  Flash MX 2004. Usage fl.fileExists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that contains the path to the file.  Returns A Boolean value: true if the file exists on disk; false otherwise.  Method; checks whether a file already exists on disk.  The following example displays true or false in the Output panel for each specified file, depending on whether the file exists. alert(fl.fileExists(&quot;file:///C|/example.fla&quot;) alert(fl.fileExists(&quot;file:///C|/example.jsfl&quot;) alert(fl.fileExists(&quot;&quot;) " />
<page href="00004148.html" title="fl.findDocumentDOM()" text="fl.findDocumentDOM()  Flash CS3 Professional.  fl.findDocumentDOM(id)  id&#160;An integer that represents a unique identifier for a document.  A Document object, or null if no document exists with the specified id.   Method; lets you target a specific file by using its unique identifier (instead of its index value, for example). Use this method in conjunction with document.id.  The following example illustrates reading a document's ID and then using it to target that document: var originalDocID = fl.getDocumentDOM().id; // other code here, maybe working in different files var targetDoc = fl.findDocumentDOM(originalDocID // Set the height of the Stage in the original document to 400 pixels. targetDoc.height = 400;  fl.findDocumentIndex() fl.findDocumentDOM()  Flash CS3 Professional.  fl.findDocumentDOM(id)  id&#160;An integer that represents a unique identifier for a document.  A Document object, or null if no document exists with the specified id.   Method; lets you target a specific file by using its unique identifier (instead of its index value, for example). Use this method in conjunction with document.id.  The following example illustrates reading a document's ID and then using it to target that document: var originalDocID = fl.getDocumentDOM().id; // other code here, maybe working in different files var targetDoc = fl.findDocumentDOM(originalDocID // Set the height of the Stage in the original document to 400 pixels. targetDoc.height = 400;  fl.findDocumentIndex() fl.findDocumentDOM()  Flash CS3 Professional.  fl.findDocumentDOM(id)  id&#160;An integer that represents a unique identifier for a document.  A Document object, or null if no document exists with the specified id.   Method; lets you target a specific file by using its unique identifier (instead of its index value, for example). Use this method in conjunction with document.id.  The following example illustrates reading a document's ID and then using it to target that document: var originalDocID = fl.getDocumentDOM().id; // other code here, maybe working in different files var targetDoc = fl.findDocumentDOM(originalDocID // Set the height of the Stage in the original document to 400 pixels. targetDoc.height = 400;  fl.findDocumentIndex() fl.findDocumentDOM()  Flash CS3 Professional.  fl.findDocumentDOM(id)  id&#160;An integer that represents a unique identifier for a document.  A Document object, or null if no document exists with the specified id.   Method; lets you target a specific file by using its unique identifier (instead of its index value, for example). Use this method in conjunction with document.id.  The following example illustrates reading a document's ID and then using it to target that document: var originalDocID = fl.getDocumentDOM().id; // other code here, maybe working in different files var targetDoc = fl.findDocumentDOM(originalDocID // Set the height of the Stage in the original document to 400 pixels. targetDoc.height = 400;  fl.findDocumentIndex() " />
<page href="00004149.html" title="fl.findDocumentIndex()" text="fl.findDocumentIndex()  Flash MX 2004. Usage fl.findDocumentIndex(name)  name&#160;The document name for which you want to find the index. The document must be open. Returns An array of integers that represent the position of the document name in the fl.documents array.   Method; returns an array of integers that represent the position of the document name in the fl.documents array. More than one document with the same name can be open (if the documents are located in different folders).  The following example displays information about the index position of any open files named test.fla in the Output panel: var filename = &quot;test.fla&quot; var docIndex = fl.findDocumentIndex(filename  for (var index in docIndex)   fl.trace(filename + &quot; is open at index &quot; + docIndex[index]   fl.documents, fl.findDocumentDOM() fl.findDocumentIndex()  Flash MX 2004. Usage fl.findDocumentIndex(name)  name&#160;The document name for which you want to find the index. The document must be open. Returns An array of integers that represent the position of the document name in the fl.documents array.   Method; returns an array of integers that represent the position of the document name in the fl.documents array. More than one document with the same name can be open (if the documents are located in different folders).  The following example displays information about the index position of any open files named test.fla in the Output panel: var filename = &quot;test.fla&quot; var docIndex = fl.findDocumentIndex(filename  for (var index in docIndex)   fl.trace(filename + &quot; is open at index &quot; + docIndex[index]   fl.documents, fl.findDocumentDOM() fl.findDocumentIndex()  Flash MX 2004. Usage fl.findDocumentIndex(name)  name&#160;The document name for which you want to find the index. The document must be open. Returns An array of integers that represent the position of the document name in the fl.documents array.   Method; returns an array of integers that represent the position of the document name in the fl.documents array. More than one document with the same name can be open (if the documents are located in different folders).  The following example displays information about the index position of any open files named test.fla in the Output panel: var filename = &quot;test.fla&quot; var docIndex = fl.findDocumentIndex(filename  for (var index in docIndex)   fl.trace(filename + &quot; is open at index &quot; + docIndex[index]   fl.documents, fl.findDocumentDOM() fl.findDocumentIndex()  Flash MX 2004. Usage fl.findDocumentIndex(name)  name&#160;The document name for which you want to find the index. The document must be open. Returns An array of integers that represent the position of the document name in the fl.documents array.   Method; returns an array of integers that represent the position of the document name in the fl.documents array. More than one document with the same name can be open (if the documents are located in different folders).  The following example displays information about the index position of any open files named test.fla in the Output panel: var filename = &quot;test.fla&quot; var docIndex = fl.findDocumentIndex(filename  for (var index in docIndex)   fl.trace(filename + &quot; is open at index &quot; + docIndex[index]   fl.documents, fl.findDocumentDOM() " />
<page href="00004150.html" title="fl.findObjectInDocByName()" text="fl.findObjectInDocByName()  Flash CS3 Professional.  fl.findObjectInDocByName(instanceName, document)  instanceName&#160;A string that specifies all or part of the instance name of an item in the specified document. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the object. The object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object. For more information on these properties and how to access them, see fl.findObjectInDocByName(). You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively.  Method; exposes elements with instance names that contain specified text in a document.  s The following example searches the current document for text fields that contain &quot;text&quot; in their instance names, and then changes the contents of the text fields: var nameToSearchFor = &quot;text&quot;; var doc = fl.getDocumentDOM( var results = fl.findObjectInDocByName(nameToSearchFor, doc  if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot; }  fl.findObjectInDocByType() fl.findObjectInDocByName()  Flash CS3 Professional.  fl.findObjectInDocByName(instanceName, document)  instanceName&#160;A string that specifies all or part of the instance name of an item in the specified document. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the object. The object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object. For more information on these properties and how to access them, see fl.findObjectInDocByName(). You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively.  Method; exposes elements with instance names that contain specified text in a document.  s The following example searches the current document for text fields that contain &quot;text&quot; in their instance names, and then changes the contents of the text fields: var nameToSearchFor = &quot;text&quot;; var doc = fl.getDocumentDOM( var results = fl.findObjectInDocByName(nameToSearchFor, doc  if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot; }  fl.findObjectInDocByType() fl.findObjectInDocByName()  Flash CS3 Professional.  fl.findObjectInDocByName(instanceName, document)  instanceName&#160;A string that specifies all or part of the instance name of an item in the specified document. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the object. The object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object. For more information on these properties and how to access them, see fl.findObjectInDocByName(). You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively.  Method; exposes elements with instance names that contain specified text in a document.  s The following example searches the current document for text fields that contain &quot;text&quot; in their instance names, and then changes the contents of the text fields: var nameToSearchFor = &quot;text&quot;; var doc = fl.getDocumentDOM( var results = fl.findObjectInDocByName(nameToSearchFor, doc  if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot; }  fl.findObjectInDocByType() fl.findObjectInDocByName()  Flash CS3 Professional.  fl.findObjectInDocByName(instanceName, document)  instanceName&#160;A string that specifies all or part of the instance name of an item in the specified document. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the object. The object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object. For more information on these properties and how to access them, see fl.findObjectInDocByName(). You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively.  Method; exposes elements with instance names that contain specified text in a document.  s The following example searches the current document for text fields that contain &quot;text&quot; in their instance names, and then changes the contents of the text fields: var nameToSearchFor = &quot;text&quot;; var doc = fl.getDocumentDOM( var results = fl.findObjectInDocByName(nameToSearchFor, doc  if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot; }  fl.findObjectInDocByType() " />
<page href="00004151.html" title="fl.findObjectInDocByType()" text="fl.findObjectInDocByType()  Flash CS3 Professional.  fl.findObjectInDocByType(elementType, document)  elementType&#160;A string that represents the type of element to search for. For acceptable values, see element.elementType. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the element object. Each object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object.  You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively. The second and third examples in the Examples section show how to access these properties.  Method; exposes elements of a specified element type in a document.   The following example searches the current document for text fields, and then changes their contents: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var results = fl.findObjectInDocByType(typeToSearchFor, doc if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + typeToSearchFor + &quot;&quot; found&quot; } The following example shows how to access the special properties of the object returned by this method: var doc = fl.getDocumentDOM( var resultsArray = findObjectInDocByType(&quot;text&quot;, doc if (resultsArray.length &gt; 0) {  var firstItem = resultsArray[0];    // firstItem.obj - This is the element object that was found.    // You can access the following properties of this object:  // firstItem.keyframe - The keyframe that the element is on.  // firstItem.layer - The layer that the keyframe is on.  // firstItem.timeline - The timeline that the layer is on.  // firstItem.parent - The parent of the timeline. For example,   // the timeline might be in a symbol instance.  } The following example shows how to back up the DOM to find the name of a layer on which a text field was found, using the resultArray.obj object: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var resultsArray = fl.findObjectInDocByType(typeToSearchFor, doc if (resultsArray.length &gt; 0) {  for (var i = 0; i &lt; resultsArray.length; i++) {  resultsArray[i].obj.setTextString(&quot;new text&quot;  var firstItem = resultsArray[0];  firstItemObj = firstItem.obj;  fl.trace(firstItemObj.layer.name+&quot; layerName&quot;  } } else {  alert(&quot;failed, no objects of type &quot; + typeToSearchFor + &quot; found&quot; }  fl.findObjectInDocByName() fl.findObjectInDocByType()  Flash CS3 Professional.  fl.findObjectInDocByType(elementType, document)  elementType&#160;A string that represents the type of element to search for. For acceptable values, see element.elementType. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the element object. Each object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object.  You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively. The second and third examples in the Examples section show how to access these properties.  Method; exposes elements of a specified element type in a document.   The following example searches the current document for text fields, and then changes their contents: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var results = fl.findObjectInDocByType(typeToSearchFor, doc if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + typeToSearchFor + &quot;&quot; found&quot; } The following example shows how to access the special properties of the object returned by this method: var doc = fl.getDocumentDOM( var resultsArray = findObjectInDocByType(&quot;text&quot;, doc if (resultsArray.length &gt; 0) {  var firstItem = resultsArray[0];    // firstItem.obj - This is the element object that was found.    // You can access the following properties of this object:  // firstItem.keyframe - The keyframe that the element is on.  // firstItem.layer - The layer that the keyframe is on.  // firstItem.timeline - The timeline that the layer is on.  // firstItem.parent - The parent of the timeline. For example,   // the timeline might be in a symbol instance.  } The following example shows how to back up the DOM to find the name of a layer on which a text field was found, using the resultArray.obj object: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var resultsArray = fl.findObjectInDocByType(typeToSearchFor, doc if (resultsArray.length &gt; 0) {  for (var i = 0; i &lt; resultsArray.length; i++) {  resultsArray[i].obj.setTextString(&quot;new text&quot;  var firstItem = resultsArray[0];  firstItemObj = firstItem.obj;  fl.trace(firstItemObj.layer.name+&quot; layerName&quot;  } } else {  alert(&quot;failed, no objects of type &quot; + typeToSearchFor + &quot; found&quot; }  fl.findObjectInDocByName() fl.findObjectInDocByType()  Flash CS3 Professional.  fl.findObjectInDocByType(elementType, document)  elementType&#160;A string that represents the type of element to search for. For acceptable values, see element.elementType. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the element object. Each object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object.  You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively. The second and third examples in the Examples section show how to access these properties.  Method; exposes elements of a specified element type in a document.   The following example searches the current document for text fields, and then changes their contents: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var results = fl.findObjectInDocByType(typeToSearchFor, doc if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + typeToSearchFor + &quot;&quot; found&quot; } The following example shows how to access the special properties of the object returned by this method: var doc = fl.getDocumentDOM( var resultsArray = findObjectInDocByType(&quot;text&quot;, doc if (resultsArray.length &gt; 0) {  var firstItem = resultsArray[0];    // firstItem.obj - This is the element object that was found.    // You can access the following properties of this object:  // firstItem.keyframe - The keyframe that the element is on.  // firstItem.layer - The layer that the keyframe is on.  // firstItem.timeline - The timeline that the layer is on.  // firstItem.parent - The parent of the timeline. For example,   // the timeline might be in a symbol instance.  } The following example shows how to back up the DOM to find the name of a layer on which a text field was found, using the resultArray.obj object: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var resultsArray = fl.findObjectInDocByType(typeToSearchFor, doc if (resultsArray.length &gt; 0) {  for (var i = 0; i &lt; resultsArray.length; i++) {  resultsArray[i].obj.setTextString(&quot;new text&quot;  var firstItem = resultsArray[0];  firstItemObj = firstItem.obj;  fl.trace(firstItemObj.layer.name+&quot; layerName&quot;  } } else {  alert(&quot;failed, no objects of type &quot; + typeToSearchFor + &quot; found&quot; }  fl.findObjectInDocByName() fl.findObjectInDocByType()  Flash CS3 Professional.  fl.findObjectInDocByType(elementType, document)  elementType&#160;A string that represents the type of element to search for. For acceptable values, see element.elementType. document&#160;The Document object in which to search for the specified item.  An array of generic objects. Use the .obj property of each item in the array to get the element object. Each object has the following properties: keyframe, layer, timeline, and parent. You can use these properties to access the hierarchy of the object.  You can also access methods and properties for the layer and timeline values; they are equivalent to the Layer object and the Timeline object, respectively. The second and third examples in the Examples section show how to access these properties.  Method; exposes elements of a specified element type in a document.   The following example searches the current document for text fields, and then changes their contents: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var results = fl.findObjectInDocByType(typeToSearchFor, doc if (results.length &gt; 0) {  for (var i = 0; i &lt; results.length; i++) {  results[i].obj.setTextString(&quot;new text&quot;  }  alert(&quot;success, found &quot; + results.length + &quot; objects&quot; } else {   alert(&quot;failed, no objects of type &quot;&quot; + typeToSearchFor + &quot;&quot; found&quot; } The following example shows how to access the special properties of the object returned by this method: var doc = fl.getDocumentDOM( var resultsArray = findObjectInDocByType(&quot;text&quot;, doc if (resultsArray.length &gt; 0) {  var firstItem = resultsArray[0];    // firstItem.obj - This is the element object that was found.    // You can access the following properties of this object:  // firstItem.keyframe - The keyframe that the element is on.  // firstItem.layer - The layer that the keyframe is on.  // firstItem.timeline - The timeline that the layer is on.  // firstItem.parent - The parent of the timeline. For example,   // the timeline might be in a symbol instance.  } The following example shows how to back up the DOM to find the name of a layer on which a text field was found, using the resultArray.obj object: var doc = fl.getDocumentDOM( var typeToSearchFor = &quot;text&quot;; var resultsArray = fl.findObjectInDocByType(typeToSearchFor, doc if (resultsArray.length &gt; 0) {  for (var i = 0; i &lt; resultsArray.length; i++) {  resultsArray[i].obj.setTextString(&quot;new text&quot;  var firstItem = resultsArray[0];  firstItemObj = firstItem.obj;  fl.trace(firstItemObj.layer.name+&quot; layerName&quot;  } } else {  alert(&quot;failed, no objects of type &quot; + typeToSearchFor + &quot; found&quot; }  fl.findObjectInDocByName() " />
<page href="00004152.html" title="fl.getAppMemoryInfo()" text="fl.getAppMemoryInfo()  Flash 8 (Windows only).  fl.getAppMemoryInfo(memType)  memType&#160;An integer that specifies the memory utilization area to be queried. For a list of acceptable values, see the following description.  An integer that represents the number of bytes being used in a specified area of Flash.exe memory.  Method (Windows only returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. Use the following table to determine which value you want to pass as memType:  The following example displays the current working memory consumption: var memsize = fl.getAppMemoryInfo(2  fl.trace(&quot;Flash current memory consumption is &quot; + memsize + &quot; bytes or &quot; + memsize/1024 + &quot; KB&quot;  memType Resource data 0 PAGEFAULTCOUNT 1 PEAKWORKINGSETSIZE 2 WORKINGSETSIZE 3 QUOTAPEAKPAGEDPOOLUSAGE 4 QUOTAPAGEDPOOLUSAGE 5 QUOTAPEAKNONPAGEDPOOLUSAGE 6 QUOTANONPAGEDPOOLUSAGE 7 PAGEFILEUSAGE 8 PEAKPAGEFILEUSAGE  fl.getAppMemoryInfo()  Flash 8 (Windows only).  fl.getAppMemoryInfo(memType)  memType&#160;An integer that specifies the memory utilization area to be queried. For a list of acceptable values, see the following description.  An integer that represents the number of bytes being used in a specified area of Flash.exe memory.  Method (Windows only returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. Use the following table to determine which value you want to pass as memType:  The following example displays the current working memory consumption: var memsize = fl.getAppMemoryInfo(2  fl.trace(&quot;Flash current memory consumption is &quot; + memsize + &quot; bytes or &quot; + memsize/1024 + &quot; KB&quot;  memType Resource data 0 PAGEFAULTCOUNT 1 PEAKWORKINGSETSIZE 2 WORKINGSETSIZE 3 QUOTAPEAKPAGEDPOOLUSAGE 4 QUOTAPAGEDPOOLUSAGE 5 QUOTAPEAKNONPAGEDPOOLUSAGE 6 QUOTANONPAGEDPOOLUSAGE 7 PAGEFILEUSAGE 8 PEAKPAGEFILEUSAGE  fl.getAppMemoryInfo()  Flash 8 (Windows only).  fl.getAppMemoryInfo(memType)  memType&#160;An integer that specifies the memory utilization area to be queried. For a list of acceptable values, see the following description.  An integer that represents the number of bytes being used in a specified area of Flash.exe memory.  Method (Windows only returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. Use the following table to determine which value you want to pass as memType:  The following example displays the current working memory consumption: var memsize = fl.getAppMemoryInfo(2  fl.trace(&quot;Flash current memory consumption is &quot; + memsize + &quot; bytes or &quot; + memsize/1024 + &quot; KB&quot;  memType Resource data 0 PAGEFAULTCOUNT 1 PEAKWORKINGSETSIZE 2 WORKINGSETSIZE 3 QUOTAPEAKPAGEDPOOLUSAGE 4 QUOTAPAGEDPOOLUSAGE 5 QUOTAPEAKNONPAGEDPOOLUSAGE 6 QUOTANONPAGEDPOOLUSAGE 7 PAGEFILEUSAGE 8 PEAKPAGEFILEUSAGE  fl.getAppMemoryInfo()  Flash 8 (Windows only).  fl.getAppMemoryInfo(memType)  memType&#160;An integer that specifies the memory utilization area to be queried. For a list of acceptable values, see the following description.  An integer that represents the number of bytes being used in a specified area of Flash.exe memory.  Method (Windows only returns an integer that represents the number of bytes being used in a specified area of Flash.exe memory. Use the following table to determine which value you want to pass as memType:  The following example displays the current working memory consumption: var memsize = fl.getAppMemoryInfo(2  fl.trace(&quot;Flash current memory consumption is &quot; + memsize + &quot; bytes or &quot; + memsize/1024 + &quot; KB&quot;  " />
<page href="00004153.html" title="fl.getDocumentDOM()" text="fl.getDocumentDOM()  Flash MX 2004. Usage fl.getDocumentDOM()  None.  Returns A Document object, or null if no documents are open.  Method; retrieves the DOM (Document object) of the currently active document (FLA file). If one or more documents are open but a document does not currently have focus (for example, if a JSFL file has focus), retrieves the DOM of the most recently active document.  The following example displays the name of the current or most recently active document in the Output panel: var currentDoc = fl.getDocumentDOM( fl.trace(currentDoc.name fl.getDocumentDOM()  Flash MX 2004. Usage fl.getDocumentDOM()  None.  Returns A Document object, or null if no documents are open.  Method; retrieves the DOM (Document object) of the currently active document (FLA file). If one or more documents are open but a document does not currently have focus (for example, if a JSFL file has focus), retrieves the DOM of the most recently active document.  The following example displays the name of the current or most recently active document in the Output panel: var currentDoc = fl.getDocumentDOM( fl.trace(currentDoc.name fl.getDocumentDOM()  Flash MX 2004. Usage fl.getDocumentDOM()  None.  Returns A Document object, or null if no documents are open.  Method; retrieves the DOM (Document object) of the currently active document (FLA file). If one or more documents are open but a document does not currently have focus (for example, if a JSFL file has focus), retrieves the DOM of the most recently active document.  The following example displays the name of the current or most recently active document in the Output panel: var currentDoc = fl.getDocumentDOM( fl.trace(currentDoc.name fl.getDocumentDOM()  Flash MX 2004. Usage fl.getDocumentDOM()  None.  Returns A Document object, or null if no documents are open.  Method; retrieves the DOM (Document object) of the currently active document (FLA file). If one or more documents are open but a document does not currently have focus (for example, if a JSFL file has focus), retrieves the DOM of the most recently active document.  The following example displays the name of the current or most recently active document in the Output panel: var currentDoc = fl.getDocumentDOM( fl.trace(currentDoc.name " />
<page href="00004154.html" title="fl.getProject()" text="fl.getProject()  Flash 8.  fl.getProject()  None.  A Project object that represents the currently open project. If no project is currently open, returns undefined.  Method; returns a Project object that represents the currently open project.  The following example displays the name of the currently open project in the Output panel: fl.trace(&quot;Current project: &quot; + fl.getProject().name  fl.createProject(), fl.openProject(), Project object fl.getProject()  Flash 8.  fl.getProject()  None.  A Project object that represents the currently open project. If no project is currently open, returns undefined.  Method; returns a Project object that represents the currently open project.  The following example displays the name of the currently open project in the Output panel: fl.trace(&quot;Current project: &quot; + fl.getProject().name  fl.createProject(), fl.openProject(), Project object fl.getProject()  Flash 8.  fl.getProject()  None.  A Project object that represents the currently open project. If no project is currently open, returns undefined.  Method; returns a Project object that represents the currently open project.  The following example displays the name of the currently open project in the Output panel: fl.trace(&quot;Current project: &quot; + fl.getProject().name  fl.createProject(), fl.openProject(), Project object fl.getProject()  Flash 8.  fl.getProject()  None.  A Project object that represents the currently open project. If no project is currently open, returns undefined.  Method; returns a Project object that represents the currently open project.  The following example displays the name of the currently open project in the Output panel: fl.trace(&quot;Current project: &quot; + fl.getProject().name  fl.createProject(), fl.openProject(), Project object " />
<page href="00004155.html" title="fl.mapPlayerURL()" text="fl.mapPlayerURL()  Flash MX 2004. Usage fl.mapPlayerURL(URI [, returnMBCS])  URI&#160;A string that contains the escaped Unicode URL to map.  returnMBCS&#160;A Boolean value that you must set to true if you want an escaped MBCS path returned. Otherwise, the method returns UTF-8. The default value is false. This parameter is optional. Returns A string that is the converted URL.  Method; maps an escaped Unicode URL to a UTF-8 or MBCS URL. Use this method when the string will be used in ActionScript to access an external resource. You must use this method if you need to handle multibyte characters.   The following example converts a URL to UTF-8 so the player can load it: var url = MMExecute( &quot;fl.mapPlayerURL(&quot; + myURL + &quot;, false&quot;  mc.loadMovie( url  fl.mapPlayerURL()  Flash MX 2004. Usage fl.mapPlayerURL(URI [, returnMBCS])  URI&#160;A string that contains the escaped Unicode URL to map.  returnMBCS&#160;A Boolean value that you must set to true if you want an escaped MBCS path returned. Otherwise, the method returns UTF-8. The default value is false. This parameter is optional. Returns A string that is the converted URL.  Method; maps an escaped Unicode URL to a UTF-8 or MBCS URL. Use this method when the string will be used in ActionScript to access an external resource. You must use this method if you need to handle multibyte characters.   The following example converts a URL to UTF-8 so the player can load it: var url = MMExecute( &quot;fl.mapPlayerURL(&quot; + myURL + &quot;, false&quot;  mc.loadMovie( url  fl.mapPlayerURL()  Flash MX 2004. Usage fl.mapPlayerURL(URI [, returnMBCS])  URI&#160;A string that contains the escaped Unicode URL to map.  returnMBCS&#160;A Boolean value that you must set to true if you want an escaped MBCS path returned. Otherwise, the method returns UTF-8. The default value is false. This parameter is optional. Returns A string that is the converted URL.  Method; maps an escaped Unicode URL to a UTF-8 or MBCS URL. Use this method when the string will be used in ActionScript to access an external resource. You must use this method if you need to handle multibyte characters.   The following example converts a URL to UTF-8 so the player can load it: var url = MMExecute( &quot;fl.mapPlayerURL(&quot; + myURL + &quot;, false&quot;  mc.loadMovie( url  fl.mapPlayerURL()  Flash MX 2004. Usage fl.mapPlayerURL(URI [, returnMBCS])  URI&#160;A string that contains the escaped Unicode URL to map.  returnMBCS&#160;A Boolean value that you must set to true if you want an escaped MBCS path returned. Otherwise, the method returns UTF-8. The default value is false. This parameter is optional. Returns A string that is the converted URL.  Method; maps an escaped Unicode URL to a UTF-8 or MBCS URL. Use this method when the string will be used in ActionScript to access an external resource. You must use this method if you need to handle multibyte characters.   The following example converts a URL to UTF-8 so the player can load it: var url = MMExecute( &quot;fl.mapPlayerURL(&quot; + myURL + &quot;, false&quot;  mc.loadMovie( url  " />
<page href="00004156.html" title="fl.Math" text="fl.Math  Flash MX 2004.  fl.Math  Read-only property; the Math object provides methods for matrix and point operations.  The following shows the transformation matrix of the selected object, and its inverse: // Select an element on the Stage and then run this script. var mat =fl.getDocumentDOM().selection[0].matrix; for(var prop in mat){  fl.trace(&quot;mat.&quot;+prop+&quot; = &quot; + mat[prop] } var invMat = fl.Math.invertMatrix( mat  for(var prop in invMat) { fl.trace(&quot;invMat.&quot;+prop+&quot; = &quot; + invMat[prop]  }  fl.Math  Flash MX 2004.  fl.Math  Read-only property; the Math object provides methods for matrix and point operations.  The following shows the transformation matrix of the selected object, and its inverse: // Select an element on the Stage and then run this script. var mat =fl.getDocumentDOM().selection[0].matrix; for(var prop in mat){  fl.trace(&quot;mat.&quot;+prop+&quot; = &quot; + mat[prop] } var invMat = fl.Math.invertMatrix( mat  for(var prop in invMat) { fl.trace(&quot;invMat.&quot;+prop+&quot; = &quot; + invMat[prop]  }  fl.Math  Flash MX 2004.  fl.Math  Read-only property; the Math object provides methods for matrix and point operations.  The following shows the transformation matrix of the selected object, and its inverse: // Select an element on the Stage and then run this script. var mat =fl.getDocumentDOM().selection[0].matrix; for(var prop in mat){  fl.trace(&quot;mat.&quot;+prop+&quot; = &quot; + mat[prop] } var invMat = fl.Math.invertMatrix( mat  for(var prop in invMat) { fl.trace(&quot;invMat.&quot;+prop+&quot; = &quot; + invMat[prop]  }  fl.Math  Flash MX 2004.  fl.Math  Read-only property; the Math object provides methods for matrix and point operations.  The following shows the transformation matrix of the selected object, and its inverse: // Select an element on the Stage and then run this script. var mat =fl.getDocumentDOM().selection[0].matrix; for(var prop in mat){  fl.trace(&quot;mat.&quot;+prop+&quot; = &quot; + mat[prop] } var invMat = fl.Math.invertMatrix( mat  for(var prop in invMat) { fl.trace(&quot;invMat.&quot;+prop+&quot; = &quot; + invMat[prop]  }  " />
<page href="00004157.html" title="fl.mruRecentFileList" text="fl.mruRecentFileList  Flash MX 2004.  fl.mruRecentFileList  Read-only property; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages.  The following example displays the number of recently opened files, and the name of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileList.length for (i = 0; i &lt; fl.mruRecentFileList.length; i++) fl.trace(&quot;file: &quot; + fl.mruRecentFileList[i]  fl.mruRecentFileList  Flash MX 2004.  fl.mruRecentFileList  Read-only property; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages.  The following example displays the number of recently opened files, and the name of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileList.length for (i = 0; i &lt; fl.mruRecentFileList.length; i++) fl.trace(&quot;file: &quot; + fl.mruRecentFileList[i]  fl.mruRecentFileList  Flash MX 2004.  fl.mruRecentFileList  Read-only property; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages.  The following example displays the number of recently opened files, and the name of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileList.length for (i = 0; i &lt; fl.mruRecentFileList.length; i++) fl.trace(&quot;file: &quot; + fl.mruRecentFileList[i]  fl.mruRecentFileList  Flash MX 2004.  fl.mruRecentFileList  Read-only property; an array of the complete filenames in the Most Recently Used (MRU) list that the Flash authoring tool manages.  The following example displays the number of recently opened files, and the name of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileList.length for (i = 0; i &lt; fl.mruRecentFileList.length; i++) fl.trace(&quot;file: &quot; + fl.mruRecentFileList[i]  " />
<page href="00004158.html" title="fl.mruRecentFileListType" text="fl.mruRecentFileListType  Flash MX 2004.  fl.mruRecentFileListType  Read-only property; an array of the file types in the MRU list that the Flash authoring tool manages. This array corresponds to the array in the fl.mruRecentFileList property.  The following example displays the number of recently opened files, and the type of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileListType.length  for (i = 0; i &lt; fl.mruRecentFileListType.length; i++) fl.trace(&quot;type: &quot; + fl.mruRecentFileListType[i] fl.mruRecentFileListType  Flash MX 2004.  fl.mruRecentFileListType  Read-only property; an array of the file types in the MRU list that the Flash authoring tool manages. This array corresponds to the array in the fl.mruRecentFileList property.  The following example displays the number of recently opened files, and the type of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileListType.length  for (i = 0; i &lt; fl.mruRecentFileListType.length; i++) fl.trace(&quot;type: &quot; + fl.mruRecentFileListType[i] fl.mruRecentFileListType  Flash MX 2004.  fl.mruRecentFileListType  Read-only property; an array of the file types in the MRU list that the Flash authoring tool manages. This array corresponds to the array in the fl.mruRecentFileList property.  The following example displays the number of recently opened files, and the type of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileListType.length  for (i = 0; i &lt; fl.mruRecentFileListType.length; i++) fl.trace(&quot;type: &quot; + fl.mruRecentFileListType[i] fl.mruRecentFileListType  Flash MX 2004.  fl.mruRecentFileListType  Read-only property; an array of the file types in the MRU list that the Flash authoring tool manages. This array corresponds to the array in the fl.mruRecentFileList property.  The following example displays the number of recently opened files, and the type of each file, in the Output panel: fl.trace(&quot;Number of recently opened files: &quot; + fl.mruRecentFileListType.length  for (i = 0; i &lt; fl.mruRecentFileListType.length; i++) fl.trace(&quot;type: &quot; + fl.mruRecentFileListType[i] " />
<page href="00004159.html" title="fl.objectDrawingMode" text="fl.objectDrawingMode  Flash 8.   fl.objectDrawingMode  Property; a Boolean value that specifies whether the object drawing mode is enabled (true) or the merge drawing mode is enabled (false).   The following example toggles the state of the object drawing mode: var toggleMode = fl.objectDrawingMode; if (toggleMode) {  fl.objectDrawingMode = false; } else {  fl.objectDrawingMode = true; } fl.objectDrawingMode  Flash 8.   fl.objectDrawingMode  Property; a Boolean value that specifies whether the object drawing mode is enabled (true) or the merge drawing mode is enabled (false).   The following example toggles the state of the object drawing mode: var toggleMode = fl.objectDrawingMode; if (toggleMode) {  fl.objectDrawingMode = false; } else {  fl.objectDrawingMode = true; } fl.objectDrawingMode  Flash 8.   fl.objectDrawingMode  Property; a Boolean value that specifies whether the object drawing mode is enabled (true) or the merge drawing mode is enabled (false).   The following example toggles the state of the object drawing mode: var toggleMode = fl.objectDrawingMode; if (toggleMode) {  fl.objectDrawingMode = false; } else {  fl.objectDrawingMode = true; } fl.objectDrawingMode  Flash 8.   fl.objectDrawingMode  Property; a Boolean value that specifies whether the object drawing mode is enabled (true) or the merge drawing mode is enabled (false).   The following example toggles the state of the object drawing mode: var toggleMode = fl.objectDrawingMode; if (toggleMode) {  fl.objectDrawingMode = false; } else {  fl.objectDrawingMode = true; } " />
<page href="00004160.html" title="fl.openDocument()" text="fl.openDocument()  Flash MX 2004. Usage fl.openDocument(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the file to be&#160;opened.  Returns The Document object for the newly opened document, if the method is successful. If the file is not found, or is not a valid FLA file, an error is reported and the script is cancelled.  Method; opens a Flash document (FLA file) for editing in a new Flash Document window and gives it the focus. For a user, the effect is the same as selecting File &gt; Open and then selecting a file. If the specified file is already open, the window that contains the document comes to the front. The window that contains the specified file becomes the currently selected document.   The following example opens a file named Document.fla that is stored in the root directory on the&#160;C&#160;drive. The code stores a Document object representing that document in the doc variable, and sets the document to be the currently selected document. That is, until focus is changed, fl.getDocumentDOM() refers to this document. var doc = fl.openDocument(&quot;file:///c|/Document.fla&quot; fl.openDocument()  Flash MX 2004. Usage fl.openDocument(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the file to be&#160;opened.  Returns The Document object for the newly opened document, if the method is successful. If the file is not found, or is not a valid FLA file, an error is reported and the script is cancelled.  Method; opens a Flash document (FLA file) for editing in a new Flash Document window and gives it the focus. For a user, the effect is the same as selecting File &gt; Open and then selecting a file. If the specified file is already open, the window that contains the document comes to the front. The window that contains the specified file becomes the currently selected document.   The following example opens a file named Document.fla that is stored in the root directory on the&#160;C&#160;drive. The code stores a Document object representing that document in the doc variable, and sets the document to be the currently selected document. That is, until focus is changed, fl.getDocumentDOM() refers to this document. var doc = fl.openDocument(&quot;file:///c|/Document.fla&quot; fl.openDocument()  Flash MX 2004. Usage fl.openDocument(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the file to be&#160;opened.  Returns The Document object for the newly opened document, if the method is successful. If the file is not found, or is not a valid FLA file, an error is reported and the script is cancelled.  Method; opens a Flash document (FLA file) for editing in a new Flash Document window and gives it the focus. For a user, the effect is the same as selecting File &gt; Open and then selecting a file. If the specified file is already open, the window that contains the document comes to the front. The window that contains the specified file becomes the currently selected document.   The following example opens a file named Document.fla that is stored in the root directory on the&#160;C&#160;drive. The code stores a Document object representing that document in the doc variable, and sets the document to be the currently selected document. That is, until focus is changed, fl.getDocumentDOM() refers to this document. var doc = fl.openDocument(&quot;file:///c|/Document.fla&quot; fl.openDocument()  Flash MX 2004. Usage fl.openDocument(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the file to be&#160;opened.  Returns The Document object for the newly opened document, if the method is successful. If the file is not found, or is not a valid FLA file, an error is reported and the script is cancelled.  Method; opens a Flash document (FLA file) for editing in a new Flash Document window and gives it the focus. For a user, the effect is the same as selecting File &gt; Open and then selecting a file. If the specified file is already open, the window that contains the document comes to the front. The window that contains the specified file becomes the currently selected document.   The following example opens a file named Document.fla that is stored in the root directory on the&#160;C&#160;drive. The code stores a Document object representing that document in the doc variable, and sets the document to be the currently selected document. That is, until focus is changed, fl.getDocumentDOM() refers to this document. var doc = fl.openDocument(&quot;file:///c|/Document.fla&quot; " />
<page href="00004161.html" title="fl.openProject()" text="fl.openProject()  Flash MX 2004; return value changed in Flash 8. Usage fl.openProject(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the Flash Project (FLP) file to open.  Returns Nothing in Flash MX 2004; a Project object in Flash 8.   Method; opens a Flash Project (FLP) file in the Flash authoring tool for editing.  The following example opens a project file named myProjectFile.flp that is stored in the root directory on the&#160;C&#160;drive: fl.openProject(&quot;file:///c|/myProjectFile.flp&quot;  fl.closeProject(), fl.createProject(), fl.getProject(), Project object fl.openProject()  Flash MX 2004; return value changed in Flash 8. Usage fl.openProject(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the Flash Project (FLP) file to open.  Returns Nothing in Flash MX 2004; a Project object in Flash 8.   Method; opens a Flash Project (FLP) file in the Flash authoring tool for editing.  The following example opens a project file named myProjectFile.flp that is stored in the root directory on the&#160;C&#160;drive: fl.openProject(&quot;file:///c|/myProjectFile.flp&quot;  fl.closeProject(), fl.createProject(), fl.getProject(), Project object fl.openProject()  Flash MX 2004; return value changed in Flash 8. Usage fl.openProject(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the Flash Project (FLP) file to open.  Returns Nothing in Flash MX 2004; a Project object in Flash 8.   Method; opens a Flash Project (FLP) file in the Flash authoring tool for editing.  The following example opens a project file named myProjectFile.flp that is stored in the root directory on the&#160;C&#160;drive: fl.openProject(&quot;file:///c|/myProjectFile.flp&quot;  fl.closeProject(), fl.createProject(), fl.getProject(), Project object fl.openProject()  Flash MX 2004; return value changed in Flash 8. Usage fl.openProject(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the Flash Project (FLP) file to open.  Returns Nothing in Flash MX 2004; a Project object in Flash 8.   Method; opens a Flash Project (FLP) file in the Flash authoring tool for editing.  The following example opens a project file named myProjectFile.flp that is stored in the root directory on the&#160;C&#160;drive: fl.openProject(&quot;file:///c|/myProjectFile.flp&quot;  fl.closeProject(), fl.createProject(), fl.getProject(), Project object " />
<page href="00004162.html" title="fl.openScript()" text="fl.openScript()  Flash MX 2004. Usage fl.openScript(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the JSFL, AS, ASC, XML, TXT or other file that should be loaded into the Flash text editor.  Returns Nothing.  Method; opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. Example The following example opens a file named my_test.jsfl that is stored in the /temp directory on the&#160;C&#160;drive: fl.openScript(&quot;file:///c|/temp/my_test.jsfl&quot; fl.openScript()  Flash MX 2004. Usage fl.openScript(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the JSFL, AS, ASC, XML, TXT or other file that should be loaded into the Flash text editor.  Returns Nothing.  Method; opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. Example The following example opens a file named my_test.jsfl that is stored in the /temp directory on the&#160;C&#160;drive: fl.openScript(&quot;file:///c|/temp/my_test.jsfl&quot; fl.openScript()  Flash MX 2004. Usage fl.openScript(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the JSFL, AS, ASC, XML, TXT or other file that should be loaded into the Flash text editor.  Returns Nothing.  Method; opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. Example The following example opens a file named my_test.jsfl that is stored in the /temp directory on the&#160;C&#160;drive: fl.openScript(&quot;file:///c|/temp/my_test.jsfl&quot; fl.openScript()  Flash MX 2004. Usage fl.openScript(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the path of the JSFL, AS, ASC, XML, TXT or other file that should be loaded into the Flash text editor.  Returns Nothing.  Method; opens a script (JSFL, AS, ASC) or other file (XML, TXT) in the Flash text editor. Example The following example opens a file named my_test.jsfl that is stored in the /temp directory on the&#160;C&#160;drive: fl.openScript(&quot;file:///c|/temp/my_test.jsfl&quot; " />
<page href="00004163.html" title="fl.outputPanel" text="fl.outputPanel  Flash MX 2004.  fl.outputPanel  Read-only property; reference to the outputPanel object.  See outputPanel object. fl.outputPanel  Flash MX 2004.  fl.outputPanel  Read-only property; reference to the outputPanel object.  See outputPanel object. fl.outputPanel  Flash MX 2004.  fl.outputPanel  Read-only property; reference to the outputPanel object.  See outputPanel object. fl.outputPanel  Flash MX 2004.  fl.outputPanel  Read-only property; reference to the outputPanel object.  See outputPanel object. " />
<page href="00004164.html" title="fl.packagePaths" text="fl.packagePaths  Flash CS3 Professional.  fl.packagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;3.0 Classpath settings, use fl.as3PackagePaths.  The following example illustrates changing the ActionScript&#160;2.0 Classpath settings. fl.trace(fl.packagePaths  // Output (assuming started with default value)  // .;$(LocalData)/Classes  fl.packagePaths=&quot;buying;selling&quot;;  fl.trace(fl.packagePaths  // Output  // buying; selling   fl.resetPackagePaths() fl.packagePaths  Flash CS3 Professional.  fl.packagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;3.0 Classpath settings, use fl.as3PackagePaths.  The following example illustrates changing the ActionScript&#160;2.0 Classpath settings. fl.trace(fl.packagePaths  // Output (assuming started with default value)  // .;$(LocalData)/Classes  fl.packagePaths=&quot;buying;selling&quot;;  fl.trace(fl.packagePaths  // Output  // buying; selling   fl.resetPackagePaths() fl.packagePaths  Flash CS3 Professional.  fl.packagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;3.0 Classpath settings, use fl.as3PackagePaths.  The following example illustrates changing the ActionScript&#160;2.0 Classpath settings. fl.trace(fl.packagePaths  // Output (assuming started with default value)  // .;$(LocalData)/Classes  fl.packagePaths=&quot;buying;selling&quot;;  fl.trace(fl.packagePaths  // Output  // buying; selling   fl.resetPackagePaths() fl.packagePaths  Flash CS3 Professional.  fl.packagePaths  Property; a string that corresponds to the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box. Class paths within the string are delimited with semi-colons (;). To view or change ActionScript&#160;3.0 Classpath settings, use fl.as3PackagePaths.  The following example illustrates changing the ActionScript&#160;2.0 Classpath settings. fl.trace(fl.packagePaths  // Output (assuming started with default value)  // .;$(LocalData)/Classes  fl.packagePaths=&quot;buying;selling&quot;;  fl.trace(fl.packagePaths  // Output  // buying; selling   fl.resetPackagePaths() " />
<page href="00004165.html" title="fl.quit()" text="fl.quit()  Flash MX 2004. Usage fl.quit([bPromptIfNeeded])  bPromptIfNeeded&#160;A Boolean value that is true (default) if you want the user to be prompted to save any modified documents. Set this parameter to false if you do not want the user to be prompted to save modified documents. In the latter case, any modifications in open documents will be discarded and the application will exit immediately. Although it is useful for batch processing, use this method with caution. This parameter is optional. Returns Nothing.   Method; quits Flash, prompting the user to save any changed documents.   The following example illustrates quitting with and without asking to save modified documents: // Quit with prompt to save any modified documents. fl.quit( fl.quit(true // True is optional. // Quit without saving any files. fl.quit(false fl.quit()  Flash MX 2004. Usage fl.quit([bPromptIfNeeded])  bPromptIfNeeded&#160;A Boolean value that is true (default) if you want the user to be prompted to save any modified documents. Set this parameter to false if you do not want the user to be prompted to save modified documents. In the latter case, any modifications in open documents will be discarded and the application will exit immediately. Although it is useful for batch processing, use this method with caution. This parameter is optional. Returns Nothing.   Method; quits Flash, prompting the user to save any changed documents.   The following example illustrates quitting with and without asking to save modified documents: // Quit with prompt to save any modified documents. fl.quit( fl.quit(true // True is optional. // Quit without saving any files. fl.quit(false fl.quit()  Flash MX 2004. Usage fl.quit([bPromptIfNeeded])  bPromptIfNeeded&#160;A Boolean value that is true (default) if you want the user to be prompted to save any modified documents. Set this parameter to false if you do not want the user to be prompted to save modified documents. In the latter case, any modifications in open documents will be discarded and the application will exit immediately. Although it is useful for batch processing, use this method with caution. This parameter is optional. Returns Nothing.   Method; quits Flash, prompting the user to save any changed documents.   The following example illustrates quitting with and without asking to save modified documents: // Quit with prompt to save any modified documents. fl.quit( fl.quit(true // True is optional. // Quit without saving any files. fl.quit(false fl.quit()  Flash MX 2004. Usage fl.quit([bPromptIfNeeded])  bPromptIfNeeded&#160;A Boolean value that is true (default) if you want the user to be prompted to save any modified documents. Set this parameter to false if you do not want the user to be prompted to save modified documents. In the latter case, any modifications in open documents will be discarded and the application will exit immediately. Although it is useful for batch processing, use this method with caution. This parameter is optional. Returns Nothing.   Method; quits Flash, prompting the user to save any changed documents.   The following example illustrates quitting with and without asking to save modified documents: // Quit with prompt to save any modified documents. fl.quit( fl.quit(true // True is optional. // Quit without saving any files. fl.quit(false " />
<page href="00004166.html" title="fl.reloadEffects()" text="fl.reloadEffects()  Flash MX 2004. Usage fl.reloadEffects()  None.  Returns Nothing.   Method; reloads all effects descriptors defined in the user's Configuration Effects folder. This permits you to rapidly change the scripts during development, and it provides a mechanism to improve the effects without relaunching the application. This method works best if used in a command placed in the Commands folder.  The following example is a one-line script that you can place in the Commands folder. When you need to reload effects, go to the Commands menu and execute the script. fl.reloadEffects( fl.reloadEffects()  Flash MX 2004. Usage fl.reloadEffects()  None.  Returns Nothing.   Method; reloads all effects descriptors defined in the user's Configuration Effects folder. This permits you to rapidly change the scripts during development, and it provides a mechanism to improve the effects without relaunching the application. This method works best if used in a command placed in the Commands folder.  The following example is a one-line script that you can place in the Commands folder. When you need to reload effects, go to the Commands menu and execute the script. fl.reloadEffects( fl.reloadEffects()  Flash MX 2004. Usage fl.reloadEffects()  None.  Returns Nothing.   Method; reloads all effects descriptors defined in the user's Configuration Effects folder. This permits you to rapidly change the scripts during development, and it provides a mechanism to improve the effects without relaunching the application. This method works best if used in a command placed in the Commands folder.  The following example is a one-line script that you can place in the Commands folder. When you need to reload effects, go to the Commands menu and execute the script. fl.reloadEffects( fl.reloadEffects()  Flash MX 2004. Usage fl.reloadEffects()  None.  Returns Nothing.   Method; reloads all effects descriptors defined in the user's Configuration Effects folder. This permits you to rapidly change the scripts during development, and it provides a mechanism to improve the effects without relaunching the application. This method works best if used in a command placed in the Commands folder.  The following example is a one-line script that you can place in the Commands folder. When you need to reload effects, go to the Commands menu and execute the script. fl.reloadEffects( " />
<page href="00004167.html" title="fl.reloadTools()" text="fl.reloadTools()  Flash MX 2004. Usage fl.reloadTools()  None.  Returns Nothing.   Method; rebuilds the Tools panel from the toolconfig.xml file. This method is used only when creating extensible tools. Use this method when you need to reload the Tools panel, for example, after modifying the JSFL file that defines a tool that is already present in the panel. Example The following example is a one-line script that you can place in the Commands folder. When you need to reload the Tools panel, run the script from the Commands menu. fl.reloadTools( fl.reloadTools()  Flash MX 2004. Usage fl.reloadTools()  None.  Returns Nothing.   Method; rebuilds the Tools panel from the toolconfig.xml file. This method is used only when creating extensible tools. Use this method when you need to reload the Tools panel, for example, after modifying the JSFL file that defines a tool that is already present in the panel. Example The following example is a one-line script that you can place in the Commands folder. When you need to reload the Tools panel, run the script from the Commands menu. fl.reloadTools( fl.reloadTools()  Flash MX 2004. Usage fl.reloadTools()  None.  Returns Nothing.   Method; rebuilds the Tools panel from the toolconfig.xml file. This method is used only when creating extensible tools. Use this method when you need to reload the Tools panel, for example, after modifying the JSFL file that defines a tool that is already present in the panel. Example The following example is a one-line script that you can place in the Commands folder. When you need to reload the Tools panel, run the script from the Commands menu. fl.reloadTools( fl.reloadTools()  Flash MX 2004. Usage fl.reloadTools()  None.  Returns Nothing.   Method; rebuilds the Tools panel from the toolconfig.xml file. This method is used only when creating extensible tools. Use this method when you need to reload the Tools panel, for example, after modifying the JSFL file that defines a tool that is already present in the panel. Example The following example is a one-line script that you can place in the Commands folder. When you need to reload the Tools panel, run the script from the Commands menu. fl.reloadTools( " />
<page href="00004168.html" title="fl.removeEventListener()" text="fl.removeEventListener()  Flash CS3 Professional.  fl.removeEventListener(eventType)  eventType&#160;A string that specifies the event type to remove from this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;.  A Boolean value of true if the event listener was successfully removed, false if the function was never added to the list with the fl.addEventListener() method.  Unregisters a function that was registered using fl.addEventListener().  The following example removes the event listener associated with the documentClosed event: fl.removeEventListener(&quot;documentClosed&quot;  fl.addEventListener() fl.removeEventListener()  Flash CS3 Professional.  fl.removeEventListener(eventType)  eventType&#160;A string that specifies the event type to remove from this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;.  A Boolean value of true if the event listener was successfully removed, false if the function was never added to the list with the fl.addEventListener() method.  Unregisters a function that was registered using fl.addEventListener().  The following example removes the event listener associated with the documentClosed event: fl.removeEventListener(&quot;documentClosed&quot;  fl.addEventListener() fl.removeEventListener()  Flash CS3 Professional.  fl.removeEventListener(eventType)  eventType&#160;A string that specifies the event type to remove from this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;.  A Boolean value of true if the event listener was successfully removed, false if the function was never added to the list with the fl.addEventListener() method.  Unregisters a function that was registered using fl.addEventListener().  The following example removes the event listener associated with the documentClosed event: fl.removeEventListener(&quot;documentClosed&quot;  fl.addEventListener() fl.removeEventListener()  Flash CS3 Professional.  fl.removeEventListener(eventType)  eventType&#160;A string that specifies the event type to remove from this callback function. Acceptable values are &quot;documentNew&quot;, &quot;documentOpened&quot;, &quot;documentClosed&quot;, &quot;mouseMove&quot;, &quot;documentChanged&quot;, &quot;layerChanged&quot;, and &quot;frameChanged&quot;.  A Boolean value of true if the event listener was successfully removed, false if the function was never added to the list with the fl.addEventListener() method.  Unregisters a function that was registered using fl.addEventListener().  The following example removes the event listener associated with the documentClosed event: fl.removeEventListener(&quot;documentClosed&quot;  fl.addEventListener() " />
<page href="00004169.html" title="fl.resetAS3PackagePaths()" text="fl.resetAS3PackagePaths()  Flash CS3 Professional.  fl.resetAS3PackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box to the default value. To reset the ActionScript&#160;2.0 global Classpath, use fl.resetPackagePaths().  The following example illustrates resets the ActionScript&#160;3.0 Classpath setting to its default value. fl.resetAS3PackagePaths(  fl.as3PackagePaths fl.resetAS3PackagePaths()  Flash CS3 Professional.  fl.resetAS3PackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box to the default value. To reset the ActionScript&#160;2.0 global Classpath, use fl.resetPackagePaths().  The following example illustrates resets the ActionScript&#160;3.0 Classpath setting to its default value. fl.resetAS3PackagePaths(  fl.as3PackagePaths fl.resetAS3PackagePaths()  Flash CS3 Professional.  fl.resetAS3PackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box to the default value. To reset the ActionScript&#160;2.0 global Classpath, use fl.resetPackagePaths().  The following example illustrates resets the ActionScript&#160;3.0 Classpath setting to its default value. fl.resetAS3PackagePaths(  fl.as3PackagePaths fl.resetAS3PackagePaths()  Flash CS3 Professional.  fl.resetAS3PackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;3.0 Settings dialog box to the default value. To reset the ActionScript&#160;2.0 global Classpath, use fl.resetPackagePaths().  The following example illustrates resets the ActionScript&#160;3.0 Classpath setting to its default value. fl.resetAS3PackagePaths(  fl.as3PackagePaths " />
<page href="00004170.html" title="fl.resetPackagePaths()" text="fl.resetPackagePaths()  Flash CS3 Professional.  fl.resetPackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box to the default value. To reset the ActionScript&#160;3.0 global Classpath, use fl.resetAS3PackagePaths().  The following example illustrates resets the ActionScript&#160;2.0 Classpath setting to its default value. fl.resetPackagePaths(  fl.packagePaths fl.resetPackagePaths()  Flash CS3 Professional.  fl.resetPackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box to the default value. To reset the ActionScript&#160;3.0 global Classpath, use fl.resetAS3PackagePaths().  The following example illustrates resets the ActionScript&#160;2.0 Classpath setting to its default value. fl.resetPackagePaths(  fl.packagePaths fl.resetPackagePaths()  Flash CS3 Professional.  fl.resetPackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box to the default value. To reset the ActionScript&#160;3.0 global Classpath, use fl.resetAS3PackagePaths().  The following example illustrates resets the ActionScript&#160;2.0 Classpath setting to its default value. fl.resetPackagePaths(  fl.packagePaths fl.resetPackagePaths()  Flash CS3 Professional.  fl.resetPackagePaths()  None.  Method; resets the global Classpath setting in the ActionScript&#160;2.0 Settings dialog box to the default value. To reset the ActionScript&#160;3.0 global Classpath, use fl.resetAS3PackagePaths().  The following example illustrates resets the ActionScript&#160;2.0 Classpath setting to its default value. fl.resetPackagePaths(  fl.packagePaths " />
<page href="00004171.html" title="fl.revertDocument()" text="fl.revertDocument()  Flash MX 2004. Usage fl.revertDocument(documentObject)  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not revert until the script that calls this method finishes executing.  Returns A Boolean value: true if the Revert operation completes successfully; false otherwise.   Method; reverts the specified FLA document to its last saved version. Unlike the File&#160;&gt; Revert menu option, this method does not display a warning window that asks the user to confirm the operation. See also document.revert() and document.canRevert(). To revert a document to the version on the Version Cue server, use fl.revertDocumentToLastVersion().  The following example reverts the current FLA document to its last saved version; any changes made since the last save are lost. fl.revertDocument(fl.getDocumentDOM() fl.revertDocument()  Flash MX 2004. Usage fl.revertDocument(documentObject)  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not revert until the script that calls this method finishes executing.  Returns A Boolean value: true if the Revert operation completes successfully; false otherwise.   Method; reverts the specified FLA document to its last saved version. Unlike the File&#160;&gt; Revert menu option, this method does not display a warning window that asks the user to confirm the operation. See also document.revert() and document.canRevert(). To revert a document to the version on the Version Cue server, use fl.revertDocumentToLastVersion().  The following example reverts the current FLA document to its last saved version; any changes made since the last save are lost. fl.revertDocument(fl.getDocumentDOM() fl.revertDocument()  Flash MX 2004. Usage fl.revertDocument(documentObject)  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not revert until the script that calls this method finishes executing.  Returns A Boolean value: true if the Revert operation completes successfully; false otherwise.   Method; reverts the specified FLA document to its last saved version. Unlike the File&#160;&gt; Revert menu option, this method does not display a warning window that asks the user to confirm the operation. See also document.revert() and document.canRevert(). To revert a document to the version on the Version Cue server, use fl.revertDocumentToLastVersion().  The following example reverts the current FLA document to its last saved version; any changes made since the last save are lost. fl.revertDocument(fl.getDocumentDOM() fl.revertDocument()  Flash MX 2004. Usage fl.revertDocument(documentObject)  documentObject&#160;A Document object. If documentObject refers to the active document, the Document window might not revert until the script that calls this method finishes executing.  Returns A Boolean value: true if the Revert operation completes successfully; false otherwise.   Method; reverts the specified FLA document to its last saved version. Unlike the File&#160;&gt; Revert menu option, this method does not display a warning window that asks the user to confirm the operation. See also document.revert() and document.canRevert(). To revert a document to the version on the Version Cue server, use fl.revertDocumentToLastVersion().  The following example reverts the current FLA document to its last saved version; any changes made since the last save are lost. fl.revertDocument(fl.getDocumentDOM() " />
<page href="00004172.html" title="fl.revertDocumentToLastVersion()" text="fl.revertDocumentToLastVersion()  Flash CS3 Professional.  fl.revertDocumentToLastVersion(documentObject)  documentObject&#160;A Document object.  A Boolean value of true if the document is successfully reverted; false otherwise.  Method; if the file can be reverted, reverts the specified document to the version on the Version Cue server, and logs any errors to the Output panel.  To revert a document to the last version that was saved locally, use fl.revertDocument().  The following example reverts the current document to the version stored on the Version Cue server: fl.revertDocumentToLastVersion(fl.getDocumentDOM()  document.revertToLastVersion(), fl.downloadLatestVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() fl.revertDocumentToLastVersion()  Flash CS3 Professional.  fl.revertDocumentToLastVersion(documentObject)  documentObject&#160;A Document object.  A Boolean value of true if the document is successfully reverted; false otherwise.  Method; if the file can be reverted, reverts the specified document to the version on the Version Cue server, and logs any errors to the Output panel.  To revert a document to the last version that was saved locally, use fl.revertDocument().  The following example reverts the current document to the version stored on the Version Cue server: fl.revertDocumentToLastVersion(fl.getDocumentDOM()  document.revertToLastVersion(), fl.downloadLatestVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() fl.revertDocumentToLastVersion()  Flash CS3 Professional.  fl.revertDocumentToLastVersion(documentObject)  documentObject&#160;A Document object.  A Boolean value of true if the document is successfully reverted; false otherwise.  Method; if the file can be reverted, reverts the specified document to the version on the Version Cue server, and logs any errors to the Output panel.  To revert a document to the last version that was saved locally, use fl.revertDocument().  The following example reverts the current document to the version stored on the Version Cue server: fl.revertDocumentToLastVersion(fl.getDocumentDOM()  document.revertToLastVersion(), fl.downloadLatestVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() fl.revertDocumentToLastVersion()  Flash CS3 Professional.  fl.revertDocumentToLastVersion(documentObject)  documentObject&#160;A Document object.  A Boolean value of true if the document is successfully reverted; false otherwise.  Method; if the file can be reverted, reverts the specified document to the version on the Version Cue server, and logs any errors to the Output panel.  To revert a document to the last version that was saved locally, use fl.revertDocument().  The following example reverts the current document to the version stored on the Version Cue server: fl.revertDocumentToLastVersion(fl.getDocumentDOM()  document.revertToLastVersion(), fl.downloadLatestVersion(), fl.saveAVersionOfDocument(), fl.synchronizeDocumentWithHeadVersion() " />
<page href="00004173.html" title="fl.runScript()" text="fl.runScript()  Flash MX 2004. Usage fl.runScript(fileURI [, funcName [, arg1, arg2, ...]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the script file to&#160;execute.  funcName&#160;A string that identifies a function to execute in the JSFL file that is specified in fileURI. This parameter is optional. arg&#160;An optional parameter that specifies one or more arguments to be passed to funcname. Returns The function&#39;s result as a string, if funcName is specified; otherwise, nothing.   Method; executes a JavaScript file. If a function is specified as one of the arguments, it runs the function and also any code in the script that is not within the function. The rest of the code in the script runs before the function is run.  Suppose there is a script file named testScript.jsfl in the root directory on the&#160;C&#160;drive, and its contents are as follows:  function testFunct(num, minNum) {  fl.trace(&quot;in testFunct: 1st arg: &quot; + num + &quot; 2nd arg: &quot; + minNum } for (i=0; i&lt;2; i++) {  fl.trace(&quot;in for loop i=&quot; + i } fl.trace(&quot;end of for loop&quot; // End of testScript.jsfl If you issue the following command fl.runScript(&quot;file:///C|/testScript.jsfl&quot;, &quot;testFunct&quot;, 10, 1 the following information appears in the Output panel:  in for loop i=0 in for loop i=1 end of for loop in testFunct: 1st arg: 10 2nd arg: 1 You can also just call testScript.jsfl without executing a function, as follows: fl.runScript(&quot;file:///C|/testScript.jsfl&quot; This produces the following in the Output panel: in for loop i=0 in for loop i=1 end of for loop fl.runScript()  Flash MX 2004. Usage fl.runScript(fileURI [, funcName [, arg1, arg2, ...]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the script file to&#160;execute.  funcName&#160;A string that identifies a function to execute in the JSFL file that is specified in fileURI. This parameter is optional. arg&#160;An optional parameter that specifies one or more arguments to be passed to funcname. Returns The function&#39;s result as a string, if funcName is specified; otherwise, nothing.   Method; executes a JavaScript file. If a function is specified as one of the arguments, it runs the function and also any code in the script that is not within the function. The rest of the code in the script runs before the function is run.  Suppose there is a script file named testScript.jsfl in the root directory on the&#160;C&#160;drive, and its contents are as follows:  function testFunct(num, minNum) {  fl.trace(&quot;in testFunct: 1st arg: &quot; + num + &quot; 2nd arg: &quot; + minNum } for (i=0; i&lt;2; i++) {  fl.trace(&quot;in for loop i=&quot; + i } fl.trace(&quot;end of for loop&quot; // End of testScript.jsfl If you issue the following command fl.runScript(&quot;file:///C|/testScript.jsfl&quot;, &quot;testFunct&quot;, 10, 1 the following information appears in the Output panel:  in for loop i=0 in for loop i=1 end of for loop in testFunct: 1st arg: 10 2nd arg: 1 You can also just call testScript.jsfl without executing a function, as follows: fl.runScript(&quot;file:///C|/testScript.jsfl&quot; This produces the following in the Output panel: in for loop i=0 in for loop i=1 end of for loop fl.runScript()  Flash MX 2004. Usage fl.runScript(fileURI [, funcName [, arg1, arg2, ...]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the script file to&#160;execute.  funcName&#160;A string that identifies a function to execute in the JSFL file that is specified in fileURI. This parameter is optional. arg&#160;An optional parameter that specifies one or more arguments to be passed to funcname. Returns The function&#39;s result as a string, if funcName is specified; otherwise, nothing.   Method; executes a JavaScript file. If a function is specified as one of the arguments, it runs the function and also any code in the script that is not within the function. The rest of the code in the script runs before the function is run.  Suppose there is a script file named testScript.jsfl in the root directory on the&#160;C&#160;drive, and its contents are as follows:  function testFunct(num, minNum) {  fl.trace(&quot;in testFunct: 1st arg: &quot; + num + &quot; 2nd arg: &quot; + minNum } for (i=0; i&lt;2; i++) {  fl.trace(&quot;in for loop i=&quot; + i } fl.trace(&quot;end of for loop&quot; // End of testScript.jsfl If you issue the following command fl.runScript(&quot;file:///C|/testScript.jsfl&quot;, &quot;testFunct&quot;, 10, 1 the following information appears in the Output panel:  in for loop i=0 in for loop i=1 end of for loop in testFunct: 1st arg: 10 2nd arg: 1 You can also just call testScript.jsfl without executing a function, as follows: fl.runScript(&quot;file:///C|/testScript.jsfl&quot; This produces the following in the Output panel: in for loop i=0 in for loop i=1 end of for loop fl.runScript()  Flash MX 2004. Usage fl.runScript(fileURI [, funcName [, arg1, arg2, ...]])  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the script file to&#160;execute.  funcName&#160;A string that identifies a function to execute in the JSFL file that is specified in fileURI. This parameter is optional. arg&#160;An optional parameter that specifies one or more arguments to be passed to funcname. Returns The function&#39;s result as a string, if funcName is specified; otherwise, nothing.   Method; executes a JavaScript file. If a function is specified as one of the arguments, it runs the function and also any code in the script that is not within the function. The rest of the code in the script runs before the function is run.  Suppose there is a script file named testScript.jsfl in the root directory on the&#160;C&#160;drive, and its contents are as follows:  function testFunct(num, minNum) {  fl.trace(&quot;in testFunct: 1st arg: &quot; + num + &quot; 2nd arg: &quot; + minNum } for (i=0; i&lt;2; i++) {  fl.trace(&quot;in for loop i=&quot; + i } fl.trace(&quot;end of for loop&quot; // End of testScript.jsfl If you issue the following command fl.runScript(&quot;file:///C|/testScript.jsfl&quot;, &quot;testFunct&quot;, 10, 1 the following information appears in the Output panel:  in for loop i=0 in for loop i=1 end of for loop in testFunct: 1st arg: 10 2nd arg: 1 You can also just call testScript.jsfl without executing a function, as follows: fl.runScript(&quot;file:///C|/testScript.jsfl&quot; This produces the following in the Output panel: in for loop i=0 in for loop i=1 end of for loop " />
<page href="00004174.html" title="fl.saveAll()" text="fl.saveAll()  Flash MX 2004. Usage fl.saveAll()  None.  Returns Nothing.   Method; saves all open documents.   The following example saves all open documents that have been saved previously, and that have been modified since the last time they were saved: fl.saveAll(  document.save(), document.saveAndCompact(), fl.saveDocument(), fl.saveDocumentAs()   If a file has never been saved, or has not been modified since the last time it was saved, the file isn't saved. To allow an unsaved or unmodified file to be saved, use fl.saveDocumentAs().  fl.saveAll()  Flash MX 2004. Usage fl.saveAll()  None.  Returns Nothing.   Method; saves all open documents.   The following example saves all open documents that have been saved previously, and that have been modified since the last time they were saved: fl.saveAll(  document.save(), document.saveAndCompact(), fl.saveDocument(), fl.saveDocumentAs()   If a file has never been saved, or has not been modified since the last time it was saved, the file isn't saved. To allow an unsaved or unmodified file to be saved, use fl.saveDocumentAs().  fl.saveAll()  Flash MX 2004. Usage fl.saveAll()  None.  Returns Nothing.   Method; saves all open documents.   The following example saves all open documents that have been saved previously, and that have been modified since the last time they were saved: fl.saveAll(  document.save(), document.saveAndCompact(), fl.saveDocument(), fl.saveDocumentAs()   If a file has never been saved, or has not been modified since the last time it was saved, the file isn't saved. To allow an unsaved or unmodified file to be saved, use fl.saveDocumentAs().  fl.saveAll()  Flash MX 2004. Usage fl.saveAll()  None.  Returns Nothing.   Method; saves all open documents.   The following example saves all open documents that have been saved previously, and that have been modified since the last time they were saved: fl.saveAll(  document.save(), document.saveAndCompact(), fl.saveDocument(), fl.saveDocumentAs() " />
<page href="00004175.html" title="fl.saveAVersionOfDocument()" text="fl.saveAVersionOfDocument()  Flash CS3 Professional.  fl.saveAVersionOfDocument(document)  document&#160;A Document object.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.   The following example saves the current document to the Version Cue server: f1.saveAVersionOfDocument(f1.getDocumentDOM()  document.saveAVersion() fl.saveAVersionOfDocument()  Flash CS3 Professional.  fl.saveAVersionOfDocument(document)  document&#160;A Document object.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.   The following example saves the current document to the Version Cue server: f1.saveAVersionOfDocument(f1.getDocumentDOM()  document.saveAVersion() fl.saveAVersionOfDocument()  Flash CS3 Professional.  fl.saveAVersionOfDocument(document)  document&#160;A Document object.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.   The following example saves the current document to the Version Cue server: f1.saveAVersionOfDocument(f1.getDocumentDOM()  document.saveAVersion() fl.saveAVersionOfDocument()  Flash CS3 Professional.  fl.saveAVersionOfDocument(document)  document&#160;A Document object.  A Boolean value of true if a version of the document is successfully saved to the Version Cue server; false otherwise.  Method; if the file can be saved to the Version Cue server, displays a dialog box to let the user enter version comments, saves a version of the specified document to the server, and logs any errors to the Output panel.   The following example saves the current document to the Version Cue server: f1.saveAVersionOfDocument(f1.getDocumentDOM()  document.saveAVersion() " />
<page href="00004176.html" title="fl.saveDocument()" text="fl.saveDocument()  Flash MX 2004. Usage fl.saveDocument(document [, fileURI])  document&#160;A Document object that specifies the document to be saved. If document is null, the active document is saved. fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the saved document. If the fileURI parameter is null or omitted, the document is saved with its current name. This parameter is optional. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the specified document as a FLA document.   The following example saves the current document and two specified documents:  // Save the current document. alert(fl.saveDocument(fl.getDocumentDOM())  // Save the specified documents. alert(fl.saveDocument(fl.documents[0], &quot;file:///C|/example1.fla&quot;)  alert(fl.saveDocument(fl.documents[1],&quot;file:///C|/example2.fla&quot;)  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocumentAs()   If the file has never been saved, or has not been modified since the last time it was saved, the file isn't saved and false is returned. To allow an unsaved or unmodified file to be saved, use fl.saveDocumentAs(). fl.saveDocument()  Flash MX 2004. Usage fl.saveDocument(document [, fileURI])  document&#160;A Document object that specifies the document to be saved. If document is null, the active document is saved. fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the saved document. If the fileURI parameter is null or omitted, the document is saved with its current name. This parameter is optional. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the specified document as a FLA document.   The following example saves the current document and two specified documents:  // Save the current document. alert(fl.saveDocument(fl.getDocumentDOM())  // Save the specified documents. alert(fl.saveDocument(fl.documents[0], &quot;file:///C|/example1.fla&quot;)  alert(fl.saveDocument(fl.documents[1],&quot;file:///C|/example2.fla&quot;)  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocumentAs()   If the file has never been saved, or has not been modified since the last time it was saved, the file isn't saved and false is returned. To allow an unsaved or unmodified file to be saved, use fl.saveDocumentAs(). fl.saveDocument()  Flash MX 2004. Usage fl.saveDocument(document [, fileURI])  document&#160;A Document object that specifies the document to be saved. If document is null, the active document is saved. fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the saved document. If the fileURI parameter is null or omitted, the document is saved with its current name. This parameter is optional. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the specified document as a FLA document.   The following example saves the current document and two specified documents:  // Save the current document. alert(fl.saveDocument(fl.getDocumentDOM())  // Save the specified documents. alert(fl.saveDocument(fl.documents[0], &quot;file:///C|/example1.fla&quot;)  alert(fl.saveDocument(fl.documents[1],&quot;file:///C|/example2.fla&quot;)  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocumentAs()   If the file has never been saved, or has not been modified since the last time it was saved, the file isn't saved and false is returned. To allow an unsaved or unmodified file to be saved, use fl.saveDocumentAs(). fl.saveDocument()  Flash MX 2004. Usage fl.saveDocument(document [, fileURI])  document&#160;A Document object that specifies the document to be saved. If document is null, the active document is saved. fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the name of the saved document. If the fileURI parameter is null or omitted, the document is saved with its current name. This parameter is optional. Returns A Boolean value: true if the save operation completes successfully; false otherwise.  Method; saves the specified document as a FLA document.   The following example saves the current document and two specified documents:  // Save the current document. alert(fl.saveDocument(fl.getDocumentDOM())  // Save the specified documents. alert(fl.saveDocument(fl.documents[0], &quot;file:///C|/example1.fla&quot;)  alert(fl.saveDocument(fl.documents[1],&quot;file:///C|/example2.fla&quot;)  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocumentAs() " />
<page href="00004177.html" title="fl.saveDocumentAs()" text="fl.saveDocumentAs()  Flash MX 2004. Usage fl.saveDocumentAs(document)  document&#160;A Document object that specifies the document to save. If document is null, the active document is saved. Returns A Boolean value: true if the Save As operation completes successfully; false otherwise.   Method; displays the Save As dialog box for the specified document.  The following example prompts the user to save the specified document, and then displays an alert message that indicates whether the document was saved: alert(fl.saveDocumentAs(fl.documents[1])  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocument() fl.saveDocumentAs()  Flash MX 2004. Usage fl.saveDocumentAs(document)  document&#160;A Document object that specifies the document to save. If document is null, the active document is saved. Returns A Boolean value: true if the Save As operation completes successfully; false otherwise.   Method; displays the Save As dialog box for the specified document.  The following example prompts the user to save the specified document, and then displays an alert message that indicates whether the document was saved: alert(fl.saveDocumentAs(fl.documents[1])  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocument() fl.saveDocumentAs()  Flash MX 2004. Usage fl.saveDocumentAs(document)  document&#160;A Document object that specifies the document to save. If document is null, the active document is saved. Returns A Boolean value: true if the Save As operation completes successfully; false otherwise.   Method; displays the Save As dialog box for the specified document.  The following example prompts the user to save the specified document, and then displays an alert message that indicates whether the document was saved: alert(fl.saveDocumentAs(fl.documents[1])  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocument() fl.saveDocumentAs()  Flash MX 2004. Usage fl.saveDocumentAs(document)  document&#160;A Document object that specifies the document to save. If document is null, the active document is saved. Returns A Boolean value: true if the Save As operation completes successfully; false otherwise.   Method; displays the Save As dialog box for the specified document.  The following example prompts the user to save the specified document, and then displays an alert message that indicates whether the document was saved: alert(fl.saveDocumentAs(fl.documents[1])  document.save(), document.saveAndCompact(), fl.saveAll(), fl.saveDocument() " />
<page href="00004178.html" title="fl.scriptURI" text="fl.scriptURI  Flash CS3 Professional.  fl.scriptURI  Read-only property; a string that represents the path of the currently running JSFL script, expressed as a file:///&#160;URI. If the script was called from fl.runScript(), this property represents the path of the immediate parent script. That is, it doesn't traverse through multiple calls to fl.runScript() to find the path of the original calling script.  The following example displays the path of the currently running JSFl script in the Output panel: fl.trace(fl.scriptURI  fl.runScript() fl.scriptURI  Flash CS3 Professional.  fl.scriptURI  Read-only property; a string that represents the path of the currently running JSFL script, expressed as a file:///&#160;URI. If the script was called from fl.runScript(), this property represents the path of the immediate parent script. That is, it doesn't traverse through multiple calls to fl.runScript() to find the path of the original calling script.  The following example displays the path of the currently running JSFl script in the Output panel: fl.trace(fl.scriptURI  fl.runScript() fl.scriptURI  Flash CS3 Professional.  fl.scriptURI  Read-only property; a string that represents the path of the currently running JSFL script, expressed as a file:///&#160;URI. If the script was called from fl.runScript(), this property represents the path of the immediate parent script. That is, it doesn't traverse through multiple calls to fl.runScript() to find the path of the original calling script.  The following example displays the path of the currently running JSFl script in the Output panel: fl.trace(fl.scriptURI  fl.runScript() fl.scriptURI  Flash CS3 Professional.  fl.scriptURI  Read-only property; a string that represents the path of the currently running JSFL script, expressed as a file:///&#160;URI. If the script was called from fl.runScript(), this property represents the path of the immediate parent script. That is, it doesn't traverse through multiple calls to fl.runScript() to find the path of the original calling script.  The following example displays the path of the currently running JSFl script in the Output panel: fl.trace(fl.scriptURI  fl.runScript() " />
<page href="00004179.html" title="fl.selectElement()" text="fl.selectElement()  Flash CS3 Professional.  fl.selectElement(elementObject, editMode)  elementObject&#160;The Element object you want to select. editMode&#160;A Boolean value that specifies whether you want to edit the element (true) or want only to select it (false).  A Boolean value of true if the element was successfully selected; false otherwise.  Method; enables selection or editing of an element. Generally, you will use this method on objects returned by fl.findObjectInDocByName() or fl.findObjectInDocByType().   The following example selects an element named &quot;second text field&quot; if one is found in the document: var nameToSearchFor = &quot;second text field&quot;; var doc = fl.getDocumentDOM(  // Start by viewing Scene 1 (index value of 0). document.editScene(0   // Search for element by name. var results = fl.findObjectInDocByName(nameToSearchFor, doc if (results.length &gt; 0) {  // Select the first element found.  // Pass false, so the symbolInstance you are searching for is selected.   // If you pass true, the symbol instance will switch to edit mode.  fl.selectElement(results[0], false  alert(&quot;success, found &quot; + results.length + &quot; objects&quot;)  }  else {  alert(&quot;failed, no objects with name &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot;  }  fl.findObjectInDocByName(), fl.findObjectInDocByType() fl.selectElement()  Flash CS3 Professional.  fl.selectElement(elementObject, editMode)  elementObject&#160;The Element object you want to select. editMode&#160;A Boolean value that specifies whether you want to edit the element (true) or want only to select it (false).  A Boolean value of true if the element was successfully selected; false otherwise.  Method; enables selection or editing of an element. Generally, you will use this method on objects returned by fl.findObjectInDocByName() or fl.findObjectInDocByType().   The following example selects an element named &quot;second text field&quot; if one is found in the document: var nameToSearchFor = &quot;second text field&quot;; var doc = fl.getDocumentDOM(  // Start by viewing Scene 1 (index value of 0). document.editScene(0   // Search for element by name. var results = fl.findObjectInDocByName(nameToSearchFor, doc if (results.length &gt; 0) {  // Select the first element found.  // Pass false, so the symbolInstance you are searching for is selected.   // If you pass true, the symbol instance will switch to edit mode.  fl.selectElement(results[0], false  alert(&quot;success, found &quot; + results.length + &quot; objects&quot;)  }  else {  alert(&quot;failed, no objects with name &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot;  }  fl.findObjectInDocByName(), fl.findObjectInDocByType() fl.selectElement()  Flash CS3 Professional.  fl.selectElement(elementObject, editMode)  elementObject&#160;The Element object you want to select. editMode&#160;A Boolean value that specifies whether you want to edit the element (true) or want only to select it (false).  A Boolean value of true if the element was successfully selected; false otherwise.  Method; enables selection or editing of an element. Generally, you will use this method on objects returned by fl.findObjectInDocByName() or fl.findObjectInDocByType().   The following example selects an element named &quot;second text field&quot; if one is found in the document: var nameToSearchFor = &quot;second text field&quot;; var doc = fl.getDocumentDOM(  // Start by viewing Scene 1 (index value of 0). document.editScene(0   // Search for element by name. var results = fl.findObjectInDocByName(nameToSearchFor, doc if (results.length &gt; 0) {  // Select the first element found.  // Pass false, so the symbolInstance you are searching for is selected.   // If you pass true, the symbol instance will switch to edit mode.  fl.selectElement(results[0], false  alert(&quot;success, found &quot; + results.length + &quot; objects&quot;)  }  else {  alert(&quot;failed, no objects with name &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot;  }  fl.findObjectInDocByName(), fl.findObjectInDocByType() fl.selectElement()  Flash CS3 Professional.  fl.selectElement(elementObject, editMode)  elementObject&#160;The Element object you want to select. editMode&#160;A Boolean value that specifies whether you want to edit the element (true) or want only to select it (false).  A Boolean value of true if the element was successfully selected; false otherwise.  Method; enables selection or editing of an element. Generally, you will use this method on objects returned by fl.findObjectInDocByName() or fl.findObjectInDocByType().   The following example selects an element named &quot;second text field&quot; if one is found in the document: var nameToSearchFor = &quot;second text field&quot;; var doc = fl.getDocumentDOM(  // Start by viewing Scene 1 (index value of 0). document.editScene(0   // Search for element by name. var results = fl.findObjectInDocByName(nameToSearchFor, doc if (results.length &gt; 0) {  // Select the first element found.  // Pass false, so the symbolInstance you are searching for is selected.   // If you pass true, the symbol instance will switch to edit mode.  fl.selectElement(results[0], false  alert(&quot;success, found &quot; + results.length + &quot; objects&quot;)  }  else {  alert(&quot;failed, no objects with name &quot;&quot; + nameToSearchFor + &quot;&quot; found&quot;  }  fl.findObjectInDocByName(), fl.findObjectInDocByType() " />
<page href="00004180.html" title="fl.selectTool()" text="fl.selectTool()  Flash CS3 Professional.  fl.selectTool(toolName)  toolName&#160;A string that specifies the name of the tool to select. See &quot;Description&quot; below for information on acceptable values for this parameter.  Method; selects the specified tool in the Tools panel. The acceptable default values for toolName are &quot;arrow&quot;, &quot;bezierSelect&quot;, &quot;freeXform&quot;, &quot;fillXform&quot;, &quot;lasso&quot;, &quot;pen&quot;, &quot;penplus&quot;, &quot;penminus&quot;, &quot;penmodify&quot;, &quot;text&quot;, &quot;line&quot;, &quot;rect&quot;, &quot;oval&quot;, &quot;rectPrimitive&quot;, &quot;ovalPrimitive&quot;, &quot;polystar&quot;, &quot;pencil&quot;, &quot;brush&quot;, &quot;inkBottle&quot;, &quot;bucket&quot;, &quot;eyeDropper&quot;, &quot;eraser&quot;, &quot;hand&quot;, and &quot;magnifier&quot;. If you or a user creates custom tools, the names of those tools can also be passed as the toolName parameter. The list of tool names is located in the following file: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools toolConfig.xml  Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools/toolConfig.xml   The following example selects the Pen tool. fl.selectTool(&quot;pen&quot;  Tools object, ToolObj object fl.selectTool()  Flash CS3 Professional.  fl.selectTool(toolName)  toolName&#160;A string that specifies the name of the tool to select. See &quot;Description&quot; below for information on acceptable values for this parameter.  Method; selects the specified tool in the Tools panel. The acceptable default values for toolName are &quot;arrow&quot;, &quot;bezierSelect&quot;, &quot;freeXform&quot;, &quot;fillXform&quot;, &quot;lasso&quot;, &quot;pen&quot;, &quot;penplus&quot;, &quot;penminus&quot;, &quot;penmodify&quot;, &quot;text&quot;, &quot;line&quot;, &quot;rect&quot;, &quot;oval&quot;, &quot;rectPrimitive&quot;, &quot;ovalPrimitive&quot;, &quot;polystar&quot;, &quot;pencil&quot;, &quot;brush&quot;, &quot;inkBottle&quot;, &quot;bucket&quot;, &quot;eyeDropper&quot;, &quot;eraser&quot;, &quot;hand&quot;, and &quot;magnifier&quot;. If you or a user creates custom tools, the names of those tools can also be passed as the toolName parameter. The list of tool names is located in the following file: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools toolConfig.xml  Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools/toolConfig.xml   The following example selects the Pen tool. fl.selectTool(&quot;pen&quot;  Tools object, ToolObj object fl.selectTool()  Flash CS3 Professional.  fl.selectTool(toolName)  toolName&#160;A string that specifies the name of the tool to select. See &quot;Description&quot; below for information on acceptable values for this parameter.  Method; selects the specified tool in the Tools panel. The acceptable default values for toolName are &quot;arrow&quot;, &quot;bezierSelect&quot;, &quot;freeXform&quot;, &quot;fillXform&quot;, &quot;lasso&quot;, &quot;pen&quot;, &quot;penplus&quot;, &quot;penminus&quot;, &quot;penmodify&quot;, &quot;text&quot;, &quot;line&quot;, &quot;rect&quot;, &quot;oval&quot;, &quot;rectPrimitive&quot;, &quot;ovalPrimitive&quot;, &quot;polystar&quot;, &quot;pencil&quot;, &quot;brush&quot;, &quot;inkBottle&quot;, &quot;bucket&quot;, &quot;eyeDropper&quot;, &quot;eraser&quot;, &quot;hand&quot;, and &quot;magnifier&quot;. If you or a user creates custom tools, the names of those tools can also be passed as the toolName parameter. The list of tool names is located in the following file: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools toolConfig.xml  Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools/toolConfig.xml   The following example selects the Pen tool. fl.selectTool(&quot;pen&quot;  Tools object, ToolObj object fl.selectTool()  Flash CS3 Professional.  fl.selectTool(toolName)  toolName&#160;A string that specifies the name of the tool to select. See &quot;Description&quot; below for information on acceptable values for this parameter.  Method; selects the specified tool in the Tools panel. The acceptable default values for toolName are &quot;arrow&quot;, &quot;bezierSelect&quot;, &quot;freeXform&quot;, &quot;fillXform&quot;, &quot;lasso&quot;, &quot;pen&quot;, &quot;penplus&quot;, &quot;penminus&quot;, &quot;penmodify&quot;, &quot;text&quot;, &quot;line&quot;, &quot;rect&quot;, &quot;oval&quot;, &quot;rectPrimitive&quot;, &quot;ovalPrimitive&quot;, &quot;polystar&quot;, &quot;pencil&quot;, &quot;brush&quot;, &quot;inkBottle&quot;, &quot;bucket&quot;, &quot;eyeDropper&quot;, &quot;eraser&quot;, &quot;hand&quot;, and &quot;magnifier&quot;. If you or a user creates custom tools, the names of those tools can also be passed as the toolName parameter. The list of tool names is located in the following file: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration Tools toolConfig.xml  Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/Tools/toolConfig.xml   The following example selects the Pen tool. fl.selectTool(&quot;pen&quot;  Tools object, ToolObj object " />
<page href="00004181.html" title="fl.setActiveWindow()" text="fl.setActiveWindow()  Flash MX 2004. Usage fl.setActiveWindow(document [, bActivateFrame])  document&#160;A Document object that specifies the document to select as the active window. bActivateFrame&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver.  Returns Nothing.   Method; sets the active window to be the specified document. This method is also supported by Dreamweaver and Fireworks. If the document has multiple views (created by Edit In New Window), the first view is selected.   The following example shows two ways to save a specified document: fl.setActiveWindow(fl.documents[0]  var theIndex = fl.findDocumentIndex(&quot;myFile.fla&quot; fl.setActiveWindow(fl.documents[theIndex] fl.setActiveWindow()  Flash MX 2004. Usage fl.setActiveWindow(document [, bActivateFrame])  document&#160;A Document object that specifies the document to select as the active window. bActivateFrame&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver.  Returns Nothing.   Method; sets the active window to be the specified document. This method is also supported by Dreamweaver and Fireworks. If the document has multiple views (created by Edit In New Window), the first view is selected.   The following example shows two ways to save a specified document: fl.setActiveWindow(fl.documents[0]  var theIndex = fl.findDocumentIndex(&quot;myFile.fla&quot; fl.setActiveWindow(fl.documents[theIndex] fl.setActiveWindow()  Flash MX 2004. Usage fl.setActiveWindow(document [, bActivateFrame])  document&#160;A Document object that specifies the document to select as the active window. bActivateFrame&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver.  Returns Nothing.   Method; sets the active window to be the specified document. This method is also supported by Dreamweaver and Fireworks. If the document has multiple views (created by Edit In New Window), the first view is selected.   The following example shows two ways to save a specified document: fl.setActiveWindow(fl.documents[0]  var theIndex = fl.findDocumentIndex(&quot;myFile.fla&quot; fl.setActiveWindow(fl.documents[theIndex] fl.setActiveWindow()  Flash MX 2004. Usage fl.setActiveWindow(document [, bActivateFrame])  document&#160;A Document object that specifies the document to select as the active window. bActivateFrame&#160;An optional parameter that is ignored by Flash and Fireworks and is present only for compatibility with Dreamweaver.  Returns Nothing.   Method; sets the active window to be the specified document. This method is also supported by Dreamweaver and Fireworks. If the document has multiple views (created by Edit In New Window), the first view is selected.   The following example shows two ways to save a specified document: fl.setActiveWindow(fl.documents[0]  var theIndex = fl.findDocumentIndex(&quot;myFile.fla&quot; fl.setActiveWindow(fl.documents[theIndex] " />
<page href="00004182.html" title="fl.showIdleMessage()" text="fl.showIdleMessage()  Flash 8.  fl.showIdleMessage(show)  show&#160;A Boolean value specifying whether to enable or disable the warning about a script running too long.  Nothing.  Method; lets you disable the warning about a script running too long (pass false for show). You might want to do this when processing batch operations that take a long time to complete. To re-enable the alert, issue the command again, this time passing true for show.  The following example illustrates how to disable and re-enable the warning about a script running too long: fl.showIdleMessage(false  var result = timeConsumingFunction(  fl.showIdleMessage(true ; var result = timeConsumingFunction; fl.showIdleMessage()  Flash 8.  fl.showIdleMessage(show)  show&#160;A Boolean value specifying whether to enable or disable the warning about a script running too long.  Nothing.  Method; lets you disable the warning about a script running too long (pass false for show). You might want to do this when processing batch operations that take a long time to complete. To re-enable the alert, issue the command again, this time passing true for show.  The following example illustrates how to disable and re-enable the warning about a script running too long: fl.showIdleMessage(false  var result = timeConsumingFunction(  fl.showIdleMessage(true ; var result = timeConsumingFunction; fl.showIdleMessage()  Flash 8.  fl.showIdleMessage(show)  show&#160;A Boolean value specifying whether to enable or disable the warning about a script running too long.  Nothing.  Method; lets you disable the warning about a script running too long (pass false for show). You might want to do this when processing batch operations that take a long time to complete. To re-enable the alert, issue the command again, this time passing true for show.  The following example illustrates how to disable and re-enable the warning about a script running too long: fl.showIdleMessage(false  var result = timeConsumingFunction(  fl.showIdleMessage(true ; var result = timeConsumingFunction; fl.showIdleMessage()  Flash 8.  fl.showIdleMessage(show)  show&#160;A Boolean value specifying whether to enable or disable the warning about a script running too long.  Nothing.  Method; lets you disable the warning about a script running too long (pass false for show). You might want to do this when processing batch operations that take a long time to complete. To re-enable the alert, issue the command again, this time passing true for show.  The following example illustrates how to disable and re-enable the warning about a script running too long: fl.showIdleMessage(false  var result = timeConsumingFunction(  fl.showIdleMessage(true ; var result = timeConsumingFunction; " />
<page href="00004183.html" title="fl.synchronizeDocumentWithHeadVersion()" text="fl.synchronizeDocumentWithHeadVersion()  Flash CS3 Professional.  fl.showIdleMessage(truesynchronizeDocumentWithHeadVersion(documentObject  documentObject&#160;A Document object.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server; false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method is identical to document.synchronizeWithHeadVersion().   The following example saves the current document to the Version Cue server: fl.synchronizeWithHeadVersion(fl.getDocumentDOM()  fl.downloadLatestVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument() fl.synchronizeDocumentWithHeadVersion()  Flash CS3 Professional.  fl.showIdleMessage(truesynchronizeDocumentWithHeadVersion(documentObject  documentObject&#160;A Document object.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server; false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method is identical to document.synchronizeWithHeadVersion().   The following example saves the current document to the Version Cue server: fl.synchronizeWithHeadVersion(fl.getDocumentDOM()  fl.downloadLatestVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument() fl.synchronizeDocumentWithHeadVersion()  Flash CS3 Professional.  fl.showIdleMessage(truesynchronizeDocumentWithHeadVersion(documentObject  documentObject&#160;A Document object.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server; false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method is identical to document.synchronizeWithHeadVersion().   The following example saves the current document to the Version Cue server: fl.synchronizeWithHeadVersion(fl.getDocumentDOM()  fl.downloadLatestVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument() fl.synchronizeDocumentWithHeadVersion()  Flash CS3 Professional.  fl.showIdleMessage(truesynchronizeDocumentWithHeadVersion(documentObject  documentObject&#160;A Document object.  A Boolean value of true if the specified file was successfully synchronized with the Version Cue server; false otherwise.  Method; synchronizes the specified document with the most current version on the Version Cue server, and logs any errors to the Output panel. This method is identical to document.synchronizeWithHeadVersion().   The following example saves the current document to the Version Cue server: fl.synchronizeWithHeadVersion(fl.getDocumentDOM()  fl.downloadLatestVersion(), fl.revertDocumentToLastVersion(), fl.saveAVersionOfDocument() " />
<page href="00004184.html" title="fl.tools" text="fl.tools  Flash MX 2004.  fl.tools  Read-only property; an array of Tools objects (see Tools object). This property is used only when creating extensible tools. fl.tools  Flash MX 2004.  fl.tools  Read-only property; an array of Tools objects (see Tools object). This property is used only when creating extensible tools. fl.tools  Flash MX 2004.  fl.tools  Read-only property; an array of Tools objects (see Tools object). This property is used only when creating extensible tools. fl.tools  Flash MX 2004.  fl.tools  Read-only property; an array of Tools objects (see Tools object). This property is used only when creating extensible tools. " />
<page href="00004185.html" title="fl.trace()" text="fl.trace()  Flash MX 2004. Usage fl.trace(message)  message&#160;A string that appears in the Output panel.  Returns Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to outputPanel.trace(), and works in the same way as the trace() statement in ActionScript.  To send a blank line, use fl.trace(&quot;&quot;) or fl.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.trace(&quot; nI have a &quot; + myPet fl.trace(&quot;&quot; fl.trace(&quot;I love my &quot; + myPet fl.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot; fl.trace()  Flash MX 2004. Usage fl.trace(message)  message&#160;A string that appears in the Output panel.  Returns Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to outputPanel.trace(), and works in the same way as the trace() statement in ActionScript.  To send a blank line, use fl.trace(&quot;&quot;) or fl.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.trace(&quot; nI have a &quot; + myPet fl.trace(&quot;&quot; fl.trace(&quot;I love my &quot; + myPet fl.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot; fl.trace()  Flash MX 2004. Usage fl.trace(message)  message&#160;A string that appears in the Output panel.  Returns Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to outputPanel.trace(), and works in the same way as the trace() statement in ActionScript.  To send a blank line, use fl.trace(&quot;&quot;) or fl.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.trace(&quot; nI have a &quot; + myPet fl.trace(&quot;&quot; fl.trace(&quot;I love my &quot; + myPet fl.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot; fl.trace()  Flash MX 2004. Usage fl.trace(message)  message&#160;A string that appears in the Output panel.  Returns Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to outputPanel.trace(), and works in the same way as the trace() statement in ActionScript.  To send a blank line, use fl.trace(&quot;&quot;) or fl.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.trace(&quot; nI have a &quot; + myPet fl.trace(&quot;&quot; fl.trace(&quot;I love my &quot; + myPet fl.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot; " />
<page href="00004186.html" title="fl.version" text="fl.version  Flash MX 2004.  fl.version  Read-only property; the long string version of the Flash authoring tool, including platform.   The following example displays the version of the Flash authoring tool in the Output panel:  alert(fl.version // For example, WIN 9,0,0,375 fl.version  Flash MX 2004.  fl.version  Read-only property; the long string version of the Flash authoring tool, including platform.   The following example displays the version of the Flash authoring tool in the Output panel:  alert(fl.version // For example, WIN 9,0,0,375 fl.version  Flash MX 2004.  fl.version  Read-only property; the long string version of the Flash authoring tool, including platform.   The following example displays the version of the Flash authoring tool in the Output panel:  alert(fl.version // For example, WIN 9,0,0,375 fl.version  Flash MX 2004.  fl.version  Read-only property; the long string version of the Flash authoring tool, including platform.   The following example displays the version of the Flash authoring tool in the Output panel:  alert(fl.version // For example, WIN 9,0,0,375 " />
<page href="00004187.html" title="fl.xmlui" text="fl.xmlui  Flash MX 2004.  fl.xmlui  Read-only property; an XMLUI object. This property lets you get and set XMLUI properties in a XMLUI dialog box and lets you accept or cancel the dialog box programmatically.  See XMLUI object. fl.xmlui  Flash MX 2004.  fl.xmlui  Read-only property; an XMLUI object. This property lets you get and set XMLUI properties in a XMLUI dialog box and lets you accept or cancel the dialog box programmatically.  See XMLUI object. fl.xmlui  Flash MX 2004.  fl.xmlui  Read-only property; an XMLUI object. This property lets you get and set XMLUI properties in a XMLUI dialog box and lets you accept or cancel the dialog box programmatically.  See XMLUI object. fl.xmlui  Flash MX 2004.  fl.xmlui  Read-only property; an XMLUI object. This property lets you get and set XMLUI properties in a XMLUI dialog box and lets you accept or cancel the dialog box programmatically.  See XMLUI object. " />
<page href="00004188.html" title="FLfile object" text="FLfile object  Flash MX 2004 7.2.   The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. The FLfile API is provided in the form of an extension to the JavaScript API. This extension is called a shared library and is located in the following folder:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External Libraries FLfile.dll Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External Libraries/FLfile.dll The FLfile methods work with files or folders (directories) on disk. Therefore, each method takes one or more parameters that specifies the location of a file or folder. The location of the file or folder is expressed as a string in a form very similar to a website URL. It is called a file&#160;URI (Uniform Resource Identifier) and is formatted as shown here (including the quote&#160;marks): &quot;file:///drive|/folder 1/folder 2/.../filename&quot; For example, if you want to create a folder on the&#160;C&#160;drive called config and place it in the Program Files/MyApp folder, use the following command: FLfile.createFolder(&quot;file:///C|/Program Files/MyApp/config&quot; If you then want to place a file called config.ini in that folder, use the following command:  FLfile.write(&quot;file:///C|/Program Files/MyApp/config/config.ini&quot;, &quot;&quot; To create a folder on the Macintosh, you could use the following command: FLfile.createFolder(&quot;file:///Macintosh/MyApp/config&quot; Method summary for the FLfile object The following methods can be used with the FLfile object:  Method Description FLfile.copy() Copies a file. FLfile.createFolder() Creates one or more folders. FLfile.exists() Determines the existence of a file or folder. FLfile.getAttributes() Finds out if a file is writable, read-only, hidden, visible, or a system folder. FLfile.getCreationDate() Specifies how many seconds have passed between January 1, 1970, and the time the file or folder was created. FLfile.getCreationDateObj() Gets the date a file or folder was created. FLfile.getModificationDate() Specifies how many seconds have passed between January 1, 1970, and the time the file or folder was last modified. FLfile.getModificationDateObj() Gets the date a file or folder was last modified. FLfile.getSize() Gets the size of a file. FLfile.listFolder() Lists the contents of a folder. FLfile.read() Reads the contents of a file. FLfile.remove() Deletes a file or folder. FLfile.setAttributes() Makes a file or folder read-only, writable, hidden or visible. FLfile.write() Creates, writes to, or appends to a file.   Don&#39;t confuse the shared libraries that contain symbols in your Flash documents with the JavaScript API shared libraries. They are two different things. FLfile object  Flash MX 2004 7.2.   The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. The FLfile API is provided in the form of an extension to the JavaScript API. This extension is called a shared library and is located in the following folder:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External Libraries FLfile.dll Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External Libraries/FLfile.dll The FLfile methods work with files or folders (directories) on disk. Therefore, each method takes one or more parameters that specifies the location of a file or folder. The location of the file or folder is expressed as a string in a form very similar to a website URL. It is called a file&#160;URI (Uniform Resource Identifier) and is formatted as shown here (including the quote&#160;marks): &quot;file:///drive|/folder 1/folder 2/.../filename&quot; For example, if you want to create a folder on the&#160;C&#160;drive called config and place it in the Program Files/MyApp folder, use the following command: FLfile.createFolder(&quot;file:///C|/Program Files/MyApp/config&quot; If you then want to place a file called config.ini in that folder, use the following command:  FLfile.write(&quot;file:///C|/Program Files/MyApp/config/config.ini&quot;, &quot;&quot; To create a folder on the Macintosh, you could use the following command: FLfile.createFolder(&quot;file:///Macintosh/MyApp/config&quot; Method summary for the FLfile object The following methods can be used with the FLfile object:  Method Description FLfile.copy() Copies a file. FLfile.createFolder() Creates one or more folders. FLfile.exists() Determines the existence of a file or folder. FLfile.getAttributes() Finds out if a file is writable, read-only, hidden, visible, or a system folder. FLfile.getCreationDate() Specifies how many seconds have passed between January 1, 1970, and the time the file or folder was created. FLfile.getCreationDateObj() Gets the date a file or folder was created. FLfile.getModificationDate() Specifies how many seconds have passed between January 1, 1970, and the time the file or folder was last modified. FLfile.getModificationDateObj() Gets the date a file or folder was last modified. FLfile.getSize() Gets the size of a file. FLfile.listFolder() Lists the contents of a folder. FLfile.read() Reads the contents of a file. FLfile.remove() Deletes a file or folder. FLfile.setAttributes() Makes a file or folder read-only, writable, hidden or visible. FLfile.write() Creates, writes to, or appends to a file.   Don&#39;t confuse the shared libraries that contain symbols in your Flash documents with the JavaScript API shared libraries. They are two different things. FLfile object  Flash MX 2004 7.2.   The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. The FLfile API is provided in the form of an extension to the JavaScript API. This extension is called a shared library and is located in the following folder:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External Libraries FLfile.dll Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External Libraries/FLfile.dll The FLfile methods work with files or folders (directories) on disk. Therefore, each method takes one or more parameters that specifies the location of a file or folder. The location of the file or folder is expressed as a string in a form very similar to a website URL. It is called a file&#160;URI (Uniform Resource Identifier) and is formatted as shown here (including the quote&#160;marks): &quot;file:///drive|/folder 1/folder 2/.../filename&quot; For example, if you want to create a folder on the&#160;C&#160;drive called config and place it in the Program Files/MyApp folder, use the following command: FLfile.createFolder(&quot;file:///C|/Program Files/MyApp/config&quot; If you then want to place a file called config.ini in that folder, use the following command:  FLfile.write(&quot;file:///C|/Program Files/MyApp/config/config.ini&quot;, &quot;&quot; To create a folder on the Macintosh, you could use the following command: FLfile.createFolder(&quot;file:///Macintosh/MyApp/config&quot; Method summary for the FLfile object The following methods can be used with the FLfile object:  Method Description FLfile.copy() Copies a file. FLfile.createFolder() Creates one or more folders. FLfile.exists() Determines the existence of a file or folder. FLfile.getAttributes() Finds out if a file is writable, read-only, hidden, visible, or a system folder. FLfile.getCreationDate() Specifies how many seconds have passed between January 1, 1970, and the time the file or folder was created. FLfile.getCreationDateObj() Gets the date a file or folder was created. FLfile.getModificationDate() Specifies how many seconds have passed between January 1, 1970, and the time the file or folder was last modified. FLfile.getModificationDateObj() Gets the date a file or folder was last modified. FLfile.getSize() Gets the size of a file. FLfile.listFolder() Lists the contents of a folder. FLfile.read() Reads the contents of a file. FLfile.remove() Deletes a file or folder. FLfile.setAttributes() Makes a file or folder read-only, writable, hidden or visible. FLfile.write() Creates, writes to, or appends to a file.   Don&#39;t confuse the shared libraries that contain symbols in your Flash documents with the JavaScript API shared libraries. They are two different things. FLfile object  Flash MX 2004 7.2.   The FLfile object lets you write Flash extensions that can access, modify, and remove files and folders on the local file system. The FLfile API is provided in the form of an extension to the JavaScript API. This extension is called a shared library and is located in the following folder:  Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External Libraries FLfile.dll Mac OS X:  Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External Libraries/FLfile.dll The FLfile methods work with files or folders (directories) on disk. Therefore, each method takes one or more parameters that specifies the location of a file or folder. The location of the file or folder is expressed as a string in a form very similar to a website URL. It is called a file&#160;URI (Uniform Resource Identifier) and is formatted as shown here (including the quote&#160;marks): &quot;file:///drive|/folder 1/folder 2/.../filename&quot; For example, if you want to create a folder on the&#160;C&#160;drive called config and place it in the Program Files/MyApp folder, use the following command: FLfile.createFolder(&quot;file:///C|/Program Files/MyApp/config&quot; If you then want to place a file called config.ini in that folder, use the following command:  FLfile.write(&quot;file:///C|/Program Files/MyApp/config/config.ini&quot;, &quot;&quot; To create a folder on the Macintosh, you could use the following command: FLfile.createFolder(&quot;file:///Macintosh/MyApp/config&quot; Method summary for the FLfile object The following methods can be used with the FLfile object:  " />
<page href="00004189.html" title="FLfile.copy()" text="FLfile.copy()  Flash MX 2004 7.2.  FLfile.copy(fileURI, copyURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to copy. copyURI&#160;A string, expressed as a file:///&#160;URI, that specifies the location and name of the copied file.  A Boolean value of true if successful; false otherwise.   Method; copies a file from one location to another. This method returns false if copyURI already exists.   The following example makes a backup copy of a configuration file named config.ini and places it inside the same folder in which it is located, with a new name: var originalFileURI=&quot;file:///C|/Program Files/MyApp/config.ini&quot;; var newFileURI=&quot;file:///C|/Program Files/MyApp/config_backup.ini&quot;; FLfile.copy(originalFileURI, newFileURI If you prefer, you can perform the same task with a single command: FLfile.copy(&quot;file:///C|:/Program Files/MyApp/config.ini&quot;, file:///C|/Program Files/MyApp/config_backup.ini&quot; FLfile.copy()  Flash MX 2004 7.2.  FLfile.copy(fileURI, copyURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to copy. copyURI&#160;A string, expressed as a file:///&#160;URI, that specifies the location and name of the copied file.  A Boolean value of true if successful; false otherwise.   Method; copies a file from one location to another. This method returns false if copyURI already exists.   The following example makes a backup copy of a configuration file named config.ini and places it inside the same folder in which it is located, with a new name: var originalFileURI=&quot;file:///C|/Program Files/MyApp/config.ini&quot;; var newFileURI=&quot;file:///C|/Program Files/MyApp/config_backup.ini&quot;; FLfile.copy(originalFileURI, newFileURI If you prefer, you can perform the same task with a single command: FLfile.copy(&quot;file:///C|:/Program Files/MyApp/config.ini&quot;, file:///C|/Program Files/MyApp/config_backup.ini&quot; FLfile.copy()  Flash MX 2004 7.2.  FLfile.copy(fileURI, copyURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to copy. copyURI&#160;A string, expressed as a file:///&#160;URI, that specifies the location and name of the copied file.  A Boolean value of true if successful; false otherwise.   Method; copies a file from one location to another. This method returns false if copyURI already exists.   The following example makes a backup copy of a configuration file named config.ini and places it inside the same folder in which it is located, with a new name: var originalFileURI=&quot;file:///C|/Program Files/MyApp/config.ini&quot;; var newFileURI=&quot;file:///C|/Program Files/MyApp/config_backup.ini&quot;; FLfile.copy(originalFileURI, newFileURI If you prefer, you can perform the same task with a single command: FLfile.copy(&quot;file:///C|:/Program Files/MyApp/config.ini&quot;, file:///C|/Program Files/MyApp/config_backup.ini&quot; FLfile.copy()  Flash MX 2004 7.2.  FLfile.copy(fileURI, copyURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to copy. copyURI&#160;A string, expressed as a file:///&#160;URI, that specifies the location and name of the copied file.  A Boolean value of true if successful; false otherwise.   Method; copies a file from one location to another. This method returns false if copyURI already exists.   The following example makes a backup copy of a configuration file named config.ini and places it inside the same folder in which it is located, with a new name: var originalFileURI=&quot;file:///C|/Program Files/MyApp/config.ini&quot;; var newFileURI=&quot;file:///C|/Program Files/MyApp/config_backup.ini&quot;; FLfile.copy(originalFileURI, newFileURI If you prefer, you can perform the same task with a single command: FLfile.copy(&quot;file:///C|:/Program Files/MyApp/config.ini&quot;, file:///C|/Program Files/MyApp/config_backup.ini&quot; " />
<page href="00004190.html" title="FLfile.createFolder()" text="FLfile.createFolder()  Flash MX 2004 7.2.  FLfile.createFolder(folderURI)  folderURI&#160;A folder&#160;URI that specifies the folder structure you want to create.  A Boolean value of true if successful; false if folderURI already exists.   Method; creates one or more folders at the specified location.  You can create multiple folders at one time. For example, the following command creates both the MyData and the TempData folders if they don't already exist: FLfile.createFolder(&quot;file:///c|/MyData/TempData&quot;)  The following example creates a folder and a subfolder under the configuration folder (fl.configURI): fl.trace(FLfile.createFolder(fl.configURI+&quot;folder01/subfolder01&quot;)  The following example attempts to create a folder called tempFolder at the root level on the&#160;C&#160;drive, and displays an alert box indicating whether the operation was successful: var folderURI = &quot;file:///c|/tempFolder&quot;; if (FLfile.createFolder(folderURI)) {  alert(&quot;Created &quot; + folderURI } else {  alert(folderURI + &quot; already exists&quot; }  FLfile.remove(), FLfile.write() FLfile.createFolder()  Flash MX 2004 7.2.  FLfile.createFolder(folderURI)  folderURI&#160;A folder&#160;URI that specifies the folder structure you want to create.  A Boolean value of true if successful; false if folderURI already exists.   Method; creates one or more folders at the specified location.  You can create multiple folders at one time. For example, the following command creates both the MyData and the TempData folders if they don't already exist: FLfile.createFolder(&quot;file:///c|/MyData/TempData&quot;)  The following example creates a folder and a subfolder under the configuration folder (fl.configURI): fl.trace(FLfile.createFolder(fl.configURI+&quot;folder01/subfolder01&quot;)  The following example attempts to create a folder called tempFolder at the root level on the&#160;C&#160;drive, and displays an alert box indicating whether the operation was successful: var folderURI = &quot;file:///c|/tempFolder&quot;; if (FLfile.createFolder(folderURI)) {  alert(&quot;Created &quot; + folderURI } else {  alert(folderURI + &quot; already exists&quot; }  FLfile.remove(), FLfile.write() FLfile.createFolder()  Flash MX 2004 7.2.  FLfile.createFolder(folderURI)  folderURI&#160;A folder&#160;URI that specifies the folder structure you want to create.  A Boolean value of true if successful; false if folderURI already exists.   Method; creates one or more folders at the specified location.  You can create multiple folders at one time. For example, the following command creates both the MyData and the TempData folders if they don't already exist: FLfile.createFolder(&quot;file:///c|/MyData/TempData&quot;)  The following example creates a folder and a subfolder under the configuration folder (fl.configURI): fl.trace(FLfile.createFolder(fl.configURI+&quot;folder01/subfolder01&quot;)  The following example attempts to create a folder called tempFolder at the root level on the&#160;C&#160;drive, and displays an alert box indicating whether the operation was successful: var folderURI = &quot;file:///c|/tempFolder&quot;; if (FLfile.createFolder(folderURI)) {  alert(&quot;Created &quot; + folderURI } else {  alert(folderURI + &quot; already exists&quot; }  FLfile.remove(), FLfile.write() FLfile.createFolder()  Flash MX 2004 7.2.  FLfile.createFolder(folderURI)  folderURI&#160;A folder&#160;URI that specifies the folder structure you want to create.  A Boolean value of true if successful; false if folderURI already exists.   Method; creates one or more folders at the specified location.  You can create multiple folders at one time. For example, the following command creates both the MyData and the TempData folders if they don't already exist: FLfile.createFolder(&quot;file:///c|/MyData/TempData&quot;)  The following example creates a folder and a subfolder under the configuration folder (fl.configURI): fl.trace(FLfile.createFolder(fl.configURI+&quot;folder01/subfolder01&quot;)  The following example attempts to create a folder called tempFolder at the root level on the&#160;C&#160;drive, and displays an alert box indicating whether the operation was successful: var folderURI = &quot;file:///c|/tempFolder&quot;; if (FLfile.createFolder(folderURI)) {  alert(&quot;Created &quot; + folderURI } else {  alert(folderURI + &quot; already exists&quot; }  FLfile.remove(), FLfile.write() " />
<page href="00004191.html" title="FLfile.exists()" text="FLfile.exists()  Flash MX 2004 7.2.  FLfile.exists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to verify.  A Boolean value of true if successful; false otherwise.   Method; determines whether a specified file exists. If you specify a folder in which the file should be created, the folder must already exist. To create folders, see FLfile.createFolder(). s The following example checks for a file called mydata.txt in the temp folder and displays an alert box indicating whether the file exists: var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(fileURI)) {  alert( fileURI + &quot; exists.&quot; } else {  alert( fileURI + &quot; does not exist.&quot; } The following example checks to see if a required configuration file exists in the MyApplication folder. If the file doesn't exist, it is created. var configFile = &quot;file:///C|/MyApplication/config.ini&quot;; if (!FLfile.exists(configFile)) {  FLfile.write(configFile,&quot;&quot; }  FLfile.write() FLfile.exists()  Flash MX 2004 7.2.  FLfile.exists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to verify.  A Boolean value of true if successful; false otherwise.   Method; determines whether a specified file exists. If you specify a folder in which the file should be created, the folder must already exist. To create folders, see FLfile.createFolder(). s The following example checks for a file called mydata.txt in the temp folder and displays an alert box indicating whether the file exists: var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(fileURI)) {  alert( fileURI + &quot; exists.&quot; } else {  alert( fileURI + &quot; does not exist.&quot; } The following example checks to see if a required configuration file exists in the MyApplication folder. If the file doesn't exist, it is created. var configFile = &quot;file:///C|/MyApplication/config.ini&quot;; if (!FLfile.exists(configFile)) {  FLfile.write(configFile,&quot;&quot; }  FLfile.write() FLfile.exists()  Flash MX 2004 7.2.  FLfile.exists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to verify.  A Boolean value of true if successful; false otherwise.   Method; determines whether a specified file exists. If you specify a folder in which the file should be created, the folder must already exist. To create folders, see FLfile.createFolder(). s The following example checks for a file called mydata.txt in the temp folder and displays an alert box indicating whether the file exists: var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(fileURI)) {  alert( fileURI + &quot; exists.&quot; } else {  alert( fileURI + &quot; does not exist.&quot; } The following example checks to see if a required configuration file exists in the MyApplication folder. If the file doesn't exist, it is created. var configFile = &quot;file:///C|/MyApplication/config.ini&quot;; if (!FLfile.exists(configFile)) {  FLfile.write(configFile,&quot;&quot; }  FLfile.write() FLfile.exists()  Flash MX 2004 7.2.  FLfile.exists(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, that specifies the file you want to verify.  A Boolean value of true if successful; false otherwise.   Method; determines whether a specified file exists. If you specify a folder in which the file should be created, the folder must already exist. To create folders, see FLfile.createFolder(). s The following example checks for a file called mydata.txt in the temp folder and displays an alert box indicating whether the file exists: var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(fileURI)) {  alert( fileURI + &quot; exists.&quot; } else {  alert( fileURI + &quot; does not exist.&quot; } The following example checks to see if a required configuration file exists in the MyApplication folder. If the file doesn't exist, it is created. var configFile = &quot;file:///C|/MyApplication/config.ini&quot;; if (!FLfile.exists(configFile)) {  FLfile.write(configFile,&quot;&quot; }  FLfile.write() " />
<page href="00004192.html" title="FLfile.getAttributes()" text="FLfile.getAttributes()  Flash MX 2004 7.2.  FLfile.getAttributes(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  A string that represents the attributes of the specified file or folder.   Method; returns a string representing the attributes of the specified file or folder, or an empty string if the file has no specific attributes (that it, it is not read-only, not hidden, and so on). You should always use FLfile.exists() to test for the existence of a file or folder before using this method. Characters in the string represent the attributes as follows:  R -- fileOrFolderURI is read-only D -- fileOrFolderURI is a folder (directory) H -- fileOrFolderURI is hidden (Windows only) S -- fileOrFolderURI is a system file or folder (Windows only) A -- fileOrFolderURI is ready for archiving (Windows only) For example, if fileOrFolderURI is a hidden folder, the string returned is&#160;&quot;DH&quot;.   The following example gets the attributes of the file mydata.txt and displays an alert box if the file is read-only. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)){  var attr = FLfile.getAttributes(URI  if (attr &amp;&amp; (attr.indexOf(&quot;R&quot;) != -1)) { // Returned string contains R.  alert(URI + &quot; is read only!&quot;  } }  FLfile.setAttributes()   Results are unpredictable if the file or folder doesn't exist. You should use FLfile.exists() before using this method. FLfile.getAttributes()  Flash MX 2004 7.2.  FLfile.getAttributes(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  A string that represents the attributes of the specified file or folder.   Method; returns a string representing the attributes of the specified file or folder, or an empty string if the file has no specific attributes (that it, it is not read-only, not hidden, and so on). You should always use FLfile.exists() to test for the existence of a file or folder before using this method. Characters in the string represent the attributes as follows:  R -- fileOrFolderURI is read-only D -- fileOrFolderURI is a folder (directory) H -- fileOrFolderURI is hidden (Windows only) S -- fileOrFolderURI is a system file or folder (Windows only) A -- fileOrFolderURI is ready for archiving (Windows only) For example, if fileOrFolderURI is a hidden folder, the string returned is&#160;&quot;DH&quot;.   The following example gets the attributes of the file mydata.txt and displays an alert box if the file is read-only. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)){  var attr = FLfile.getAttributes(URI  if (attr &amp;&amp; (attr.indexOf(&quot;R&quot;) != -1)) { // Returned string contains R.  alert(URI + &quot; is read only!&quot;  } }  FLfile.setAttributes()   Results are unpredictable if the file or folder doesn't exist. You should use FLfile.exists() before using this method. FLfile.getAttributes()  Flash MX 2004 7.2.  FLfile.getAttributes(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  A string that represents the attributes of the specified file or folder.   Method; returns a string representing the attributes of the specified file or folder, or an empty string if the file has no specific attributes (that it, it is not read-only, not hidden, and so on). You should always use FLfile.exists() to test for the existence of a file or folder before using this method. Characters in the string represent the attributes as follows:  R -- fileOrFolderURI is read-only D -- fileOrFolderURI is a folder (directory) H -- fileOrFolderURI is hidden (Windows only) S -- fileOrFolderURI is a system file or folder (Windows only) A -- fileOrFolderURI is ready for archiving (Windows only) For example, if fileOrFolderURI is a hidden folder, the string returned is&#160;&quot;DH&quot;.   The following example gets the attributes of the file mydata.txt and displays an alert box if the file is read-only. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)){  var attr = FLfile.getAttributes(URI  if (attr &amp;&amp; (attr.indexOf(&quot;R&quot;) != -1)) { // Returned string contains R.  alert(URI + &quot; is read only!&quot;  } }  FLfile.setAttributes()   Results are unpredictable if the file or folder doesn't exist. You should use FLfile.exists() before using this method. FLfile.getAttributes()  Flash MX 2004 7.2.  FLfile.getAttributes(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  A string that represents the attributes of the specified file or folder.   Method; returns a string representing the attributes of the specified file or folder, or an empty string if the file has no specific attributes (that it, it is not read-only, not hidden, and so on). You should always use FLfile.exists() to test for the existence of a file or folder before using this method. Characters in the string represent the attributes as follows:  R -- fileOrFolderURI is read-only D -- fileOrFolderURI is a folder (directory) H -- fileOrFolderURI is hidden (Windows only) S -- fileOrFolderURI is a system file or folder (Windows only) A -- fileOrFolderURI is ready for archiving (Windows only) For example, if fileOrFolderURI is a hidden folder, the string returned is&#160;&quot;DH&quot;.   The following example gets the attributes of the file mydata.txt and displays an alert box if the file is read-only. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)){  var attr = FLfile.getAttributes(URI  if (attr &amp;&amp; (attr.indexOf(&quot;R&quot;) != -1)) { // Returned string contains R.  alert(URI + &quot; is read only!&quot;  } }  FLfile.setAttributes() " />
<page href="00004193.html" title="FLfile.getCreationDate()" text="FLfile.getCreationDate()  Flash MX 2004 7.2.  FLfile.getCreationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was created, or &quot;00000000&quot; if the file or folder doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was created. This method is used primarily to compare the creation or modification dates of files or folders.  The following example determines whether a file has been modified since it was created: // Make sure the specified file exists var fileURI = &quot;file:///C|/MyApplication/MyApp.fla&quot;; var creationTime = FLfile.getCreationDate(fileURI var modificationTime = FLfile.getModificationDate(fileURI if ( modificationTime &gt; creationTime ) {  alert(&quot;The file has been modified since it was created.&quot; }  else {  alert(&quot;The file has not been modified since it was created.&quot; }  FLfile.getCreationDateObj(), FLfile.getModificationDate() FLfile.getCreationDate()  Flash MX 2004 7.2.  FLfile.getCreationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was created, or &quot;00000000&quot; if the file or folder doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was created. This method is used primarily to compare the creation or modification dates of files or folders.  The following example determines whether a file has been modified since it was created: // Make sure the specified file exists var fileURI = &quot;file:///C|/MyApplication/MyApp.fla&quot;; var creationTime = FLfile.getCreationDate(fileURI var modificationTime = FLfile.getModificationDate(fileURI if ( modificationTime &gt; creationTime ) {  alert(&quot;The file has been modified since it was created.&quot; }  else {  alert(&quot;The file has not been modified since it was created.&quot; }  FLfile.getCreationDateObj(), FLfile.getModificationDate() FLfile.getCreationDate()  Flash MX 2004 7.2.  FLfile.getCreationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was created, or &quot;00000000&quot; if the file or folder doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was created. This method is used primarily to compare the creation or modification dates of files or folders.  The following example determines whether a file has been modified since it was created: // Make sure the specified file exists var fileURI = &quot;file:///C|/MyApplication/MyApp.fla&quot;; var creationTime = FLfile.getCreationDate(fileURI var modificationTime = FLfile.getModificationDate(fileURI if ( modificationTime &gt; creationTime ) {  alert(&quot;The file has been modified since it was created.&quot; }  else {  alert(&quot;The file has not been modified since it was created.&quot; }  FLfile.getCreationDateObj(), FLfile.getModificationDate() FLfile.getCreationDate()  Flash MX 2004 7.2.  FLfile.getCreationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was created, or &quot;00000000&quot; if the file or folder doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was created. This method is used primarily to compare the creation or modification dates of files or folders.  The following example determines whether a file has been modified since it was created: // Make sure the specified file exists var fileURI = &quot;file:///C|/MyApplication/MyApp.fla&quot;; var creationTime = FLfile.getCreationDate(fileURI var modificationTime = FLfile.getModificationDate(fileURI if ( modificationTime &gt; creationTime ) {  alert(&quot;The file has been modified since it was created.&quot; }  else {  alert(&quot;The file has not been modified since it was created.&quot; }  FLfile.getCreationDateObj(), FLfile.getModificationDate() " />
<page href="00004194.html" title="FLfile.getCreationDateObj()" text="FLfile.getCreationDateObj()  Flash MX 2004 7.2.  FLfile.getCreationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was created. If the file doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was created.  The following example displays (in human-readable form) the date a file was created in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getCreationDateObj(&quot;file:///c|/temp/file1.txt&quot; fl.trace(file1Date  FLfile.getCreationDate(), FLfile.getModificationDateObj() FLfile.getCreationDateObj()  Flash MX 2004 7.2.  FLfile.getCreationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was created. If the file doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was created.  The following example displays (in human-readable form) the date a file was created in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getCreationDateObj(&quot;file:///c|/temp/file1.txt&quot; fl.trace(file1Date  FLfile.getCreationDate(), FLfile.getModificationDateObj() FLfile.getCreationDateObj()  Flash MX 2004 7.2.  FLfile.getCreationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was created. If the file doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was created.  The following example displays (in human-readable form) the date a file was created in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getCreationDateObj(&quot;file:///c|/temp/file1.txt&quot; fl.trace(file1Date  FLfile.getCreationDate(), FLfile.getModificationDateObj() FLfile.getCreationDateObj()  Flash MX 2004 7.2.  FLfile.getCreationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose creation date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was created. If the file doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was created.  The following example displays (in human-readable form) the date a file was created in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getCreationDateObj(&quot;file:///c|/temp/file1.txt&quot; fl.trace(file1Date  FLfile.getCreationDate(), FLfile.getModificationDateObj() " />
<page href="00004195.html" title="FLfile.getModificationDate()" text="FLfile.getModificationDate()  Flash MX 2004 7.2.  FLfile.getModificationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose modification date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was last modified, or &quot;00000000&quot; if the file doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was last modified. This method is used primarily to compare the creation or modification dates of files or folders.  The following example compares the modification dates of two files and determines which of the two was modified most recently: // Make sure the specified files exist. file1 = &quot;file:///C|/MyApplication/MyApp.fla&quot; file2 = &quot;file:///C|/MyApplication/MyApp.as&quot; modificationTime1 = FLfile.getModificationDate(file1) modificationTime2 = FLfile.getModificationDate(file2)  if(modificationTime1 &gt; modificationTime2) {  alert(&quot;File 2 is older than File 1&quot;) } else if(modificationTime1 &lt; modificationTime2) {  alert(&quot;File 1 is older than File 2&quot;) } else {  alert(&quot;File 1 and File 2 were saved at the same time&quot;) }  FLfile.getCreationDate(), FLfile.getModificationDateObj() FLfile.getModificationDate()  Flash MX 2004 7.2.  FLfile.getModificationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose modification date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was last modified, or &quot;00000000&quot; if the file doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was last modified. This method is used primarily to compare the creation or modification dates of files or folders.  The following example compares the modification dates of two files and determines which of the two was modified most recently: // Make sure the specified files exist. file1 = &quot;file:///C|/MyApplication/MyApp.fla&quot; file2 = &quot;file:///C|/MyApplication/MyApp.as&quot; modificationTime1 = FLfile.getModificationDate(file1) modificationTime2 = FLfile.getModificationDate(file2)  if(modificationTime1 &gt; modificationTime2) {  alert(&quot;File 2 is older than File 1&quot;) } else if(modificationTime1 &lt; modificationTime2) {  alert(&quot;File 1 is older than File 2&quot;) } else {  alert(&quot;File 1 and File 2 were saved at the same time&quot;) }  FLfile.getCreationDate(), FLfile.getModificationDateObj() FLfile.getModificationDate()  Flash MX 2004 7.2.  FLfile.getModificationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose modification date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was last modified, or &quot;00000000&quot; if the file doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was last modified. This method is used primarily to compare the creation or modification dates of files or folders.  The following example compares the modification dates of two files and determines which of the two was modified most recently: // Make sure the specified files exist. file1 = &quot;file:///C|/MyApplication/MyApp.fla&quot; file2 = &quot;file:///C|/MyApplication/MyApp.as&quot; modificationTime1 = FLfile.getModificationDate(file1) modificationTime2 = FLfile.getModificationDate(file2)  if(modificationTime1 &gt; modificationTime2) {  alert(&quot;File 2 is older than File 1&quot;) } else if(modificationTime1 &lt; modificationTime2) {  alert(&quot;File 1 is older than File 2&quot;) } else {  alert(&quot;File 1 and File 2 were saved at the same time&quot;) }  FLfile.getCreationDate(), FLfile.getModificationDateObj() FLfile.getModificationDate()  Flash MX 2004 7.2.  FLfile.getModificationDate(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose modification date and time you want to retrieve as a hexadecimal string.  A string containing a hexadecimal number that represents the number of seconds that have elapsed between January&#160;1,&#160;1970, and the time the file or folder was last modified, or &quot;00000000&quot; if the file doesn't exist.  Method; specifies how many seconds have passed between January&#160;1,&#160;1970, and the time the file or folder was last modified. This method is used primarily to compare the creation or modification dates of files or folders.  The following example compares the modification dates of two files and determines which of the two was modified most recently: // Make sure the specified files exist. file1 = &quot;file:///C|/MyApplication/MyApp.fla&quot; file2 = &quot;file:///C|/MyApplication/MyApp.as&quot; modificationTime1 = FLfile.getModificationDate(file1) modificationTime2 = FLfile.getModificationDate(file2)  if(modificationTime1 &gt; modificationTime2) {  alert(&quot;File 2 is older than File 1&quot;) } else if(modificationTime1 &lt; modificationTime2) {  alert(&quot;File 1 is older than File 2&quot;) } else {  alert(&quot;File 1 and File 2 were saved at the same time&quot;) }  FLfile.getCreationDate(), FLfile.getModificationDateObj() " />
<page href="00004196.html" title="FLfile.getModificationDateObj()" text="FLfile.getModificationDateObj()  Flash MX 2004 7.2.  FLfile.getModificationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose modification date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was last modified. If the file or folder doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was last modified.  The following example displays (in human-readable form) the date a file was last modified in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getModificationDateObj(&quot;file:///c|/temp/file1.txt&quot; trace(file1Date  FLfile.getCreationDateObj(), FLfile.getModificationDate() FLfile.getModificationDateObj()  Flash MX 2004 7.2.  FLfile.getModificationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose modification date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was last modified. If the file or folder doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was last modified.  The following example displays (in human-readable form) the date a file was last modified in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getModificationDateObj(&quot;file:///c|/temp/file1.txt&quot; trace(file1Date  FLfile.getCreationDateObj(), FLfile.getModificationDate() FLfile.getModificationDateObj()  Flash MX 2004 7.2.  FLfile.getModificationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose modification date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was last modified. If the file or folder doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was last modified.  The following example displays (in human-readable form) the date a file was last modified in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getModificationDateObj(&quot;file:///c|/temp/file1.txt&quot; trace(file1Date  FLfile.getCreationDateObj(), FLfile.getModificationDate() FLfile.getModificationDateObj()  Flash MX 2004 7.2.  FLfile.getModificationDateObj(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose modification date and time you want to retrieve as a JavaScript Date object.  A JavaScript Date object that represents the date and time when the specified file or folder was last modified. If the file or folder doesn't exist, the object contains information indicating that the file or folder was created at midnight GMT on December 31, 1969.  Method; returns a JavaScript Date object that represents the date and time when the specified file or folder was last modified.  The following example displays (in human-readable form) the date a file was last modified in the Output panel: // Make sure the specified file exists. var file1Date = FLfile.getModificationDateObj(&quot;file:///c|/temp/file1.txt&quot; trace(file1Date  FLfile.getCreationDateObj(), FLfile.getModificationDate() " />
<page href="00004197.html" title="FLfile.getSize()" text="FLfile.getSize()  Flash MX 2004 7.2.  FLfile.getSize(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose size you want to retrieve.  An integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist.  Method; returns an integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist. If the return value is&#160;0, you can use FLfile.exists() to determine whether the file is a zero-byte file or if the file doesn't exist. This method returns correct file size values only for files that are less than or equal to 2GB in size.  The following example stores the size of the mydata.txt file in the fileSize variable: var URL = &quot;file:///c|/temp/mydata.txt&quot;; var fileSize = FLfile.getSize(URL FLfile.getSize()  Flash MX 2004 7.2.  FLfile.getSize(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose size you want to retrieve.  An integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist.  Method; returns an integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist. If the return value is&#160;0, you can use FLfile.exists() to determine whether the file is a zero-byte file or if the file doesn't exist. This method returns correct file size values only for files that are less than or equal to 2GB in size.  The following example stores the size of the mydata.txt file in the fileSize variable: var URL = &quot;file:///c|/temp/mydata.txt&quot;; var fileSize = FLfile.getSize(URL FLfile.getSize()  Flash MX 2004 7.2.  FLfile.getSize(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose size you want to retrieve.  An integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist.  Method; returns an integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist. If the return value is&#160;0, you can use FLfile.exists() to determine whether the file is a zero-byte file or if the file doesn't exist. This method returns correct file size values only for files that are less than or equal to 2GB in size.  The following example stores the size of the mydata.txt file in the fileSize variable: var URL = &quot;file:///c|/temp/mydata.txt&quot;; var fileSize = FLfile.getSize(URL FLfile.getSize()  Flash MX 2004 7.2.  FLfile.getSize(fileURI)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose size you want to retrieve.  An integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist.  Method; returns an integer that represents the size of the specified file, in bytes, or 0 if the file doesn't exist. If the return value is&#160;0, you can use FLfile.exists() to determine whether the file is a zero-byte file or if the file doesn't exist. This method returns correct file size values only for files that are less than or equal to 2GB in size.  The following example stores the size of the mydata.txt file in the fileSize variable: var URL = &quot;file:///c|/temp/mydata.txt&quot;; var fileSize = FLfile.getSize(URL " />
<page href="00004198.html" title="FLfile.listFolder()" text="FLfile.listFolder()  Flash MX 2004 7.2.  FLfile.listFolder(folderURI [, filesOrDirectories])  folderURI&#160;A string, expressed as a file:///&#160;URI, specifying the folder whose contents you want to retrieve. You can include a wildcard mask as part of folderURI. Valid wildcards are&#160;*&#160;(matches one or more characters) and&#160;?&#160;(matches a single character). filesOrDirectories&#160;An optional string that specifies whether to return only filenames or only folder (directory) names. If omitted, both filenames and folder names are returned. Acceptable values are &quot;files&quot; and &quot;directories&quot;.  An array of strings representing the contents of the folder, or false if the folder doesn't exist.  Method; returns an array of strings that represent the contents of the folder, or an empty array if the folder doesn't exist. s The following example returns an array representing the files, folders, or both files and folders in the Program Files directory: var folderURI = &quot;file:///C|/WINDOWS/Program Files&quot; ; var fileList = FLfile.listFolder(folderURI, &quot;files&quot;) // files var fileList = FLfile.listFolder(&quot;folderURI&quot;, &quot;directories&quot;) //folders var fileList = FLfile.listFolder(folderURI) //files and folders The following example returns an array of all the text (.txt) files in the temp folder and displays the list in an alert box: var folderURI = &quot;file:///c|/temp&quot;; var fileMask = &quot;*.txt&quot;; var list = FLfile.listFolder(folderURI + &quot;/&quot; + fileMask, &quot;files&quot; if (list) {  alert(folderURI + &quot; contains: &quot; + list.join(&quot; &quot;) } The following example uses a file mask in the specified folderURI to return the names of all the executable files in the Windows application folder: var executables = FLfile.listFolder(&quot;file:///C|/WINDOWS/*.exe&quot;,&quot;files&quot;) alert(executables.join(&quot; n&quot;)) FLfile.listFolder()  Flash MX 2004 7.2.  FLfile.listFolder(folderURI [, filesOrDirectories])  folderURI&#160;A string, expressed as a file:///&#160;URI, specifying the folder whose contents you want to retrieve. You can include a wildcard mask as part of folderURI. Valid wildcards are&#160;*&#160;(matches one or more characters) and&#160;?&#160;(matches a single character). filesOrDirectories&#160;An optional string that specifies whether to return only filenames or only folder (directory) names. If omitted, both filenames and folder names are returned. Acceptable values are &quot;files&quot; and &quot;directories&quot;.  An array of strings representing the contents of the folder, or false if the folder doesn't exist.  Method; returns an array of strings that represent the contents of the folder, or an empty array if the folder doesn't exist. s The following example returns an array representing the files, folders, or both files and folders in the Program Files directory: var folderURI = &quot;file:///C|/WINDOWS/Program Files&quot; ; var fileList = FLfile.listFolder(folderURI, &quot;files&quot;) // files var fileList = FLfile.listFolder(&quot;folderURI&quot;, &quot;directories&quot;) //folders var fileList = FLfile.listFolder(folderURI) //files and folders The following example returns an array of all the text (.txt) files in the temp folder and displays the list in an alert box: var folderURI = &quot;file:///c|/temp&quot;; var fileMask = &quot;*.txt&quot;; var list = FLfile.listFolder(folderURI + &quot;/&quot; + fileMask, &quot;files&quot; if (list) {  alert(folderURI + &quot; contains: &quot; + list.join(&quot; &quot;) } The following example uses a file mask in the specified folderURI to return the names of all the executable files in the Windows application folder: var executables = FLfile.listFolder(&quot;file:///C|/WINDOWS/*.exe&quot;,&quot;files&quot;) alert(executables.join(&quot; n&quot;)) FLfile.listFolder()  Flash MX 2004 7.2.  FLfile.listFolder(folderURI [, filesOrDirectories])  folderURI&#160;A string, expressed as a file:///&#160;URI, specifying the folder whose contents you want to retrieve. You can include a wildcard mask as part of folderURI. Valid wildcards are&#160;*&#160;(matches one or more characters) and&#160;?&#160;(matches a single character). filesOrDirectories&#160;An optional string that specifies whether to return only filenames or only folder (directory) names. If omitted, both filenames and folder names are returned. Acceptable values are &quot;files&quot; and &quot;directories&quot;.  An array of strings representing the contents of the folder, or false if the folder doesn't exist.  Method; returns an array of strings that represent the contents of the folder, or an empty array if the folder doesn't exist. s The following example returns an array representing the files, folders, or both files and folders in the Program Files directory: var folderURI = &quot;file:///C|/WINDOWS/Program Files&quot; ; var fileList = FLfile.listFolder(folderURI, &quot;files&quot;) // files var fileList = FLfile.listFolder(&quot;folderURI&quot;, &quot;directories&quot;) //folders var fileList = FLfile.listFolder(folderURI) //files and folders The following example returns an array of all the text (.txt) files in the temp folder and displays the list in an alert box: var folderURI = &quot;file:///c|/temp&quot;; var fileMask = &quot;*.txt&quot;; var list = FLfile.listFolder(folderURI + &quot;/&quot; + fileMask, &quot;files&quot; if (list) {  alert(folderURI + &quot; contains: &quot; + list.join(&quot; &quot;) } The following example uses a file mask in the specified folderURI to return the names of all the executable files in the Windows application folder: var executables = FLfile.listFolder(&quot;file:///C|/WINDOWS/*.exe&quot;,&quot;files&quot;) alert(executables.join(&quot; n&quot;)) FLfile.listFolder()  Flash MX 2004 7.2.  FLfile.listFolder(folderURI [, filesOrDirectories])  folderURI&#160;A string, expressed as a file:///&#160;URI, specifying the folder whose contents you want to retrieve. You can include a wildcard mask as part of folderURI. Valid wildcards are&#160;*&#160;(matches one or more characters) and&#160;?&#160;(matches a single character). filesOrDirectories&#160;An optional string that specifies whether to return only filenames or only folder (directory) names. If omitted, both filenames and folder names are returned. Acceptable values are &quot;files&quot; and &quot;directories&quot;.  An array of strings representing the contents of the folder, or false if the folder doesn't exist.  Method; returns an array of strings that represent the contents of the folder, or an empty array if the folder doesn't exist. s The following example returns an array representing the files, folders, or both files and folders in the Program Files directory: var folderURI = &quot;file:///C|/WINDOWS/Program Files&quot; ; var fileList = FLfile.listFolder(folderURI, &quot;files&quot;) // files var fileList = FLfile.listFolder(&quot;folderURI&quot;, &quot;directories&quot;) //folders var fileList = FLfile.listFolder(folderURI) //files and folders The following example returns an array of all the text (.txt) files in the temp folder and displays the list in an alert box: var folderURI = &quot;file:///c|/temp&quot;; var fileMask = &quot;*.txt&quot;; var list = FLfile.listFolder(folderURI + &quot;/&quot; + fileMask, &quot;files&quot; if (list) {  alert(folderURI + &quot; contains: &quot; + list.join(&quot; &quot;) } The following example uses a file mask in the specified folderURI to return the names of all the executable files in the Windows application folder: var executables = FLfile.listFolder(&quot;file:///C|/WINDOWS/*.exe&quot;,&quot;files&quot;) alert(executables.join(&quot; n&quot;)) " />
<page href="00004199.html" title="FLfile.read()" text="FLfile.read()  Flash MX 2004 7.2.  FLfile.read()  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  The contents of the specified file as a string, or null if the read fails.  Method; returns the contents of the specified file as a string, or null if the read fails. s The following example reads the file mydata.txt and, if successful, displays an alert box with the contents of the file. var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; var str = FLfile.read( fileURI if (str) {  alert( fileURL + &quot; contains: &quot; + str } The following example reads the ActionScript code from a class file and stores it in the code variable: var classFileURI = &quot;file:///C|/MyApplication/TextCarousel.as&quot;; var code = FLfile.read(classFileURI FLfile.read()  Flash MX 2004 7.2.  FLfile.read()  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  The contents of the specified file as a string, or null if the read fails.  Method; returns the contents of the specified file as a string, or null if the read fails. s The following example reads the file mydata.txt and, if successful, displays an alert box with the contents of the file. var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; var str = FLfile.read( fileURI if (str) {  alert( fileURL + &quot; contains: &quot; + str } The following example reads the ActionScript code from a class file and stores it in the code variable: var classFileURI = &quot;file:///C|/MyApplication/TextCarousel.as&quot;; var code = FLfile.read(classFileURI FLfile.read()  Flash MX 2004 7.2.  FLfile.read()  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  The contents of the specified file as a string, or null if the read fails.  Method; returns the contents of the specified file as a string, or null if the read fails. s The following example reads the file mydata.txt and, if successful, displays an alert box with the contents of the file. var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; var str = FLfile.read( fileURI if (str) {  alert( fileURL + &quot; contains: &quot; + str } The following example reads the ActionScript code from a class file and stores it in the code variable: var classFileURI = &quot;file:///C|/MyApplication/TextCarousel.as&quot;; var code = FLfile.read(classFileURI FLfile.read()  Flash MX 2004 7.2.  FLfile.read()  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder whose attributes you want to retrieve.  The contents of the specified file as a string, or null if the read fails.  Method; returns the contents of the specified file as a string, or null if the read fails. s The following example reads the file mydata.txt and, if successful, displays an alert box with the contents of the file. var fileURI = &quot;file:///c|/temp/mydata.txt&quot;; var str = FLfile.read( fileURI if (str) {  alert( fileURL + &quot; contains: &quot; + str } The following example reads the ActionScript code from a class file and stores it in the code variable: var classFileURI = &quot;file:///C|/MyApplication/TextCarousel.as&quot;; var code = FLfile.read(classFileURI " />
<page href="00004200.html" title="FLfile.remove()" text="FLfile.remove()  Flash MX 2004 7.2.  FLfile.remove(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder you want to remove (delete).  A Boolean value of true if successful; false otherwise.   Method; deletes the specified file or folder. If the folder contains files, those files will be deleted as well. Files with the R (read-only) attribute cannot be removed.  s The following example warns a user if a file exists and then deletes it if the user chooses to do&#160;so: var fileURI = prompt (&quot;Enter file/folder to be deleted: &quot;, &quot;file:///c|/temp/delete.txt&quot; if (FLfile.exists(fileURI)) {  var confirm = prompt(&quot;File exists. Delete it? (y/n)&quot;, &quot;y&quot;  if (confirm == &quot;y&quot; || confirm == &quot;Y&quot;) {  if(FLfile.remove(fileURI)) {  alert(fileURI + &quot; is deleted.&quot;  }   else {  alert(&quot;fail to delete &quot; + fileURI  }  } }  else {  alert(fileURI + &quot; does not exist&quot; } The following example deletes a configuration file created by an application: if(FLfile.remove(&quot;file:///C|/MyApplication/config.ini&quot;)) {  alert(&quot;Configuration file deleted&quot; } The following example deletes the Configuration folder and its contents: FLfile.remove(&quot;file:///C|/MyApplication/Configuration/&quot;  FLfile.createFolder(), FLfile.getAttributes() FLfile.remove()  Flash MX 2004 7.2.  FLfile.remove(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder you want to remove (delete).  A Boolean value of true if successful; false otherwise.   Method; deletes the specified file or folder. If the folder contains files, those files will be deleted as well. Files with the R (read-only) attribute cannot be removed.  s The following example warns a user if a file exists and then deletes it if the user chooses to do&#160;so: var fileURI = prompt (&quot;Enter file/folder to be deleted: &quot;, &quot;file:///c|/temp/delete.txt&quot; if (FLfile.exists(fileURI)) {  var confirm = prompt(&quot;File exists. Delete it? (y/n)&quot;, &quot;y&quot;  if (confirm == &quot;y&quot; || confirm == &quot;Y&quot;) {  if(FLfile.remove(fileURI)) {  alert(fileURI + &quot; is deleted.&quot;  }   else {  alert(&quot;fail to delete &quot; + fileURI  }  } }  else {  alert(fileURI + &quot; does not exist&quot; } The following example deletes a configuration file created by an application: if(FLfile.remove(&quot;file:///C|/MyApplication/config.ini&quot;)) {  alert(&quot;Configuration file deleted&quot; } The following example deletes the Configuration folder and its contents: FLfile.remove(&quot;file:///C|/MyApplication/Configuration/&quot;  FLfile.createFolder(), FLfile.getAttributes() FLfile.remove()  Flash MX 2004 7.2.  FLfile.remove(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder you want to remove (delete).  A Boolean value of true if successful; false otherwise.   Method; deletes the specified file or folder. If the folder contains files, those files will be deleted as well. Files with the R (read-only) attribute cannot be removed.  s The following example warns a user if a file exists and then deletes it if the user chooses to do&#160;so: var fileURI = prompt (&quot;Enter file/folder to be deleted: &quot;, &quot;file:///c|/temp/delete.txt&quot; if (FLfile.exists(fileURI)) {  var confirm = prompt(&quot;File exists. Delete it? (y/n)&quot;, &quot;y&quot;  if (confirm == &quot;y&quot; || confirm == &quot;Y&quot;) {  if(FLfile.remove(fileURI)) {  alert(fileURI + &quot; is deleted.&quot;  }   else {  alert(&quot;fail to delete &quot; + fileURI  }  } }  else {  alert(fileURI + &quot; does not exist&quot; } The following example deletes a configuration file created by an application: if(FLfile.remove(&quot;file:///C|/MyApplication/config.ini&quot;)) {  alert(&quot;Configuration file deleted&quot; } The following example deletes the Configuration folder and its contents: FLfile.remove(&quot;file:///C|/MyApplication/Configuration/&quot;  FLfile.createFolder(), FLfile.getAttributes() FLfile.remove()  Flash MX 2004 7.2.  FLfile.remove(fileOrFolderURI)  fileOrFolderURI&#160;A string, expressed as a file:///&#160;URI, specifying the file or folder you want to remove (delete).  A Boolean value of true if successful; false otherwise.   Method; deletes the specified file or folder. If the folder contains files, those files will be deleted as well. Files with the R (read-only) attribute cannot be removed.  s The following example warns a user if a file exists and then deletes it if the user chooses to do&#160;so: var fileURI = prompt (&quot;Enter file/folder to be deleted: &quot;, &quot;file:///c|/temp/delete.txt&quot; if (FLfile.exists(fileURI)) {  var confirm = prompt(&quot;File exists. Delete it? (y/n)&quot;, &quot;y&quot;  if (confirm == &quot;y&quot; || confirm == &quot;Y&quot;) {  if(FLfile.remove(fileURI)) {  alert(fileURI + &quot; is deleted.&quot;  }   else {  alert(&quot;fail to delete &quot; + fileURI  }  } }  else {  alert(fileURI + &quot; does not exist&quot; } The following example deletes a configuration file created by an application: if(FLfile.remove(&quot;file:///C|/MyApplication/config.ini&quot;)) {  alert(&quot;Configuration file deleted&quot; } The following example deletes the Configuration folder and its contents: FLfile.remove(&quot;file:///C|/MyApplication/Configuration/&quot;  FLfile.createFolder(), FLfile.getAttributes() " />
<page href="00004201.html" title="FLfile.setAttributes()" text="FLfile.setAttributes()  Flash MX 2004 7.2.  FLfile.setAttributes(fileURI, strAttrs)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose attributes you want to&#160;set. strAttrs&#160;A string specifying values for the attribute(s) you want to set. For acceptable values for strAttrs, see the description.  A Boolean value of true if successful.   Method; specifies system-level attributes for the specified file.  The following values are valid for strAttrs:  N -- No specific attributes (not read-only, not hidden, and so on) A -- Ready for archiving (Windows only) R -- Read-only (on the Macintosh, read-only means &quot;locked&quot;) W -- Writable (overrides R) H -- Hidden (Windows only) V -- Visible (overrides H, Windows only) If you include both R and W in strAttrs, the&#160;R is ignored and the file is set as writable. Similarly, if you pass&#160;H and&#160;V, the&#160;H is ignored and the file is set as visible. If you want to make sure the archive attribute is not set, use this command with the N parameter before setting attributes. That is, there is no direct counterpart to A that turns off the archive attribute. s The following example sets the file mydata.txt to be read-only and hidden. It has no effect on the archive attribute. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;RH&quot; } The following example sets the file mydata.txt to be read-only and hidden. It also ensures that the archive attribute is not set. var URI = &quot;file:///c|/temp/mydata.txt&quot;;  if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;N&quot;  FLfile.setAttributes(URI, &quot;RH&quot; }  FLfile.getAttributes()   Results are unpredictable if the file or folder doesn't exist. You should use FLfile.exists() before using this method. FLfile.setAttributes()  Flash MX 2004 7.2.  FLfile.setAttributes(fileURI, strAttrs)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose attributes you want to&#160;set. strAttrs&#160;A string specifying values for the attribute(s) you want to set. For acceptable values for strAttrs, see the description.  A Boolean value of true if successful.   Method; specifies system-level attributes for the specified file.  The following values are valid for strAttrs:  N -- No specific attributes (not read-only, not hidden, and so on) A -- Ready for archiving (Windows only) R -- Read-only (on the Macintosh, read-only means &quot;locked&quot;) W -- Writable (overrides R) H -- Hidden (Windows only) V -- Visible (overrides H, Windows only) If you include both R and W in strAttrs, the&#160;R is ignored and the file is set as writable. Similarly, if you pass&#160;H and&#160;V, the&#160;H is ignored and the file is set as visible. If you want to make sure the archive attribute is not set, use this command with the N parameter before setting attributes. That is, there is no direct counterpart to A that turns off the archive attribute. s The following example sets the file mydata.txt to be read-only and hidden. It has no effect on the archive attribute. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;RH&quot; } The following example sets the file mydata.txt to be read-only and hidden. It also ensures that the archive attribute is not set. var URI = &quot;file:///c|/temp/mydata.txt&quot;;  if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;N&quot;  FLfile.setAttributes(URI, &quot;RH&quot; }  FLfile.getAttributes()   Results are unpredictable if the file or folder doesn't exist. You should use FLfile.exists() before using this method. FLfile.setAttributes()  Flash MX 2004 7.2.  FLfile.setAttributes(fileURI, strAttrs)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose attributes you want to&#160;set. strAttrs&#160;A string specifying values for the attribute(s) you want to set. For acceptable values for strAttrs, see the description.  A Boolean value of true if successful.   Method; specifies system-level attributes for the specified file.  The following values are valid for strAttrs:  N -- No specific attributes (not read-only, not hidden, and so on) A -- Ready for archiving (Windows only) R -- Read-only (on the Macintosh, read-only means &quot;locked&quot;) W -- Writable (overrides R) H -- Hidden (Windows only) V -- Visible (overrides H, Windows only) If you include both R and W in strAttrs, the&#160;R is ignored and the file is set as writable. Similarly, if you pass&#160;H and&#160;V, the&#160;H is ignored and the file is set as visible. If you want to make sure the archive attribute is not set, use this command with the N parameter before setting attributes. That is, there is no direct counterpart to A that turns off the archive attribute. s The following example sets the file mydata.txt to be read-only and hidden. It has no effect on the archive attribute. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;RH&quot; } The following example sets the file mydata.txt to be read-only and hidden. It also ensures that the archive attribute is not set. var URI = &quot;file:///c|/temp/mydata.txt&quot;;  if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;N&quot;  FLfile.setAttributes(URI, &quot;RH&quot; }  FLfile.getAttributes()   Results are unpredictable if the file or folder doesn't exist. You should use FLfile.exists() before using this method. FLfile.setAttributes()  Flash MX 2004 7.2.  FLfile.setAttributes(fileURI, strAttrs)  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file whose attributes you want to&#160;set. strAttrs&#160;A string specifying values for the attribute(s) you want to set. For acceptable values for strAttrs, see the description.  A Boolean value of true if successful.   Method; specifies system-level attributes for the specified file.  The following values are valid for strAttrs:  N -- No specific attributes (not read-only, not hidden, and so on) A -- Ready for archiving (Windows only) R -- Read-only (on the Macintosh, read-only means &quot;locked&quot;) W -- Writable (overrides R) H -- Hidden (Windows only) V -- Visible (overrides H, Windows only) If you include both R and W in strAttrs, the&#160;R is ignored and the file is set as writable. Similarly, if you pass&#160;H and&#160;V, the&#160;H is ignored and the file is set as visible. If you want to make sure the archive attribute is not set, use this command with the N parameter before setting attributes. That is, there is no direct counterpart to A that turns off the archive attribute. s The following example sets the file mydata.txt to be read-only and hidden. It has no effect on the archive attribute. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;RH&quot; } The following example sets the file mydata.txt to be read-only and hidden. It also ensures that the archive attribute is not set. var URI = &quot;file:///c|/temp/mydata.txt&quot;;  if (FLfile.exists(URI)) {  FLfile.setAttributes(URI, &quot;N&quot;  FLfile.setAttributes(URI, &quot;RH&quot; }  FLfile.getAttributes() " />
<page href="00004202.html" title="FLfile.write()" text="FLfile.write()  Flash MX 2004 7.2.  FLfile.write(fileURI, textToWrite, [ , strAppendMode])  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file to which you want to write. textToWrite&#160;A string representing the text you want to place in the file. strAppendMode&#160;An optional string with the value &quot;append&quot;, which specifies that you want to append textToWrite to the existing file. If omitted, fileURI is overwritten with textToWrite.  A Boolean value of true if successful; false otherwise.   Method; writes the specified string to the specified file (as UTF-8). If the specified file does not exist, it is created. However, the folder in which you are placing the file must exist before you use this method. To create folders, use FLfile.createFolder().  The following example attempts to write the string &quot;xxx&quot; to the file mydata.txt and displays an alert message if the write succeeded. It then attempts to append the string &quot;aaa&quot; to the file and displays a second alert message if the write succeeded. After executing this script, the file mydata.txt will contain only the text &quot;xxxaaa&quot;. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.write(URI, &quot;xxx&quot;)) {  alert(&quot;Wrote xxx to &quot; + URI } if (FLfile.write(URI, &quot;aaa&quot;, &quot;append&quot;)) {  alert(&quot;Appended aaa to &quot; + fileURI }  FLfile.createFolder(), FLfile.exists() FLfile.write()  Flash MX 2004 7.2.  FLfile.write(fileURI, textToWrite, [ , strAppendMode])  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file to which you want to write. textToWrite&#160;A string representing the text you want to place in the file. strAppendMode&#160;An optional string with the value &quot;append&quot;, which specifies that you want to append textToWrite to the existing file. If omitted, fileURI is overwritten with textToWrite.  A Boolean value of true if successful; false otherwise.   Method; writes the specified string to the specified file (as UTF-8). If the specified file does not exist, it is created. However, the folder in which you are placing the file must exist before you use this method. To create folders, use FLfile.createFolder().  The following example attempts to write the string &quot;xxx&quot; to the file mydata.txt and displays an alert message if the write succeeded. It then attempts to append the string &quot;aaa&quot; to the file and displays a second alert message if the write succeeded. After executing this script, the file mydata.txt will contain only the text &quot;xxxaaa&quot;. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.write(URI, &quot;xxx&quot;)) {  alert(&quot;Wrote xxx to &quot; + URI } if (FLfile.write(URI, &quot;aaa&quot;, &quot;append&quot;)) {  alert(&quot;Appended aaa to &quot; + fileURI }  FLfile.createFolder(), FLfile.exists() FLfile.write()  Flash MX 2004 7.2.  FLfile.write(fileURI, textToWrite, [ , strAppendMode])  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file to which you want to write. textToWrite&#160;A string representing the text you want to place in the file. strAppendMode&#160;An optional string with the value &quot;append&quot;, which specifies that you want to append textToWrite to the existing file. If omitted, fileURI is overwritten with textToWrite.  A Boolean value of true if successful; false otherwise.   Method; writes the specified string to the specified file (as UTF-8). If the specified file does not exist, it is created. However, the folder in which you are placing the file must exist before you use this method. To create folders, use FLfile.createFolder().  The following example attempts to write the string &quot;xxx&quot; to the file mydata.txt and displays an alert message if the write succeeded. It then attempts to append the string &quot;aaa&quot; to the file and displays a second alert message if the write succeeded. After executing this script, the file mydata.txt will contain only the text &quot;xxxaaa&quot;. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.write(URI, &quot;xxx&quot;)) {  alert(&quot;Wrote xxx to &quot; + URI } if (FLfile.write(URI, &quot;aaa&quot;, &quot;append&quot;)) {  alert(&quot;Appended aaa to &quot; + fileURI }  FLfile.createFolder(), FLfile.exists() FLfile.write()  Flash MX 2004 7.2.  FLfile.write(fileURI, textToWrite, [ , strAppendMode])  fileURI&#160;A string, expressed as a file:///&#160;URI, specifying the file to which you want to write. textToWrite&#160;A string representing the text you want to place in the file. strAppendMode&#160;An optional string with the value &quot;append&quot;, which specifies that you want to append textToWrite to the existing file. If omitted, fileURI is overwritten with textToWrite.  A Boolean value of true if successful; false otherwise.   Method; writes the specified string to the specified file (as UTF-8). If the specified file does not exist, it is created. However, the folder in which you are placing the file must exist before you use this method. To create folders, use FLfile.createFolder().  The following example attempts to write the string &quot;xxx&quot; to the file mydata.txt and displays an alert message if the write succeeded. It then attempts to append the string &quot;aaa&quot; to the file and displays a second alert message if the write succeeded. After executing this script, the file mydata.txt will contain only the text &quot;xxxaaa&quot;. var URI = &quot;file:///c|/temp/mydata.txt&quot;; if (FLfile.write(URI, &quot;xxx&quot;)) {  alert(&quot;Wrote xxx to &quot; + URI } if (FLfile.write(URI, &quot;aaa&quot;, &quot;append&quot;)) {  alert(&quot;Appended aaa to &quot; + fileURI }  FLfile.createFolder(), FLfile.exists() " />
<page href="00004203.html" title="folderItem object" text="folderItem object Inheritance&#160;Item object &gt; folderItem object  Flash MX 2004. Description The folderItem object is a subclass of the Item object. There are no unique methods or properties of folderItem. See Item object. folderItem object Inheritance&#160;Item object &gt; folderItem object  Flash MX 2004. Description The folderItem object is a subclass of the Item object. There are no unique methods or properties of folderItem. See Item object. folderItem object Inheritance&#160;Item object &gt; folderItem object  Flash MX 2004. Description The folderItem object is a subclass of the Item object. There are no unique methods or properties of folderItem. See Item object. folderItem object Inheritance&#160;Item object &gt; folderItem object  Flash MX 2004. Description The folderItem object is a subclass of the Item object. There are no unique methods or properties of folderItem. See Item object. " />
<page href="00004204.html" title="fontItem object" text="fontItem object Inheritance&#160;Item object &gt; fontItem object  Flash MX 2004.  The fontItem object is a subclass of the Item object. There are no unique methods or properties of fontItem. See Item object. fontItem object Inheritance&#160;Item object &gt; fontItem object  Flash MX 2004.  The fontItem object is a subclass of the Item object. There are no unique methods or properties of fontItem. See Item object. fontItem object Inheritance&#160;Item object &gt; fontItem object  Flash MX 2004.  The fontItem object is a subclass of the Item object. There are no unique methods or properties of fontItem. See Item object. fontItem object Inheritance&#160;Item object &gt; fontItem object  Flash MX 2004.  The fontItem object is a subclass of the Item object. There are no unique methods or properties of fontItem. See Item object. " />
<page href="00004205.html" title="Frame object" text="Frame object  Flash MX 2004.  The Frame object represents frames in the layer.  Method summary for the Frame object The following methods can be used with the Frame object:  Property summary for the Frame object The following properties can be used with the Frame object: Property Description frame.actionScript A string representing ActionScript code. frame.duration  Read-only; an integer that represents the number of frames in a frame sequence. frame.elements  Read-only; an array of Element objects (see Element object). frame.hasCustomEase A Boolean value that specifies whether the frame gets its ease information from the custom ease curve. frame.labelType A string that specifies the type of Frame name.  frame.motionTweenOrientToPath A Boolean value that specifies whether or not the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path. frame.motionTweenRotate A string that specifies how the tweened element rotates.  frame.motionTweenRotateTimes An integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe. frame.motionTweenScale A Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false). frame.motionTweenSnap A Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). frame.motionTweenSync A Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline. frame.name A string that specifies the name of the frame.  frame.shapeTweenBlend A string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe.  frame.soundEffect A string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). frame.soundLibraryItem A library item (see SoundItem object) used to create a sound. frame.soundLoop An integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays.  frame.soundLoopMode A string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely.  frame.soundName A string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library. frame.soundSync A string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem).  frame.startFrame  Read-only; the index of the first frame in a sequence. frame.tweenEasing An integer that specifies the amount of easing that should be applied to the tweened object.  frame.tweenType A string that specifies the type of tween. frame.useSingleEaseCurve A Boolean value that specifies whether a single custom ease curve is used for easing information for all properties. Method Description frame.getCustomEase() Returns an array of JavaScript objects, each of which has an x and y property. frame.setCustomEase() Specifies a cubic Bézier curve to be used as a custom ease curve. Frame object  Flash MX 2004.  The Frame object represents frames in the layer.  Method summary for the Frame object The following methods can be used with the Frame object:  Property summary for the Frame object The following properties can be used with the Frame object: Property Description frame.actionScript A string representing ActionScript code. frame.duration  Read-only; an integer that represents the number of frames in a frame sequence. frame.elements  Read-only; an array of Element objects (see Element object). frame.hasCustomEase A Boolean value that specifies whether the frame gets its ease information from the custom ease curve. frame.labelType A string that specifies the type of Frame name.  frame.motionTweenOrientToPath A Boolean value that specifies whether or not the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path. frame.motionTweenRotate A string that specifies how the tweened element rotates.  frame.motionTweenRotateTimes An integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe. frame.motionTweenScale A Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false). frame.motionTweenSnap A Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). frame.motionTweenSync A Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline. frame.name A string that specifies the name of the frame.  frame.shapeTweenBlend A string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe.  frame.soundEffect A string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). frame.soundLibraryItem A library item (see SoundItem object) used to create a sound. frame.soundLoop An integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays.  frame.soundLoopMode A string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely.  frame.soundName A string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library. frame.soundSync A string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem).  frame.startFrame  Read-only; the index of the first frame in a sequence. frame.tweenEasing An integer that specifies the amount of easing that should be applied to the tweened object.  frame.tweenType A string that specifies the type of tween. frame.useSingleEaseCurve A Boolean value that specifies whether a single custom ease curve is used for easing information for all properties. Method Description frame.getCustomEase() Returns an array of JavaScript objects, each of which has an x and y property. frame.setCustomEase() Specifies a cubic Bézier curve to be used as a custom ease curve. Frame object  Flash MX 2004.  The Frame object represents frames in the layer.  Method summary for the Frame object The following methods can be used with the Frame object:  Property summary for the Frame object The following properties can be used with the Frame object: Property Description frame.actionScript A string representing ActionScript code. frame.duration  Read-only; an integer that represents the number of frames in a frame sequence. frame.elements  Read-only; an array of Element objects (see Element object). frame.hasCustomEase A Boolean value that specifies whether the frame gets its ease information from the custom ease curve. frame.labelType A string that specifies the type of Frame name.  frame.motionTweenOrientToPath A Boolean value that specifies whether or not the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path. frame.motionTweenRotate A string that specifies how the tweened element rotates.  frame.motionTweenRotateTimes An integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe. frame.motionTweenScale A Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false). frame.motionTweenSnap A Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). frame.motionTweenSync A Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline. frame.name A string that specifies the name of the frame.  frame.shapeTweenBlend A string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe.  frame.soundEffect A string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). frame.soundLibraryItem A library item (see SoundItem object) used to create a sound. frame.soundLoop An integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays.  frame.soundLoopMode A string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely.  frame.soundName A string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library. frame.soundSync A string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem).  frame.startFrame  Read-only; the index of the first frame in a sequence. frame.tweenEasing An integer that specifies the amount of easing that should be applied to the tweened object.  frame.tweenType A string that specifies the type of tween. frame.useSingleEaseCurve A Boolean value that specifies whether a single custom ease curve is used for easing information for all properties. Method Description frame.getCustomEase() Returns an array of JavaScript objects, each of which has an x and y property. frame.setCustomEase() Specifies a cubic Bézier curve to be used as a custom ease curve. Frame object  Flash MX 2004.  The Frame object represents frames in the layer.  Method summary for the Frame object The following methods can be used with the Frame object:  Property summary for the Frame object The following properties can be used with the Frame object: " />
<page href="00004206.html" title="frame.actionScript" text="frame.actionScript  Flash MX 2004.  frame.actionScript  Property; a string that represents ActionScript code. To insert a new line character, use &quot; n&quot;.   The following example assigns stop() to first frame top layer action: fl.getDocumentDOM().getTimeline().layers[0].frames[0].actionScript = &#39;stop(&#39;;  frame.actionScript  Flash MX 2004.  frame.actionScript  Property; a string that represents ActionScript code. To insert a new line character, use &quot; n&quot;.   The following example assigns stop() to first frame top layer action: fl.getDocumentDOM().getTimeline().layers[0].frames[0].actionScript = &#39;stop(&#39;;  frame.actionScript  Flash MX 2004.  frame.actionScript  Property; a string that represents ActionScript code. To insert a new line character, use &quot; n&quot;.   The following example assigns stop() to first frame top layer action: fl.getDocumentDOM().getTimeline().layers[0].frames[0].actionScript = &#39;stop(&#39;;  frame.actionScript  Flash MX 2004.  frame.actionScript  Property; a string that represents ActionScript code. To insert a new line character, use &quot; n&quot;.   The following example assigns stop() to first frame top layer action: fl.getDocumentDOM().getTimeline().layers[0].frames[0].actionScript = &#39;stop(&#39;;  " />
<page href="00004207.html" title="frame.duration " text="frame.duration   Flash MX 2004.  frame.duration   Read-only property; an integer that represents the number of frames in a frame sequence.  The following example stores the number of frames in a frame sequence that starts at the first frame in the top layer in the frameSpan variable: var frameSpan = fl.getDocumentDOM().getTimeline().layers[0].frames[0].duration; frame.duration   Flash MX 2004.  frame.duration   Read-only property; an integer that represents the number of frames in a frame sequence.  The following example stores the number of frames in a frame sequence that starts at the first frame in the top layer in the frameSpan variable: var frameSpan = fl.getDocumentDOM().getTimeline().layers[0].frames[0].duration; frame.duration   Flash MX 2004.  frame.duration   Read-only property; an integer that represents the number of frames in a frame sequence.  The following example stores the number of frames in a frame sequence that starts at the first frame in the top layer in the frameSpan variable: var frameSpan = fl.getDocumentDOM().getTimeline().layers[0].frames[0].duration; frame.duration   Flash MX 2004.  frame.duration   Read-only property; an integer that represents the number of frames in a frame sequence.  The following example stores the number of frames in a frame sequence that starts at the first frame in the top layer in the frameSpan variable: var frameSpan = fl.getDocumentDOM().getTimeline().layers[0].frames[0].duration; " />
<page href="00004208.html" title="frame.elements" text="frame.elements  Flash MX 2004.  frame.elements  Read-only property; an array of Element objects (see Element object). The order of elements is the order in which they are stored in the FLA file. If there are multiple shapes on the Stage, and each is ungrouped, Flash treats them as one element. If each shape is grouped, so there are multiple groups on the Stage, Flash sees them as separate elements. In other words, Flash treats raw, ungrouped shapes as a single element, regardless of how many separate shapes are on the Stage. If a frame contains three raw, ungrouped shapes, for example, then elements.length in that frame returns a value of&#160;1. Select each shape individually, and group it to work around this issue.  The following example stores an array of current elements on the top layer, first frame in the myElements variable: var myElements = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  frame.elements  Flash MX 2004.  frame.elements  Read-only property; an array of Element objects (see Element object). The order of elements is the order in which they are stored in the FLA file. If there are multiple shapes on the Stage, and each is ungrouped, Flash treats them as one element. If each shape is grouped, so there are multiple groups on the Stage, Flash sees them as separate elements. In other words, Flash treats raw, ungrouped shapes as a single element, regardless of how many separate shapes are on the Stage. If a frame contains three raw, ungrouped shapes, for example, then elements.length in that frame returns a value of&#160;1. Select each shape individually, and group it to work around this issue.  The following example stores an array of current elements on the top layer, first frame in the myElements variable: var myElements = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  frame.elements  Flash MX 2004.  frame.elements  Read-only property; an array of Element objects (see Element object). The order of elements is the order in which they are stored in the FLA file. If there are multiple shapes on the Stage, and each is ungrouped, Flash treats them as one element. If each shape is grouped, so there are multiple groups on the Stage, Flash sees them as separate elements. In other words, Flash treats raw, ungrouped shapes as a single element, regardless of how many separate shapes are on the Stage. If a frame contains three raw, ungrouped shapes, for example, then elements.length in that frame returns a value of&#160;1. Select each shape individually, and group it to work around this issue.  The following example stores an array of current elements on the top layer, first frame in the myElements variable: var myElements = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  frame.elements  Flash MX 2004.  frame.elements  Read-only property; an array of Element objects (see Element object). The order of elements is the order in which they are stored in the FLA file. If there are multiple shapes on the Stage, and each is ungrouped, Flash treats them as one element. If each shape is grouped, so there are multiple groups on the Stage, Flash sees them as separate elements. In other words, Flash treats raw, ungrouped shapes as a single element, regardless of how many separate shapes are on the Stage. If a frame contains three raw, ungrouped shapes, for example, then elements.length in that frame returns a value of&#160;1. Select each shape individually, and group it to work around this issue.  The following example stores an array of current elements on the top layer, first frame in the myElements variable: var myElements = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements;  " />
<page href="00004209.html" title="frame.getCustomEase()" text="frame.getCustomEase()  Flash 8.  Frame.getCustomEase([property])  property&#160;An optional string that specifies the property for which you want to return the custom ease value. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. The default value is &quot;all&quot;.  Returns an array of JavaScript objects, each of which has an x and y property.  Method; returns an array of objects that represent the control points for the cubic Bézier curve that defines the ease curve.  The following example returns the custom ease value of the position property for the first frame in the top layer:  var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var easeArray = theFrame.getCustomEase(&quot;position&quot;  frame.hasCustomEase, frame.setCustomEase(), frame.useSingleEaseCurve frame.getCustomEase()  Flash 8.  Frame.getCustomEase([property])  property&#160;An optional string that specifies the property for which you want to return the custom ease value. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. The default value is &quot;all&quot;.  Returns an array of JavaScript objects, each of which has an x and y property.  Method; returns an array of objects that represent the control points for the cubic Bézier curve that defines the ease curve.  The following example returns the custom ease value of the position property for the first frame in the top layer:  var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var easeArray = theFrame.getCustomEase(&quot;position&quot;  frame.hasCustomEase, frame.setCustomEase(), frame.useSingleEaseCurve frame.getCustomEase()  Flash 8.  Frame.getCustomEase([property])  property&#160;An optional string that specifies the property for which you want to return the custom ease value. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. The default value is &quot;all&quot;.  Returns an array of JavaScript objects, each of which has an x and y property.  Method; returns an array of objects that represent the control points for the cubic Bézier curve that defines the ease curve.  The following example returns the custom ease value of the position property for the first frame in the top layer:  var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var easeArray = theFrame.getCustomEase(&quot;position&quot;  frame.hasCustomEase, frame.setCustomEase(), frame.useSingleEaseCurve frame.getCustomEase()  Flash 8.  Frame.getCustomEase([property])  property&#160;An optional string that specifies the property for which you want to return the custom ease value. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. The default value is &quot;all&quot;.  Returns an array of JavaScript objects, each of which has an x and y property.  Method; returns an array of objects that represent the control points for the cubic Bézier curve that defines the ease curve.  The following example returns the custom ease value of the position property for the first frame in the top layer:  var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var easeArray = theFrame.getCustomEase(&quot;position&quot;  frame.hasCustomEase, frame.setCustomEase(), frame.useSingleEaseCurve " />
<page href="00004210.html" title="frame.hasCustomEase" text="frame.hasCustomEase  Flash 8.  frame.hasCustomEase  Property; a Boolean value. If true, the frame gets its ease information from the custom ease curve. If false, the frame gets its ease information from the ease value.  The following example specifies that the first frame in the top layer should get its ease information from the ease value rather than the custom ease curve: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.hasCustomEase = false;  frame.getCustomEase(), frame.setCustomEase(), frame.useSingleEaseCurve frame.hasCustomEase  Flash 8.  frame.hasCustomEase  Property; a Boolean value. If true, the frame gets its ease information from the custom ease curve. If false, the frame gets its ease information from the ease value.  The following example specifies that the first frame in the top layer should get its ease information from the ease value rather than the custom ease curve: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.hasCustomEase = false;  frame.getCustomEase(), frame.setCustomEase(), frame.useSingleEaseCurve frame.hasCustomEase  Flash 8.  frame.hasCustomEase  Property; a Boolean value. If true, the frame gets its ease information from the custom ease curve. If false, the frame gets its ease information from the ease value.  The following example specifies that the first frame in the top layer should get its ease information from the ease value rather than the custom ease curve: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.hasCustomEase = false;  frame.getCustomEase(), frame.setCustomEase(), frame.useSingleEaseCurve frame.hasCustomEase  Flash 8.  frame.hasCustomEase  Property; a Boolean value. If true, the frame gets its ease information from the custom ease curve. If false, the frame gets its ease information from the ease value.  The following example specifies that the first frame in the top layer should get its ease information from the ease value rather than the custom ease curve: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.hasCustomEase = false;  frame.getCustomEase(), frame.setCustomEase(), frame.useSingleEaseCurve " />
<page href="00004211.html" title="frame.labelType" text="frame.labelType  Flash MX 2004.  frame.labelType  Property; a string that specifies the type of Frame name. Acceptable values are &quot;none&quot;, &quot;name&quot;, &quot;comment&quot;, and &quot;anchor&quot;. Setting a label to &quot;none&quot; clears the frame.name property.   The following example sets the name of the first frame in the top layer to &quot;First Frame&quot; and then sets its label to &quot;comment&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].labelType = &#39;comment&#39;; frame.labelType  Flash MX 2004.  frame.labelType  Property; a string that specifies the type of Frame name. Acceptable values are &quot;none&quot;, &quot;name&quot;, &quot;comment&quot;, and &quot;anchor&quot;. Setting a label to &quot;none&quot; clears the frame.name property.   The following example sets the name of the first frame in the top layer to &quot;First Frame&quot; and then sets its label to &quot;comment&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].labelType = &#39;comment&#39;; frame.labelType  Flash MX 2004.  frame.labelType  Property; a string that specifies the type of Frame name. Acceptable values are &quot;none&quot;, &quot;name&quot;, &quot;comment&quot;, and &quot;anchor&quot;. Setting a label to &quot;none&quot; clears the frame.name property.   The following example sets the name of the first frame in the top layer to &quot;First Frame&quot; and then sets its label to &quot;comment&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].labelType = &#39;comment&#39;; frame.labelType  Flash MX 2004.  frame.labelType  Property; a string that specifies the type of Frame name. Acceptable values are &quot;none&quot;, &quot;name&quot;, &quot;comment&quot;, and &quot;anchor&quot;. Setting a label to &quot;none&quot; clears the frame.name property.   The following example sets the name of the first frame in the top layer to &quot;First Frame&quot; and then sets its label to &quot;comment&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].labelType = &#39;comment&#39;; " />
<page href="00004212.html" title="frame.motionTweenOrientToPath" text="frame.motionTweenOrientToPath  Flash MX 2004.  frame.motionTweenOrientToPath  Property; a Boolean value; specifies whether the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path (true) or whether it does not rotate (false). If you want to specify a value for this property, you should set frame.motionTweenRotate to &quot;none&quot;.  frame.motionTweenOrientToPath  Flash MX 2004.  frame.motionTweenOrientToPath  Property; a Boolean value; specifies whether the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path (true) or whether it does not rotate (false). If you want to specify a value for this property, you should set frame.motionTweenRotate to &quot;none&quot;.  frame.motionTweenOrientToPath  Flash MX 2004.  frame.motionTweenOrientToPath  Property; a Boolean value; specifies whether the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path (true) or whether it does not rotate (false). If you want to specify a value for this property, you should set frame.motionTweenRotate to &quot;none&quot;.  frame.motionTweenOrientToPath  Flash MX 2004.  frame.motionTweenOrientToPath  Property; a Boolean value; specifies whether the tweened element rotates the element as it moves along a path to maintain its angle with respect to each point on the path (true) or whether it does not rotate (false). If you want to specify a value for this property, you should set frame.motionTweenRotate to &quot;none&quot;.  " />
<page href="00004213.html" title="frame.motionTweenRotate" text="frame.motionTweenRotate  Flash MX 2004.  frame.motionTweenRotate  Property; a string that specifies how the tweened element rotates. Acceptable values are &quot;none&quot;, &quot;auto&quot;, &quot;clockwise&quot;, and &quot;counter-clockwise&quot;. A value of &quot;auto&quot; means the object will rotate in the direction requiring the least motion to match the rotation of the object in the following keyframe.  If you want to specify a value for frame.motionTweenOrientToPath, set this property to &quot;none&quot;.  Example See frame.motionTweenRotateTimes. frame.motionTweenRotate  Flash MX 2004.  frame.motionTweenRotate  Property; a string that specifies how the tweened element rotates. Acceptable values are &quot;none&quot;, &quot;auto&quot;, &quot;clockwise&quot;, and &quot;counter-clockwise&quot;. A value of &quot;auto&quot; means the object will rotate in the direction requiring the least motion to match the rotation of the object in the following keyframe.  If you want to specify a value for frame.motionTweenOrientToPath, set this property to &quot;none&quot;.  Example See frame.motionTweenRotateTimes. frame.motionTweenRotate  Flash MX 2004.  frame.motionTweenRotate  Property; a string that specifies how the tweened element rotates. Acceptable values are &quot;none&quot;, &quot;auto&quot;, &quot;clockwise&quot;, and &quot;counter-clockwise&quot;. A value of &quot;auto&quot; means the object will rotate in the direction requiring the least motion to match the rotation of the object in the following keyframe.  If you want to specify a value for frame.motionTweenOrientToPath, set this property to &quot;none&quot;.  Example See frame.motionTweenRotateTimes. frame.motionTweenRotate  Flash MX 2004.  frame.motionTweenRotate  Property; a string that specifies how the tweened element rotates. Acceptable values are &quot;none&quot;, &quot;auto&quot;, &quot;clockwise&quot;, and &quot;counter-clockwise&quot;. A value of &quot;auto&quot; means the object will rotate in the direction requiring the least motion to match the rotation of the object in the following keyframe.  If you want to specify a value for frame.motionTweenOrientToPath, set this property to &quot;none&quot;.  Example See frame.motionTweenRotateTimes. " />
<page href="00004214.html" title="frame.motionTweenRotateTimes" text="frame.motionTweenRotateTimes  Flash MX 2004.  frame.motionTweenRotateTimes  Property; an integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe.  The following example rotates the element in this frame counter-clockwise three times by the time it reaches the next keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotate = &quot;counter-clockwise&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotateTimes = 3; frame.motionTweenRotateTimes  Flash MX 2004.  frame.motionTweenRotateTimes  Property; an integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe.  The following example rotates the element in this frame counter-clockwise three times by the time it reaches the next keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotate = &quot;counter-clockwise&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotateTimes = 3; frame.motionTweenRotateTimes  Flash MX 2004.  frame.motionTweenRotateTimes  Property; an integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe.  The following example rotates the element in this frame counter-clockwise three times by the time it reaches the next keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotate = &quot;counter-clockwise&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotateTimes = 3; frame.motionTweenRotateTimes  Flash MX 2004.  frame.motionTweenRotateTimes  Property; an integer that specifies the number of times the tweened element rotates between the starting keyframe and the next keyframe.  The following example rotates the element in this frame counter-clockwise three times by the time it reaches the next keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotate = &quot;counter-clockwise&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenRotateTimes = 3; " />
<page href="00004215.html" title="frame.motionTweenScale" text="frame.motionTweenScale  Flash MX 2004.  frame.motionTweenScale  Property; a Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false).  The following example specifies that the tweened element should scale to the size of the object in the following keyframe, increasing its size with each frame in the tween. fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenScale = true; frame.motionTweenScale  Flash MX 2004.  frame.motionTweenScale  Property; a Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false).  The following example specifies that the tweened element should scale to the size of the object in the following keyframe, increasing its size with each frame in the tween. fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenScale = true; frame.motionTweenScale  Flash MX 2004.  frame.motionTweenScale  Property; a Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false).  The following example specifies that the tweened element should scale to the size of the object in the following keyframe, increasing its size with each frame in the tween. fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenScale = true; frame.motionTweenScale  Flash MX 2004.  frame.motionTweenScale  Property; a Boolean value; specifies whether the tweened element scales to the size of the object in the following keyframe, increasing its size with each frame in the tween (true), or doesn't scale (false).  The following example specifies that the tweened element should scale to the size of the object in the following keyframe, increasing its size with each frame in the tween. fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenScale = true; " />
<page href="00004216.html" title="frame.motionTweenSnap" text="frame.motionTweenSnap  Flash MX 2004.  frame.motionTweenSnap  Property; a Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). frame.motionTweenSnap  Flash MX 2004.  frame.motionTweenSnap  Property; a Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). frame.motionTweenSnap  Flash MX 2004.  frame.motionTweenSnap  Property; a Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). frame.motionTweenSnap  Flash MX 2004.  frame.motionTweenSnap  Property; a Boolean value; specifies whether the tweened element automatically snaps to the nearest point on the motion guide layer associated with this frame's layer (true) or not (false). " />
<page href="00004217.html" title="frame.motionTweenSync" text="frame.motionTweenSync  Flash MX 2004.  frame.motionTweenSync  Property; a Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline.  The following example specifies that tweened object should be synchronized with the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenSync = true; frame.motionTweenSync  Flash MX 2004.  frame.motionTweenSync  Property; a Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline.  The following example specifies that tweened object should be synchronized with the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenSync = true; frame.motionTweenSync  Flash MX 2004.  frame.motionTweenSync  Property; a Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline.  The following example specifies that tweened object should be synchronized with the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenSync = true; frame.motionTweenSync  Flash MX 2004.  frame.motionTweenSync  Property; a Boolean value; if set to true, synchronizes the animation of the tweened object with the main timeline.  The following example specifies that tweened object should be synchronized with the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].motionTweenSync = true; " />
<page href="00004218.html" title="frame.name" text="frame.name  Flash MX 2004.  frame.name  Property; a string that specifies the name of the frame.   The following example sets the name of the first frame, top layer to &quot;First Frame&quot; and then stores the name value in the frameLabel variable: fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; var frameLabel = fl.getDocumentDOM().getTimeline().layers[0].frames[0].name;  frame.name  Flash MX 2004.  frame.name  Property; a string that specifies the name of the frame.   The following example sets the name of the first frame, top layer to &quot;First Frame&quot; and then stores the name value in the frameLabel variable: fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; var frameLabel = fl.getDocumentDOM().getTimeline().layers[0].frames[0].name;  frame.name  Flash MX 2004.  frame.name  Property; a string that specifies the name of the frame.   The following example sets the name of the first frame, top layer to &quot;First Frame&quot; and then stores the name value in the frameLabel variable: fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; var frameLabel = fl.getDocumentDOM().getTimeline().layers[0].frames[0].name;  frame.name  Flash MX 2004.  frame.name  Property; a string that specifies the name of the frame.   The following example sets the name of the first frame, top layer to &quot;First Frame&quot; and then stores the name value in the frameLabel variable: fl.getDocumentDOM().getTimeline().layers[0].frames[0].name = &#39;First Frame&#39;; var frameLabel = fl.getDocumentDOM().getTimeline().layers[0].frames[0].name;  " />
<page href="00004219.html" title="frame.setCustomEase()" text="frame.setCustomEase()  Flash 8.  frame.setCustomEase(property, easeCurve)  property&#160;A string that specifies the property the ease curve should be used for. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. easeCurve&#160;An array of objects that defines the ease curve. Each array element must be a JavaScript object with&#160;x and&#160;y&#160;properties.  Nothing.  Method; specifies an array of control point and tangent endpoint coordinates that describe a cubic Bézier curve to be used as a custom ease curve. This array is constructed by the horizontal (ordinal: left to right) position of the control points and tangent endpoints. For example, the following illustration shows an ease curve that would be created if the easeCurve array contained values for the seven points shown as p1&#160;through&#160;p7:   The following example sets the ease curve for all properties of the first frame on the first layer to the Bézier curve specified by the control points and tangent end points stored in the myCurve array: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var myCurve = [{x:100, y:200},{x:200, y:100}, {x:10, y:0}]  theFrame.setCustomEase(&quot;all&quot;, myCurve   frame.getCustomEase(), frame.hasCustomEase, frame.useSingleEaseCurve frame.setCustomEase()  Flash 8.  frame.setCustomEase(property, easeCurve)  property&#160;A string that specifies the property the ease curve should be used for. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. easeCurve&#160;An array of objects that defines the ease curve. Each array element must be a JavaScript object with&#160;x and&#160;y&#160;properties.  Nothing.  Method; specifies an array of control point and tangent endpoint coordinates that describe a cubic Bézier curve to be used as a custom ease curve. This array is constructed by the horizontal (ordinal: left to right) position of the control points and tangent endpoints. For example, the following illustration shows an ease curve that would be created if the easeCurve array contained values for the seven points shown as p1&#160;through&#160;p7:   The following example sets the ease curve for all properties of the first frame on the first layer to the Bézier curve specified by the control points and tangent end points stored in the myCurve array: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var myCurve = [{x:100, y:200},{x:200, y:100}, {x:10, y:0}]  theFrame.setCustomEase(&quot;all&quot;, myCurve   frame.getCustomEase(), frame.hasCustomEase, frame.useSingleEaseCurve frame.setCustomEase()  Flash 8.  frame.setCustomEase(property, easeCurve)  property&#160;A string that specifies the property the ease curve should be used for. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. easeCurve&#160;An array of objects that defines the ease curve. Each array element must be a JavaScript object with&#160;x and&#160;y&#160;properties.  Nothing.  Method; specifies an array of control point and tangent endpoint coordinates that describe a cubic Bézier curve to be used as a custom ease curve. This array is constructed by the horizontal (ordinal: left to right) position of the control points and tangent endpoints. For example, the following illustration shows an ease curve that would be created if the easeCurve array contained values for the seven points shown as p1&#160;through&#160;p7:   The following example sets the ease curve for all properties of the first frame on the first layer to the Bézier curve specified by the control points and tangent end points stored in the myCurve array: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var myCurve = [{x:100, y:200},{x:200, y:100}, {x:10, y:0}]  theFrame.setCustomEase(&quot;all&quot;, myCurve   frame.getCustomEase(), frame.hasCustomEase, frame.useSingleEaseCurve frame.setCustomEase()  Flash 8.  frame.setCustomEase(property, easeCurve)  property&#160;A string that specifies the property the ease curve should be used for. Acceptable values are &quot;all&quot;, &quot;position&quot;, &quot;rotation&quot;, &quot;scale&quot;, &quot;color&quot;, and &quot;filters&quot;. easeCurve&#160;An array of objects that defines the ease curve. Each array element must be a JavaScript object with&#160;x and&#160;y&#160;properties.  Nothing.  Method; specifies an array of control point and tangent endpoint coordinates that describe a cubic Bézier curve to be used as a custom ease curve. This array is constructed by the horizontal (ordinal: left to right) position of the control points and tangent endpoints. For example, the following illustration shows an ease curve that would be created if the easeCurve array contained values for the seven points shown as p1&#160;through&#160;p7:   The following example sets the ease curve for all properties of the first frame on the first layer to the Bézier curve specified by the control points and tangent end points stored in the myCurve array: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] var myCurve = [{x:100, y:200},{x:200, y:100}, {x:10, y:0}]  theFrame.setCustomEase(&quot;all&quot;, myCurve   frame.getCustomEase(), frame.hasCustomEase, frame.useSingleEaseCurve " />
<page href="00004220.html" title="frame.shapeTweenBlend" text="frame.shapeTweenBlend  Flash MX 2004.  frame.shapeTweenBlend  Property; a string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe. Acceptable values are &quot;distributive&quot; and &quot;angular&quot;. frame.shapeTweenBlend  Flash MX 2004.  frame.shapeTweenBlend  Property; a string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe. Acceptable values are &quot;distributive&quot; and &quot;angular&quot;. frame.shapeTweenBlend  Flash MX 2004.  frame.shapeTweenBlend  Property; a string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe. Acceptable values are &quot;distributive&quot; and &quot;angular&quot;. frame.shapeTweenBlend  Flash MX 2004.  frame.shapeTweenBlend  Property; a string that specifies how a shape tween is blended between the shape in the keyframe at the start of the tween and the shape in the following keyframe. Acceptable values are &quot;distributive&quot; and &quot;angular&quot;. " />
<page href="00004221.html" title="frame.soundEffect" text="frame.soundEffect  Flash MX 2004.  frame.soundEffect  Property; a string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;none&quot;, &quot;left channel&quot;, &quot;right channel&quot;, &quot;fade left to right&quot;, &quot;fade right to left&quot;, &quot;fade in&quot;, &quot;fade out&quot;, and &quot;custom&quot;.  The following example specifies that the sound attached to the first frame should fade in: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundEffect = &quot;fade in&quot;; frame.soundEffect  Flash MX 2004.  frame.soundEffect  Property; a string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;none&quot;, &quot;left channel&quot;, &quot;right channel&quot;, &quot;fade left to right&quot;, &quot;fade right to left&quot;, &quot;fade in&quot;, &quot;fade out&quot;, and &quot;custom&quot;.  The following example specifies that the sound attached to the first frame should fade in: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundEffect = &quot;fade in&quot;; frame.soundEffect  Flash MX 2004.  frame.soundEffect  Property; a string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;none&quot;, &quot;left channel&quot;, &quot;right channel&quot;, &quot;fade left to right&quot;, &quot;fade right to left&quot;, &quot;fade in&quot;, &quot;fade out&quot;, and &quot;custom&quot;.  The following example specifies that the sound attached to the first frame should fade in: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundEffect = &quot;fade in&quot;; frame.soundEffect  Flash MX 2004.  frame.soundEffect  Property; a string that specifies effects for a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;none&quot;, &quot;left channel&quot;, &quot;right channel&quot;, &quot;fade left to right&quot;, &quot;fade right to left&quot;, &quot;fade in&quot;, &quot;fade out&quot;, and &quot;custom&quot;.  The following example specifies that the sound attached to the first frame should fade in: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundEffect = &quot;fade in&quot;; " />
<page href="00004222.html" title="frame.soundLibraryItem" text="frame.soundLibraryItem  Flash MX 2004.  frame.soundLibraryItem  Property; a library item (see SoundItem object) used to create a sound. The sound is attached directly to the frame.  The following example assigns the first item in the library to the soundLibraryItem property of the first frame: // The first item in the library must be a sound object. fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLibraryItem =fl.getDocumentDOM().library.items[0]; frame.soundLibraryItem  Flash MX 2004.  frame.soundLibraryItem  Property; a library item (see SoundItem object) used to create a sound. The sound is attached directly to the frame.  The following example assigns the first item in the library to the soundLibraryItem property of the first frame: // The first item in the library must be a sound object. fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLibraryItem =fl.getDocumentDOM().library.items[0]; frame.soundLibraryItem  Flash MX 2004.  frame.soundLibraryItem  Property; a library item (see SoundItem object) used to create a sound. The sound is attached directly to the frame.  The following example assigns the first item in the library to the soundLibraryItem property of the first frame: // The first item in the library must be a sound object. fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLibraryItem =fl.getDocumentDOM().library.items[0]; frame.soundLibraryItem  Flash MX 2004.  frame.soundLibraryItem  Property; a library item (see SoundItem object) used to create a sound. The sound is attached directly to the frame.  The following example assigns the first item in the library to the soundLibraryItem property of the first frame: // The first item in the library must be a sound object. fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLibraryItem =fl.getDocumentDOM().library.items[0]; " />
<page href="00004223.html" title="frame.soundLoop" text="frame.soundLoop  Flash MX 2004.  frame.soundLoop  Property; an integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays. If you want to specify a value for this property, set frame.soundLoopMode to &quot;repeat&quot;.  See frame.soundLoopMode. frame.soundLoop  Flash MX 2004.  frame.soundLoop  Property; an integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays. If you want to specify a value for this property, set frame.soundLoopMode to &quot;repeat&quot;.  See frame.soundLoopMode. frame.soundLoop  Flash MX 2004.  frame.soundLoop  Property; an integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays. If you want to specify a value for this property, set frame.soundLoopMode to &quot;repeat&quot;.  See frame.soundLoopMode. frame.soundLoop  Flash MX 2004.  frame.soundLoop  Property; an integer value that specifies the number of times a sound that is attached directly to a frame (frame.soundLibraryItem) plays. If you want to specify a value for this property, set frame.soundLoopMode to &quot;repeat&quot;.  See frame.soundLoopMode. " />
<page href="00004224.html" title="frame.soundLoopMode" text="frame.soundLoopMode  Flash MX 2004.  frame.soundLoopMode  Property; a string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely. Acceptable values are &quot;repeat&quot; and &quot;loop&quot;. To specify the number of times the sound should play, set a value for frame.soundLoop.  The following example specifies that a sound should play two times: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoopMode = &quot;repeat&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoop = 2; frame.soundLoopMode  Flash MX 2004.  frame.soundLoopMode  Property; a string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely. Acceptable values are &quot;repeat&quot; and &quot;loop&quot;. To specify the number of times the sound should play, set a value for frame.soundLoop.  The following example specifies that a sound should play two times: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoopMode = &quot;repeat&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoop = 2; frame.soundLoopMode  Flash MX 2004.  frame.soundLoopMode  Property; a string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely. Acceptable values are &quot;repeat&quot; and &quot;loop&quot;. To specify the number of times the sound should play, set a value for frame.soundLoop.  The following example specifies that a sound should play two times: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoopMode = &quot;repeat&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoop = 2; frame.soundLoopMode  Flash MX 2004.  frame.soundLoopMode  Property; a string that specifies whether a sound that is attached directly to a frame (frame.soundLibraryItem) should play a specific number of times or loop indefinitely. Acceptable values are &quot;repeat&quot; and &quot;loop&quot;. To specify the number of times the sound should play, set a value for frame.soundLoop.  The following example specifies that a sound should play two times: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoopMode = &quot;repeat&quot;; fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundLoop = 2; " />
<page href="00004225.html" title="frame.soundName" text="frame.soundName  Flash MX 2004.  frame.soundName  Property; a string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library.  The following example changes the soundName property of the first frame to &quot;song1.mp3&quot;; song1.mp3 must exist in the library: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundName = &quot;song1.mp3&quot;; frame.soundName  Flash MX 2004.  frame.soundName  Property; a string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library.  The following example changes the soundName property of the first frame to &quot;song1.mp3&quot;; song1.mp3 must exist in the library: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundName = &quot;song1.mp3&quot;; frame.soundName  Flash MX 2004.  frame.soundName  Property; a string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library.  The following example changes the soundName property of the first frame to &quot;song1.mp3&quot;; song1.mp3 must exist in the library: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundName = &quot;song1.mp3&quot;; frame.soundName  Flash MX 2004.  frame.soundName  Property; a string that specifies the name of a sound that is attached directly to a frame (frame.soundLibraryItem), as stored in the library.  The following example changes the soundName property of the first frame to &quot;song1.mp3&quot;; song1.mp3 must exist in the library: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundName = &quot;song1.mp3&quot;; " />
<page href="00004226.html" title="frame.soundSync" text="frame.soundSync  Flash MX 2004.  frame.soundSync  Property; a string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;event&quot;, &quot;stop&quot;, &quot;start&quot;, and &quot;stream&quot;.  The following example specifies that a sound should stream: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundSync = &#39;stream&#39;; frame.soundSync  Flash MX 2004.  frame.soundSync  Property; a string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;event&quot;, &quot;stop&quot;, &quot;start&quot;, and &quot;stream&quot;.  The following example specifies that a sound should stream: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundSync = &#39;stream&#39;; frame.soundSync  Flash MX 2004.  frame.soundSync  Property; a string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;event&quot;, &quot;stop&quot;, &quot;start&quot;, and &quot;stream&quot;.  The following example specifies that a sound should stream: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundSync = &#39;stream&#39;; frame.soundSync  Flash MX 2004.  frame.soundSync  Property; a string that specifies the sync behavior of a sound that is attached directly to a frame (frame.soundLibraryItem). Acceptable values are &quot;event&quot;, &quot;stop&quot;, &quot;start&quot;, and &quot;stream&quot;.  The following example specifies that a sound should stream: fl.getDocumentDOM().getTimeline().layers[0].frames[0].soundSync = &#39;stream&#39;; " />
<page href="00004227.html" title="frame.startFrame" text="frame.startFrame  Flash MX 2004.  frame.startFrame  Read-only property; the index of the first frame in a sequence.  In the following example, stFrame is the index of the first frame in the frame sequence. In this example, a frame sequence is spanning the six frames from Frame&#160;5 to Frame&#160;10. Therefore, the value of stFrame at any frame between Frame&#160;5 and Frame&#160;10 is&#160; 4 (remember that index values are different from frame&#160;number values).  var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[4].startFrame; fl.trace(stFrame // 4 var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[9].startFrame; fl.trace(stFrame // 4 frame.startFrame  Flash MX 2004.  frame.startFrame  Read-only property; the index of the first frame in a sequence.  In the following example, stFrame is the index of the first frame in the frame sequence. In this example, a frame sequence is spanning the six frames from Frame&#160;5 to Frame&#160;10. Therefore, the value of stFrame at any frame between Frame&#160;5 and Frame&#160;10 is&#160; 4 (remember that index values are different from frame&#160;number values).  var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[4].startFrame; fl.trace(stFrame // 4 var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[9].startFrame; fl.trace(stFrame // 4 frame.startFrame  Flash MX 2004.  frame.startFrame  Read-only property; the index of the first frame in a sequence.  In the following example, stFrame is the index of the first frame in the frame sequence. In this example, a frame sequence is spanning the six frames from Frame&#160;5 to Frame&#160;10. Therefore, the value of stFrame at any frame between Frame&#160;5 and Frame&#160;10 is&#160; 4 (remember that index values are different from frame&#160;number values).  var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[4].startFrame; fl.trace(stFrame // 4 var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[9].startFrame; fl.trace(stFrame // 4 frame.startFrame  Flash MX 2004.  frame.startFrame  Read-only property; the index of the first frame in a sequence.  In the following example, stFrame is the index of the first frame in the frame sequence. In this example, a frame sequence is spanning the six frames from Frame&#160;5 to Frame&#160;10. Therefore, the value of stFrame at any frame between Frame&#160;5 and Frame&#160;10 is&#160; 4 (remember that index values are different from frame&#160;number values).  var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[4].startFrame; fl.trace(stFrame // 4 var stFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[9].startFrame; fl.trace(stFrame // 4 " />
<page href="00004228.html" title="frame.tweenEasing" text="frame.tweenEasing  Flash MX 2004.  frame.tweenEasing  Property; an integer that specifies the amount of easing that should be applied to the tweened object. Acceptable values are&#160;-100 to&#160;100. To begin the motion tween slowly and accelerate the tween toward the end of the animation, use a value between&#160;-1 and&#160;-100. To begin the motion tween rapidly and decelerate the tween toward the end of the animation, use a positive value between&#160;1 and&#160;100.  The following example specifies that the motion of the tweened object should begin fairly rapidly and decelerate toward the end of the animation: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenEasing = 50; frame.tweenEasing  Flash MX 2004.  frame.tweenEasing  Property; an integer that specifies the amount of easing that should be applied to the tweened object. Acceptable values are&#160;-100 to&#160;100. To begin the motion tween slowly and accelerate the tween toward the end of the animation, use a value between&#160;-1 and&#160;-100. To begin the motion tween rapidly and decelerate the tween toward the end of the animation, use a positive value between&#160;1 and&#160;100.  The following example specifies that the motion of the tweened object should begin fairly rapidly and decelerate toward the end of the animation: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenEasing = 50; frame.tweenEasing  Flash MX 2004.  frame.tweenEasing  Property; an integer that specifies the amount of easing that should be applied to the tweened object. Acceptable values are&#160;-100 to&#160;100. To begin the motion tween slowly and accelerate the tween toward the end of the animation, use a value between&#160;-1 and&#160;-100. To begin the motion tween rapidly and decelerate the tween toward the end of the animation, use a positive value between&#160;1 and&#160;100.  The following example specifies that the motion of the tweened object should begin fairly rapidly and decelerate toward the end of the animation: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenEasing = 50; frame.tweenEasing  Flash MX 2004.  frame.tweenEasing  Property; an integer that specifies the amount of easing that should be applied to the tweened object. Acceptable values are&#160;-100 to&#160;100. To begin the motion tween slowly and accelerate the tween toward the end of the animation, use a value between&#160;-1 and&#160;-100. To begin the motion tween rapidly and decelerate the tween toward the end of the animation, use a positive value between&#160;1 and&#160;100.  The following example specifies that the motion of the tweened object should begin fairly rapidly and decelerate toward the end of the animation: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenEasing = 50; " />
<page href="00004229.html" title="frame.tweenType" text="frame.tweenType  Flash MX 2004.   frame.tweenType  Property; a string that specifies the type of tween; acceptable values are &quot;motion&quot;, &quot;shape&quot;, or &quot;none&quot;. The value &quot;none&quot; removes the motion tween. Use the timeline.createMotionTween() method to create a motion tween.  If you specify &quot;motion&quot;, the object in the frame must be a symbol, text field, or grouped object. It will be tweened from its location in the current keyframe to the location in the following keyframe.  If you specify &quot;shape&quot;, the object in the frame must be a shape. It will blend from its shape in the current keyframe to the shape in the following keyframe.  The following example specifies that the object is a motion tween, and therefore, it should be tweened from its location in the current keyframe to the location in the following keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenType = &quot;motion&quot;; frame.tweenType  Flash MX 2004.   frame.tweenType  Property; a string that specifies the type of tween; acceptable values are &quot;motion&quot;, &quot;shape&quot;, or &quot;none&quot;. The value &quot;none&quot; removes the motion tween. Use the timeline.createMotionTween() method to create a motion tween.  If you specify &quot;motion&quot;, the object in the frame must be a symbol, text field, or grouped object. It will be tweened from its location in the current keyframe to the location in the following keyframe.  If you specify &quot;shape&quot;, the object in the frame must be a shape. It will blend from its shape in the current keyframe to the shape in the following keyframe.  The following example specifies that the object is a motion tween, and therefore, it should be tweened from its location in the current keyframe to the location in the following keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenType = &quot;motion&quot;; frame.tweenType  Flash MX 2004.   frame.tweenType  Property; a string that specifies the type of tween; acceptable values are &quot;motion&quot;, &quot;shape&quot;, or &quot;none&quot;. The value &quot;none&quot; removes the motion tween. Use the timeline.createMotionTween() method to create a motion tween.  If you specify &quot;motion&quot;, the object in the frame must be a symbol, text field, or grouped object. It will be tweened from its location in the current keyframe to the location in the following keyframe.  If you specify &quot;shape&quot;, the object in the frame must be a shape. It will blend from its shape in the current keyframe to the shape in the following keyframe.  The following example specifies that the object is a motion tween, and therefore, it should be tweened from its location in the current keyframe to the location in the following keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenType = &quot;motion&quot;; frame.tweenType  Flash MX 2004.   frame.tweenType  Property; a string that specifies the type of tween; acceptable values are &quot;motion&quot;, &quot;shape&quot;, or &quot;none&quot;. The value &quot;none&quot; removes the motion tween. Use the timeline.createMotionTween() method to create a motion tween.  If you specify &quot;motion&quot;, the object in the frame must be a symbol, text field, or grouped object. It will be tweened from its location in the current keyframe to the location in the following keyframe.  If you specify &quot;shape&quot;, the object in the frame must be a shape. It will blend from its shape in the current keyframe to the shape in the following keyframe.  The following example specifies that the object is a motion tween, and therefore, it should be tweened from its location in the current keyframe to the location in the following keyframe: fl.getDocumentDOM().getTimeline().layers[0].frames[0].tweenType = &quot;motion&quot;; " />
<page href="00004230.html" title="frame.useSingleEaseCurve" text="frame.useSingleEaseCurve  Flash 8.  frame.useSingleEaseCurve  Property; a Boolean value. If true, a single custom ease curve is used for easing information for all properties. If false, each property has its own ease curve.  This property is ignored if the frame doesn't have custom easing applied.  The following example specifies that a single custom ease curve should be used for all properties of the first frame on the first layer: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.useSingleEaseCurve = true;  frame.getCustomEase(), frame.hasCustomEase, frame.setCustomEase() frame.useSingleEaseCurve  Flash 8.  frame.useSingleEaseCurve  Property; a Boolean value. If true, a single custom ease curve is used for easing information for all properties. If false, each property has its own ease curve.  This property is ignored if the frame doesn't have custom easing applied.  The following example specifies that a single custom ease curve should be used for all properties of the first frame on the first layer: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.useSingleEaseCurve = true;  frame.getCustomEase(), frame.hasCustomEase, frame.setCustomEase() frame.useSingleEaseCurve  Flash 8.  frame.useSingleEaseCurve  Property; a Boolean value. If true, a single custom ease curve is used for easing information for all properties. If false, each property has its own ease curve.  This property is ignored if the frame doesn't have custom easing applied.  The following example specifies that a single custom ease curve should be used for all properties of the first frame on the first layer: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.useSingleEaseCurve = true;  frame.getCustomEase(), frame.hasCustomEase, frame.setCustomEase() frame.useSingleEaseCurve  Flash 8.  frame.useSingleEaseCurve  Property; a Boolean value. If true, a single custom ease curve is used for easing information for all properties. If false, each property has its own ease curve.  This property is ignored if the frame doesn't have custom easing applied.  The following example specifies that a single custom ease curve should be used for all properties of the first frame on the first layer: var theFrame = fl.getDocumentDOM().getTimeline().layers[0].frames[0] theFrame.useSingleEaseCurve = true;  frame.getCustomEase(), frame.hasCustomEase, frame.setCustomEase() " />
<page href="00004231.html" title="HalfEdge object" text="HalfEdge object  Flash MX 2004.  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 &quot;walking around&quot; 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: Property summary for the HalfEdge object The following properties are available for the HalfEdge object:  Property Description halfEdge.id  Read-only; a unique integer identifier for the HalfEdge object. halfEdge.index An integer with a value of 0 or 1 that specifies the index for this HalfEdge object in the parent edge. Method Description halfEdge.getEdge() Gets the Edge object for the HalfEdge object.  halfEdge.getNext() Gets the next half edge on the current contour.  halfEdge.getOppositeHalfEdge() Gets the HalfEdge object on the other side of the edge. halfEdge.getPrev() Gets the preceding HalfEdge object on the current contour. halfEdge.getVertex() Gets the Vertex object at the head of the HalfEdge object. HalfEdge object  Flash MX 2004.  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 &quot;walking around&quot; 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: Property summary for the HalfEdge object The following properties are available for the HalfEdge object:  Property Description halfEdge.id  Read-only; a unique integer identifier for the HalfEdge object. halfEdge.index An integer with a value of 0 or 1 that specifies the index for this HalfEdge object in the parent edge. Method Description halfEdge.getEdge() Gets the Edge object for the HalfEdge object.  halfEdge.getNext() Gets the next half edge on the current contour.  halfEdge.getOppositeHalfEdge() Gets the HalfEdge object on the other side of the edge. halfEdge.getPrev() Gets the preceding HalfEdge object on the current contour. halfEdge.getVertex() Gets the Vertex object at the head of the HalfEdge object. HalfEdge object  Flash MX 2004.  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 &quot;walking around&quot; 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: Property summary for the HalfEdge object The following properties are available for the HalfEdge object:  Property Description halfEdge.id  Read-only; a unique integer identifier for the HalfEdge object. halfEdge.index An integer with a value of 0 or 1 that specifies the index for this HalfEdge object in the parent edge. Method Description halfEdge.getEdge() Gets the Edge object for the HalfEdge object.  halfEdge.getNext() Gets the next half edge on the current contour.  halfEdge.getOppositeHalfEdge() Gets the HalfEdge object on the other side of the edge. halfEdge.getPrev() Gets the preceding HalfEdge object on the current contour. halfEdge.getVertex() Gets the Vertex object at the head of the HalfEdge object. HalfEdge object  Flash MX 2004.  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 &quot;walking around&quot; 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: Property summary for the HalfEdge object The following properties are available for the HalfEdge object:  " />
<page href="00004232.html" title="halfEdge.getEdge()" text="halfEdge.getEdge()  Flash MX 2004.  halfEdge.getEdge()  None.  Returns 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.getEdge()  Flash MX 2004.  halfEdge.getEdge()  None.  Returns 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.getEdge()  Flash MX 2004.  halfEdge.getEdge()  None.  Returns 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.getEdge()  Flash MX 2004.  halfEdge.getEdge()  None.  Returns 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( " />
<page href="00004233.html" title="halfEdge.getNext()" text="halfEdge.getNext()  Flash MX 2004.  halfEdge.getNext()  None.  Returns A HalfEdge object.   Method; gets the next half edge on the current contour.   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(   Although half edges have a direction and a sequence order, edges do not.  halfEdge.getNext()  Flash MX 2004.  halfEdge.getNext()  None.  Returns A HalfEdge object.   Method; gets the next half edge on the current contour.   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(   Although half edges have a direction and a sequence order, edges do not.  halfEdge.getNext()  Flash MX 2004.  halfEdge.getNext()  None.  Returns A HalfEdge object.   Method; gets the next half edge on the current contour.   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(   Although half edges have a direction and a sequence order, edges do not.  halfEdge.getNext()  Flash MX 2004.  halfEdge.getNext()  None.  Returns A HalfEdge object.   Method; gets the next half edge on the current contour.   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( " />
<page href="00004234.html" title="halfEdge.getOppositeHalfEdge()" text="halfEdge.getOppositeHalfEdge()  Flash MX 2004.  halfEdge.getOppositeHalfEdge()  None.  Returns A HalfEdge object.   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.getOppositeHalfEdge()  Flash MX 2004.  halfEdge.getOppositeHalfEdge()  None.  Returns A HalfEdge object.   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.getOppositeHalfEdge()  Flash MX 2004.  halfEdge.getOppositeHalfEdge()  None.  Returns A HalfEdge object.   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.getOppositeHalfEdge()  Flash MX 2004.  halfEdge.getOppositeHalfEdge()  None.  Returns A HalfEdge object.   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( " />
<page href="00004235.html" title="halfEdge.getPrev()" text="halfEdge.getPrev()  Flash MX 2004.  halfEdge.getPrev()  None.  Returns  A HalfEdge object.   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(   Although half edges have a direction and a sequence order, edges do not. halfEdge.getPrev()  Flash MX 2004.  halfEdge.getPrev()  None.  Returns  A HalfEdge object.   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(   Although half edges have a direction and a sequence order, edges do not. halfEdge.getPrev()  Flash MX 2004.  halfEdge.getPrev()  None.  Returns  A HalfEdge object.   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(   Although half edges have a direction and a sequence order, edges do not. halfEdge.getPrev()  Flash MX 2004.  halfEdge.getPrev()  None.  Returns  A HalfEdge object.   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( " />
<page href="00004236.html" title="halfEdge.getVertex()" text="halfEdge.getVertex()  Flash MX 2004.  halfEdge.getVertex()  None.  Returns 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 shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge = edge.getHalfEdge(0  var vertex = hEdge.getVertex( halfEdge.getVertex()  Flash MX 2004.  halfEdge.getVertex()  None.  Returns 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 shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge = edge.getHalfEdge(0  var vertex = hEdge.getVertex( halfEdge.getVertex()  Flash MX 2004.  halfEdge.getVertex()  None.  Returns 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 shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge = edge.getHalfEdge(0  var vertex = hEdge.getVertex( halfEdge.getVertex()  Flash MX 2004.  halfEdge.getVertex()  None.  Returns 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 shape = fl.getDocumentDOM().selection[0];  var edge = shape.edges[0];  var hEdge = edge.getHalfEdge(0  var vertex = hEdge.getVertex( " />
<page href="00004237.html" title="halfEdge.id" text="halfEdge.id  Flash MX 2004.  halfEdge.id  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&#160;panel: var shape = fl.getDocumentDOM().selection[0]; alert(shape.contours[0].getHalfEdge().id halfEdge.id  Flash MX 2004.  halfEdge.id  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&#160;panel: var shape = fl.getDocumentDOM().selection[0]; alert(shape.contours[0].getHalfEdge().id halfEdge.id  Flash MX 2004.  halfEdge.id  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&#160;panel: var shape = fl.getDocumentDOM().selection[0]; alert(shape.contours[0].getHalfEdge().id halfEdge.id  Flash MX 2004.  halfEdge.id  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&#160;panel: var shape = fl.getDocumentDOM().selection[0]; alert(shape.contours[0].getHalfEdge().id " />
<page href="00004238.html" title="halfEdge.index" text="halfEdge.index  Flash MX 2004.  halfEdge.index  Read-only property; an integer with a value of&#160;0 or&#160;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;  halfEdge.index  Flash MX 2004.  halfEdge.index  Read-only property; an integer with a value of&#160;0 or&#160;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;  halfEdge.index  Flash MX 2004.  halfEdge.index  Read-only property; an integer with a value of&#160;0 or&#160;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;  halfEdge.index  Flash MX 2004.  halfEdge.index  Read-only property; an integer with a value of&#160;0 or&#160;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;  " />
<page href="00004239.html" title="Instance object" text="Instance object Inheritance&#160;Element object &gt; Instance object  Flash MX 2004.  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:  Property Description instance.instanceType Read-only; a string that represents the type of instance. instance.libraryItem Library item used to instantiate this instance.  Instance object Inheritance&#160;Element object &gt; Instance object  Flash MX 2004.  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:  Property Description instance.instanceType Read-only; a string that represents the type of instance. instance.libraryItem Library item used to instantiate this instance.  Instance object Inheritance&#160;Element object &gt; Instance object  Flash MX 2004.  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:  Property Description instance.instanceType Read-only; a string that represents the type of instance. instance.libraryItem Library item used to instantiate this instance.  Instance object Inheritance&#160;Element object &gt; Instance object  Flash MX 2004.  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:  " />
<page href="00004240.html" title="instance.instanceType" text="instance.instanceType  Flash MX 2004; acceptable value of &quot;video&quot; added in Flash 8.  instance.instanceType  Read-only property; a string that represents the type of instance. Acceptable values are &quot;symbol&quot;, &quot;bitmap&quot;, &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, &quot;video&quot;, and &quot;compiled&#160;clip&quot;.  The following example shows that the instance type of a movie clip is &quot;symbol&quot;: // Select a movie clip, and then run this script. var type = fl.getDocumentDOM().selection[0].instanceType;  fl.trace(&quot;This instance type is &quot; + type   In Flash MX 2004, the value of instance.instanceType for an item added to the library using library.addNewItem(&quot;video&quot;) is &quot;embedded_video&quot;. In Flash&#160;8, the value is &quot;video&quot;. See library.addNewItem().  instance.instanceType  Flash MX 2004; acceptable value of &quot;video&quot; added in Flash 8.  instance.instanceType  Read-only property; a string that represents the type of instance. Acceptable values are &quot;symbol&quot;, &quot;bitmap&quot;, &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, &quot;video&quot;, and &quot;compiled&#160;clip&quot;.  The following example shows that the instance type of a movie clip is &quot;symbol&quot;: // Select a movie clip, and then run this script. var type = fl.getDocumentDOM().selection[0].instanceType;  fl.trace(&quot;This instance type is &quot; + type   In Flash MX 2004, the value of instance.instanceType for an item added to the library using library.addNewItem(&quot;video&quot;) is &quot;embedded_video&quot;. In Flash&#160;8, the value is &quot;video&quot;. See library.addNewItem().  instance.instanceType  Flash MX 2004; acceptable value of &quot;video&quot; added in Flash 8.  instance.instanceType  Read-only property; a string that represents the type of instance. Acceptable values are &quot;symbol&quot;, &quot;bitmap&quot;, &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, &quot;video&quot;, and &quot;compiled&#160;clip&quot;.  The following example shows that the instance type of a movie clip is &quot;symbol&quot;: // Select a movie clip, and then run this script. var type = fl.getDocumentDOM().selection[0].instanceType;  fl.trace(&quot;This instance type is &quot; + type   In Flash MX 2004, the value of instance.instanceType for an item added to the library using library.addNewItem(&quot;video&quot;) is &quot;embedded_video&quot;. In Flash&#160;8, the value is &quot;video&quot;. See library.addNewItem().  instance.instanceType  Flash MX 2004; acceptable value of &quot;video&quot; added in Flash 8.  instance.instanceType  Read-only property; a string that represents the type of instance. Acceptable values are &quot;symbol&quot;, &quot;bitmap&quot;, &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, &quot;video&quot;, and &quot;compiled&#160;clip&quot;.  The following example shows that the instance type of a movie clip is &quot;symbol&quot;: // Select a movie clip, and then run this script. var type = fl.getDocumentDOM().selection[0].instanceType;  fl.trace(&quot;This instance type is &quot; + type " />
<page href="00004241.html" title="instance.libraryItem" text="instance.libraryItem  Flash MX 2004.  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];  instance.libraryItem  Flash MX 2004.  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];  instance.libraryItem  Flash MX 2004.  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];  instance.libraryItem  Flash MX 2004.  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];  " />
<page href="00004242.html" title="Item object" text="Item object  Flash MX 2004.  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: Property summary for the Item object The following properties are available for the Item object: Property Description item.itemType  Read-only; a string that specifies the type of element.  item.linkageBaseClass A string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. item.linkageClassName A string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. item.linkageExportForAS A Boolean value. If true, the item is exported for ActionScript. item.linkageExportForRS A Boolean value. If true, the item is exported for run-time sharing.  item.linkageExportInFirstFrame A Boolean value. If true, the item is exported in the first frame.  item.linkageIdentifier A string that specifies the name Flash will use to identify the asset when linking to the destination SWF&#160;file. item.linkageImportForRS A Boolean value. If true, the item is imported for run-time sharing. item.linkageURL A string that specifies the URL where the SWF file containing the shared asset is located. item.name A string that specifies the name of the library item, which includes the folder structure.  Method Description item.addData() Adds specified data to a library item.  item.getData() Retrieves the value of the specified data.  item.hasData() Determines whether the library item has the named data.  item.removeData() Removes persistent data from the library item. Item object  Flash MX 2004.  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: Property summary for the Item object The following properties are available for the Item object: Property Description item.itemType  Read-only; a string that specifies the type of element.  item.linkageBaseClass A string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. item.linkageClassName A string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. item.linkageExportForAS A Boolean value. If true, the item is exported for ActionScript. item.linkageExportForRS A Boolean value. If true, the item is exported for run-time sharing.  item.linkageExportInFirstFrame A Boolean value. If true, the item is exported in the first frame.  item.linkageIdentifier A string that specifies the name Flash will use to identify the asset when linking to the destination SWF&#160;file. item.linkageImportForRS A Boolean value. If true, the item is imported for run-time sharing. item.linkageURL A string that specifies the URL where the SWF file containing the shared asset is located. item.name A string that specifies the name of the library item, which includes the folder structure.  Method Description item.addData() Adds specified data to a library item.  item.getData() Retrieves the value of the specified data.  item.hasData() Determines whether the library item has the named data.  item.removeData() Removes persistent data from the library item. Item object  Flash MX 2004.  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: Property summary for the Item object The following properties are available for the Item object: Property Description item.itemType  Read-only; a string that specifies the type of element.  item.linkageBaseClass A string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. item.linkageClassName A string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. item.linkageExportForAS A Boolean value. If true, the item is exported for ActionScript. item.linkageExportForRS A Boolean value. If true, the item is exported for run-time sharing.  item.linkageExportInFirstFrame A Boolean value. If true, the item is exported in the first frame.  item.linkageIdentifier A string that specifies the name Flash will use to identify the asset when linking to the destination SWF&#160;file. item.linkageImportForRS A Boolean value. If true, the item is imported for run-time sharing. item.linkageURL A string that specifies the URL where the SWF file containing the shared asset is located. item.name A string that specifies the name of the library item, which includes the folder structure.  Method Description item.addData() Adds specified data to a library item.  item.getData() Retrieves the value of the specified data.  item.hasData() Determines whether the library item has the named data.  item.removeData() Removes persistent data from the library item. Item object  Flash MX 2004.  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: Property summary for the Item object The following properties are available for the Item object: " />
<page href="00004243.html" title="item.addData()" text="item.addData()  Flash MX 2004. Usage item.addData(name, type, data)  name&#160;A string that specifies the name of the data. type&#160;A string that specifies the type of data. Valid types are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. data&#160;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 &quot;integer&quot;, the value of data must be an integer, and so on. Returns Nothing.   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(&quot;myData&quot;, &quot;integer&quot;, 12 item.addData()  Flash MX 2004. Usage item.addData(name, type, data)  name&#160;A string that specifies the name of the data. type&#160;A string that specifies the type of data. Valid types are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. data&#160;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 &quot;integer&quot;, the value of data must be an integer, and so on. Returns Nothing.   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(&quot;myData&quot;, &quot;integer&quot;, 12 item.addData()  Flash MX 2004. Usage item.addData(name, type, data)  name&#160;A string that specifies the name of the data. type&#160;A string that specifies the type of data. Valid types are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. data&#160;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 &quot;integer&quot;, the value of data must be an integer, and so on. Returns Nothing.   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(&quot;myData&quot;, &quot;integer&quot;, 12 item.addData()  Flash MX 2004. Usage item.addData(name, type, data)  name&#160;A string that specifies the name of the data. type&#160;A string that specifies the type of data. Valid types are &quot;integer&quot;, &quot;integerArray&quot;, &quot;double&quot;, &quot;doubleArray&quot;, &quot;string&quot;, and &quot;byteArray&quot;. data&#160;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 &quot;integer&quot;, the value of data must be an integer, and so on. Returns Nothing.   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(&quot;myData&quot;, &quot;integer&quot;, 12 " />
<page href="00004244.html" title="item.getData()" text="item.getData()  Flash MX 2004. Usage item.getData(name)  name&#160;A string that specifies the name of the data to retrieve.  Returns 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(&quot;myData&quot; item.getData()  Flash MX 2004. Usage item.getData(name)  name&#160;A string that specifies the name of the data to retrieve.  Returns 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(&quot;myData&quot; item.getData()  Flash MX 2004. Usage item.getData(name)  name&#160;A string that specifies the name of the data to retrieve.  Returns 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(&quot;myData&quot; item.getData()  Flash MX 2004. Usage item.getData(name)  name&#160;A string that specifies the name of the data to retrieve.  Returns 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(&quot;myData&quot; " />
<page href="00004245.html" title="item.hasData()" text="item.hasData()  Flash MX 2004. Usage item.hasData(name)  name&#160;A string that specifies the name of the data to check for in the library item.  Returns 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(&quot;myData&quot;)){  fl.trace(&quot;Yep, it&#39;s there!&quot; } item.hasData()  Flash MX 2004. Usage item.hasData(name)  name&#160;A string that specifies the name of the data to check for in the library item.  Returns 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(&quot;myData&quot;)){  fl.trace(&quot;Yep, it&#39;s there!&quot; } item.hasData()  Flash MX 2004. Usage item.hasData(name)  name&#160;A string that specifies the name of the data to check for in the library item.  Returns 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(&quot;myData&quot;)){  fl.trace(&quot;Yep, it&#39;s there!&quot; } item.hasData()  Flash MX 2004. Usage item.hasData(name)  name&#160;A string that specifies the name of the data to check for in the library item.  Returns 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(&quot;myData&quot;)){  fl.trace(&quot;Yep, it&#39;s there!&quot; } " />
<page href="00004246.html" title="item.itemType" text="item.itemType  Flash MX 2004.  item.itemType  Read-only property; a string that specifies the type of element. The value is one of the following: &quot;undefined&quot;, &quot;component&quot;, &quot;movie clip&quot;, &quot;graphic&quot;, &quot;button&quot;, &quot;folder&quot;, &quot;font&quot;, &quot;sound&quot;, &quot;bitmap&quot;, &quot;compiled&#160;clip&quot;, &quot;screen&quot;, or &quot;video&quot;. If this property is &quot;video&quot;, 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 item.itemType  Flash MX 2004.  item.itemType  Read-only property; a string that specifies the type of element. The value is one of the following: &quot;undefined&quot;, &quot;component&quot;, &quot;movie clip&quot;, &quot;graphic&quot;, &quot;button&quot;, &quot;folder&quot;, &quot;font&quot;, &quot;sound&quot;, &quot;bitmap&quot;, &quot;compiled&#160;clip&quot;, &quot;screen&quot;, or &quot;video&quot;. If this property is &quot;video&quot;, 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 item.itemType  Flash MX 2004.  item.itemType  Read-only property; a string that specifies the type of element. The value is one of the following: &quot;undefined&quot;, &quot;component&quot;, &quot;movie clip&quot;, &quot;graphic&quot;, &quot;button&quot;, &quot;folder&quot;, &quot;font&quot;, &quot;sound&quot;, &quot;bitmap&quot;, &quot;compiled&#160;clip&quot;, &quot;screen&quot;, or &quot;video&quot;. If this property is &quot;video&quot;, 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 item.itemType  Flash MX 2004.  item.itemType  Read-only property; a string that specifies the type of element. The value is one of the following: &quot;undefined&quot;, &quot;component&quot;, &quot;movie clip&quot;, &quot;graphic&quot;, &quot;button&quot;, &quot;folder&quot;, &quot;font&quot;, &quot;sound&quot;, &quot;bitmap&quot;, &quot;compiled&#160;clip&quot;, &quot;screen&quot;, or &quot;video&quot;. If this property is &quot;video&quot;, 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 " />
<page href="00004247.html" title="item.linkageBaseClass" text="item.linkageBaseClass  Flash CS3 Professional.  item.linkageBaseClass  Property; a string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. The value specified here appears in the Linkage dialog box in the authoring environment, and in other dialog boxes that include the Linkage dialog box controls, such as the Symbol Properties dialog box. (To specify this value for an ActionScript&#160;2.0 class, use item.linkageClassName.) If the base class is the default for the symbol type (for example, &quot;flash.display.MovieClip&quot; for movie clips, &quot;flash.display.SimpleButton&quot; for Buttons, and so on), this property is an empty string (&quot;&quot;). Similarly, to make an item the default base class, set this value to an empty string.  When you set this value, none of the checks performed by the Linkage dialog box are performed, and no errors are thrown if Flash is unable to set the base class to the specified value. For example, setting this value in the Linkage dialog box forces checks to make sure that the base class can be found in the FLA file's classpath. It ensures that ActionScript&#160;3.0 is chosen in the Flash tab of the Publish Settings dialog box, and so on. These checks are not performed when you set this property in a script.  The following lines of code show a few ways to use this property: // sets the library item base class to &quot;Sprite&quot; fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;flash.display.Sprite&quot;;  // sets the library item base class to the default for that item type fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;&quot;;  // finds and displays the library item&#39;s base class fl.trace(fl.getDocumentDOM().library.items[0].linkageBaseClass   document.docClass  item.linkageBaseClass  Flash CS3 Professional.  item.linkageBaseClass  Property; a string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. The value specified here appears in the Linkage dialog box in the authoring environment, and in other dialog boxes that include the Linkage dialog box controls, such as the Symbol Properties dialog box. (To specify this value for an ActionScript&#160;2.0 class, use item.linkageClassName.) If the base class is the default for the symbol type (for example, &quot;flash.display.MovieClip&quot; for movie clips, &quot;flash.display.SimpleButton&quot; for Buttons, and so on), this property is an empty string (&quot;&quot;). Similarly, to make an item the default base class, set this value to an empty string.  When you set this value, none of the checks performed by the Linkage dialog box are performed, and no errors are thrown if Flash is unable to set the base class to the specified value. For example, setting this value in the Linkage dialog box forces checks to make sure that the base class can be found in the FLA file's classpath. It ensures that ActionScript&#160;3.0 is chosen in the Flash tab of the Publish Settings dialog box, and so on. These checks are not performed when you set this property in a script.  The following lines of code show a few ways to use this property: // sets the library item base class to &quot;Sprite&quot; fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;flash.display.Sprite&quot;;  // sets the library item base class to the default for that item type fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;&quot;;  // finds and displays the library item&#39;s base class fl.trace(fl.getDocumentDOM().library.items[0].linkageBaseClass   document.docClass  item.linkageBaseClass  Flash CS3 Professional.  item.linkageBaseClass  Property; a string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. The value specified here appears in the Linkage dialog box in the authoring environment, and in other dialog boxes that include the Linkage dialog box controls, such as the Symbol Properties dialog box. (To specify this value for an ActionScript&#160;2.0 class, use item.linkageClassName.) If the base class is the default for the symbol type (for example, &quot;flash.display.MovieClip&quot; for movie clips, &quot;flash.display.SimpleButton&quot; for Buttons, and so on), this property is an empty string (&quot;&quot;). Similarly, to make an item the default base class, set this value to an empty string.  When you set this value, none of the checks performed by the Linkage dialog box are performed, and no errors are thrown if Flash is unable to set the base class to the specified value. For example, setting this value in the Linkage dialog box forces checks to make sure that the base class can be found in the FLA file's classpath. It ensures that ActionScript&#160;3.0 is chosen in the Flash tab of the Publish Settings dialog box, and so on. These checks are not performed when you set this property in a script.  The following lines of code show a few ways to use this property: // sets the library item base class to &quot;Sprite&quot; fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;flash.display.Sprite&quot;;  // sets the library item base class to the default for that item type fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;&quot;;  // finds and displays the library item&#39;s base class fl.trace(fl.getDocumentDOM().library.items[0].linkageBaseClass   document.docClass  item.linkageBaseClass  Flash CS3 Professional.  item.linkageBaseClass  Property; a string that specifies the ActionScript&#160;3.0 class that will be associated with the symbol. The value specified here appears in the Linkage dialog box in the authoring environment, and in other dialog boxes that include the Linkage dialog box controls, such as the Symbol Properties dialog box. (To specify this value for an ActionScript&#160;2.0 class, use item.linkageClassName.) If the base class is the default for the symbol type (for example, &quot;flash.display.MovieClip&quot; for movie clips, &quot;flash.display.SimpleButton&quot; for Buttons, and so on), this property is an empty string (&quot;&quot;). Similarly, to make an item the default base class, set this value to an empty string.  When you set this value, none of the checks performed by the Linkage dialog box are performed, and no errors are thrown if Flash is unable to set the base class to the specified value. For example, setting this value in the Linkage dialog box forces checks to make sure that the base class can be found in the FLA file's classpath. It ensures that ActionScript&#160;3.0 is chosen in the Flash tab of the Publish Settings dialog box, and so on. These checks are not performed when you set this property in a script.  The following lines of code show a few ways to use this property: // sets the library item base class to &quot;Sprite&quot; fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;flash.display.Sprite&quot;;  // sets the library item base class to the default for that item type fl.getDocumentDOM().library.items[0].linkageBaseClass = &quot;&quot;;  // finds and displays the library item&#39;s base class fl.trace(fl.getDocumentDOM().library.items[0].linkageBaseClass   document.docClass  " />
<page href="00004248.html" title="item.linkageClassName" text="item.linkageClassName  Flash MX 2004.  item.linkageClassName  Property; a string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. (To specify this value for an ActionScript&#160;3.0 class, use item.linkageBaseClass.) For this property to be defined, the item.linkageExportForAS and/or item.linkageExportForRS properties must be set to true, and the item.linkageImportForRS property must be set to false.  The following example specifies that the ActionScript&#160;2.0 class name associated with the first item in the library is myClass: fl.getDocumentDOM().library.items[0].linkageClassName = &quot;myClass&quot;; item.linkageClassName  Flash MX 2004.  item.linkageClassName  Property; a string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. (To specify this value for an ActionScript&#160;3.0 class, use item.linkageBaseClass.) For this property to be defined, the item.linkageExportForAS and/or item.linkageExportForRS properties must be set to true, and the item.linkageImportForRS property must be set to false.  The following example specifies that the ActionScript&#160;2.0 class name associated with the first item in the library is myClass: fl.getDocumentDOM().library.items[0].linkageClassName = &quot;myClass&quot;; item.linkageClassName  Flash MX 2004.  item.linkageClassName  Property; a string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. (To specify this value for an ActionScript&#160;3.0 class, use item.linkageBaseClass.) For this property to be defined, the item.linkageExportForAS and/or item.linkageExportForRS properties must be set to true, and the item.linkageImportForRS property must be set to false.  The following example specifies that the ActionScript&#160;2.0 class name associated with the first item in the library is myClass: fl.getDocumentDOM().library.items[0].linkageClassName = &quot;myClass&quot;; item.linkageClassName  Flash MX 2004.  item.linkageClassName  Property; a string that specifies the ActionScript&#160;2.0 class that will be associated with the symbol. (To specify this value for an ActionScript&#160;3.0 class, use item.linkageBaseClass.) For this property to be defined, the item.linkageExportForAS and/or item.linkageExportForRS properties must be set to true, and the item.linkageImportForRS property must be set to false.  The following example specifies that the ActionScript&#160;2.0 class name associated with the first item in the library is myClass: fl.getDocumentDOM().library.items[0].linkageClassName = &quot;myClass&quot;; " />
<page href="00004249.html" title="item.linkageExportForAS" text="item.linkageExportForAS  Flash MX 2004.  item.linkageExportForAS  Property; a Boolean value. If this property is true, the item is exported for ActionScript. You can also set the item.linkageExportForRS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForAS = true; item.linkageExportForAS  Flash MX 2004.  item.linkageExportForAS  Property; a Boolean value. If this property is true, the item is exported for ActionScript. You can also set the item.linkageExportForRS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForAS = true; item.linkageExportForAS  Flash MX 2004.  item.linkageExportForAS  Property; a Boolean value. If this property is true, the item is exported for ActionScript. You can also set the item.linkageExportForRS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForAS = true; item.linkageExportForAS  Flash MX 2004.  item.linkageExportForAS  Property; a Boolean value. If this property is true, the item is exported for ActionScript. You can also set the item.linkageExportForRS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForAS = true; " />
<page href="00004250.html" title="item.linkageExportForRS" text="item.linkageExportForRS  Flash MX 2004.  item.linkageExportForRS  Property; a Boolean value. If this property is true, the item is exported for run-time sharing. You can also set the item.linkageExportForAS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForRS = true; item.linkageExportForRS  Flash MX 2004.  item.linkageExportForRS  Property; a Boolean value. If this property is true, the item is exported for run-time sharing. You can also set the item.linkageExportForAS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForRS = true; item.linkageExportForRS  Flash MX 2004.  item.linkageExportForRS  Property; a Boolean value. If this property is true, the item is exported for run-time sharing. You can also set the item.linkageExportForAS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForRS = true; item.linkageExportForRS  Flash MX 2004.  item.linkageExportForRS  Property; a Boolean value. If this property is true, the item is exported for run-time sharing. You can also set the item.linkageExportForAS and item.linkageExportInFirstFrame properties to true.  If you set this property to true, the item.linkageImportForRS property must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property for the specified library item: fl.getDocumentDOM().library.items[0].linkageExportForRS = true; " />
<page href="00004251.html" title="item.linkageExportInFirstFrame" text="item.linkageExportInFirstFrame  Flash MX 2004.  item.linkageExportInFirstFrame  Property; a Boolean value. If true, the item is exported in the first frame; if false, the item is exported on the frame of the first instance. If the item does not appear on the Stage, it isn't exported. This property can be set to true only when item.linkageExportForAS and/or item.linkageExportForRS are set to true.  The following example specifies that the specified library item is exported in the first frame: fl.getDocumentDOM().library.items[0].linkageExportInFirstFrame = true; item.linkageExportInFirstFrame  Flash MX 2004.  item.linkageExportInFirstFrame  Property; a Boolean value. If true, the item is exported in the first frame; if false, the item is exported on the frame of the first instance. If the item does not appear on the Stage, it isn't exported. This property can be set to true only when item.linkageExportForAS and/or item.linkageExportForRS are set to true.  The following example specifies that the specified library item is exported in the first frame: fl.getDocumentDOM().library.items[0].linkageExportInFirstFrame = true; item.linkageExportInFirstFrame  Flash MX 2004.  item.linkageExportInFirstFrame  Property; a Boolean value. If true, the item is exported in the first frame; if false, the item is exported on the frame of the first instance. If the item does not appear on the Stage, it isn't exported. This property can be set to true only when item.linkageExportForAS and/or item.linkageExportForRS are set to true.  The following example specifies that the specified library item is exported in the first frame: fl.getDocumentDOM().library.items[0].linkageExportInFirstFrame = true; item.linkageExportInFirstFrame  Flash MX 2004.  item.linkageExportInFirstFrame  Property; a Boolean value. If true, the item is exported in the first frame; if false, the item is exported on the frame of the first instance. If the item does not appear on the Stage, it isn't exported. This property can be set to true only when item.linkageExportForAS and/or item.linkageExportForRS are set to true.  The following example specifies that the specified library item is exported in the first frame: fl.getDocumentDOM().library.items[0].linkageExportInFirstFrame = true; " />
<page href="00004252.html" title="item.linkageIdentifier" text="item.linkageIdentifier  Flash MX 2004.  item.linkageIdentifier  Property; a string that specifies the name Flash will use to identify the asset when linking to the destination SWF file. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true.   The following example specifies that the string my_mc will be used to identify the library item when it is linked to the destination SWF file to which it is being exported: fl.getDocumentDOM().library.items[0].linkageIdentifier = &quot;my_mc&quot;;  item.linkageURL item.linkageIdentifier  Flash MX 2004.  item.linkageIdentifier  Property; a string that specifies the name Flash will use to identify the asset when linking to the destination SWF file. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true.   The following example specifies that the string my_mc will be used to identify the library item when it is linked to the destination SWF file to which it is being exported: fl.getDocumentDOM().library.items[0].linkageIdentifier = &quot;my_mc&quot;;  item.linkageURL item.linkageIdentifier  Flash MX 2004.  item.linkageIdentifier  Property; a string that specifies the name Flash will use to identify the asset when linking to the destination SWF file. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true.   The following example specifies that the string my_mc will be used to identify the library item when it is linked to the destination SWF file to which it is being exported: fl.getDocumentDOM().library.items[0].linkageIdentifier = &quot;my_mc&quot;;  item.linkageURL item.linkageIdentifier  Flash MX 2004.  item.linkageIdentifier  Property; a string that specifies the name Flash will use to identify the asset when linking to the destination SWF file. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true.   The following example specifies that the string my_mc will be used to identify the library item when it is linked to the destination SWF file to which it is being exported: fl.getDocumentDOM().library.items[0].linkageIdentifier = &quot;my_mc&quot;;  item.linkageURL " />
<page href="00004253.html" title="item.linkageImportForRS" text="item.linkageImportForRS  Flash MX 2004.  item.linkageImportForRS  Property; a Boolean value: if true, the item is imported for run-time sharing. If this property is set to true, both item.linkageExportForAS and item.linkageExportForRS must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property to true for the specified library item: fl.getDocumentDOM().library.items[0].linkageImportForRS = true; item.linkageImportForRS  Flash MX 2004.  item.linkageImportForRS  Property; a Boolean value: if true, the item is imported for run-time sharing. If this property is set to true, both item.linkageExportForAS and item.linkageExportForRS must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property to true for the specified library item: fl.getDocumentDOM().library.items[0].linkageImportForRS = true; item.linkageImportForRS  Flash MX 2004.  item.linkageImportForRS  Property; a Boolean value: if true, the item is imported for run-time sharing. If this property is set to true, both item.linkageExportForAS and item.linkageExportForRS must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property to true for the specified library item: fl.getDocumentDOM().library.items[0].linkageImportForRS = true; item.linkageImportForRS  Flash MX 2004.  item.linkageImportForRS  Property; a Boolean value: if true, the item is imported for run-time sharing. If this property is set to true, both item.linkageExportForAS and item.linkageExportForRS must be set to false. Also, you must specify an identifier (item.linkageIdentifier) and a URL (item.linkageURL).  The following example sets this property to true for the specified library item: fl.getDocumentDOM().library.items[0].linkageImportForRS = true; " />
<page href="00004254.html" title="item.linkageURL" text="item.linkageURL  Flash MX 2004.  item.linkageURL  Property; a string that specifies the URL where the SWF file containing the shared asset is located. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true. You can specify a web URL or a filename in platform-dependent format (that is, forward slashes [/] or backward slashes [ ], depending on the platform).  The following example specifies a linkage URL for the specified library item: fl.getDocumentDOM().library.items[0].linkageURL = &quot;theShareSWF.swf&quot;;  item.linkageIdentifier item.linkageURL  Flash MX 2004.  item.linkageURL  Property; a string that specifies the URL where the SWF file containing the shared asset is located. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true. You can specify a web URL or a filename in platform-dependent format (that is, forward slashes [/] or backward slashes [ ], depending on the platform).  The following example specifies a linkage URL for the specified library item: fl.getDocumentDOM().library.items[0].linkageURL = &quot;theShareSWF.swf&quot;;  item.linkageIdentifier item.linkageURL  Flash MX 2004.  item.linkageURL  Property; a string that specifies the URL where the SWF file containing the shared asset is located. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true. You can specify a web URL or a filename in platform-dependent format (that is, forward slashes [/] or backward slashes [ ], depending on the platform).  The following example specifies a linkage URL for the specified library item: fl.getDocumentDOM().library.items[0].linkageURL = &quot;theShareSWF.swf&quot;;  item.linkageIdentifier item.linkageURL  Flash MX 2004.  item.linkageURL  Property; a string that specifies the URL where the SWF file containing the shared asset is located. Flash ignores this property if item.linkageImportForRS, item.linkageExportForAS, and item.linkageExportForRS are set to false. Conversely, this property must be set when any of those properties are set to true. You can specify a web URL or a filename in platform-dependent format (that is, forward slashes [/] or backward slashes [ ], depending on the platform).  The following example specifies a linkage URL for the specified library item: fl.getDocumentDOM().library.items[0].linkageURL = &quot;theShareSWF.swf&quot;;  item.linkageIdentifier " />
<page href="00004255.html" title="item.name" text="item.name  Flash MX 2004.  item.name  Method; a string that specifies the name of the library item, which includes the folder structure. For example, if Symbol_1 is inside a folder called Folder_1, the name property of Symbol_1 is &quot;Folder_1/Symbol_1&quot;.  The following example shows the name of the specified library item in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].name item.name  Flash MX 2004.  item.name  Method; a string that specifies the name of the library item, which includes the folder structure. For example, if Symbol_1 is inside a folder called Folder_1, the name property of Symbol_1 is &quot;Folder_1/Symbol_1&quot;.  The following example shows the name of the specified library item in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].name item.name  Flash MX 2004.  item.name  Method; a string that specifies the name of the library item, which includes the folder structure. For example, if Symbol_1 is inside a folder called Folder_1, the name property of Symbol_1 is &quot;Folder_1/Symbol_1&quot;.  The following example shows the name of the specified library item in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].name item.name  Flash MX 2004.  item.name  Method; a string that specifies the name of the library item, which includes the folder structure. For example, if Symbol_1 is inside a folder called Folder_1, the name property of Symbol_1 is &quot;Folder_1/Symbol_1&quot;.  The following example shows the name of the specified library item in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].name " />
<page href="00004256.html" title="item.removeData()" text="item.removeData()  Flash MX 2004. Usage item.removeData(name)  name&#160;Specifies the name of the data to remove from the library item. Returns Nothing.   Property; removes persistent data from the library item.  The following example removes the data named myData from the first item in the library: fl.getDocumentDOM().library.items[0].removeData(&quot;myData&quot;  item.removeData()  Flash MX 2004. Usage item.removeData(name)  name&#160;Specifies the name of the data to remove from the library item. Returns Nothing.   Property; removes persistent data from the library item.  The following example removes the data named myData from the first item in the library: fl.getDocumentDOM().library.items[0].removeData(&quot;myData&quot;  item.removeData()  Flash MX 2004. Usage item.removeData(name)  name&#160;Specifies the name of the data to remove from the library item. Returns Nothing.   Property; removes persistent data from the library item.  The following example removes the data named myData from the first item in the library: fl.getDocumentDOM().library.items[0].removeData(&quot;myData&quot;  item.removeData()  Flash MX 2004. Usage item.removeData(name)  name&#160;Specifies the name of the data to remove from the library item. Returns Nothing.   Property; removes persistent data from the library item.  The following example removes the data named myData from the first item in the library: fl.getDocumentDOM().library.items[0].removeData(&quot;myData&quot;  " />
<page href="00004257.html" title="Layer object" text="Layer object  Flash MX 2004.  The Layer object represents a layer in the timeline. The timeline.layers property contains an array of Layer objects, which can be accessed by fl.getDocumentDOM().getTimeline().layers.  Property summary for the Layer object The following properties are available for the Layer object:  Property Description layer.color A string, hexadecimal value, or integer that specifies the color assigned to outline the layer. layer.frameCount Read-only; an integer that specifies the number of frames in the layer. layer.frames  Read-only; an array of Frame objects.  layer.height An integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. layer.layerType A string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. layer.locked A Boolean value that specifies the locked status of the layer. layer.name A string that specifies the name of the layer. layer.outline A Boolean value that specifies the status of outlines for all objects in the&#160;layer.  layer.parentLayer A Layer object that represents the layer's containing folder, guiding, or masking layer. layer.visible A Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. Layer object  Flash MX 2004.  The Layer object represents a layer in the timeline. The timeline.layers property contains an array of Layer objects, which can be accessed by fl.getDocumentDOM().getTimeline().layers.  Property summary for the Layer object The following properties are available for the Layer object:  Property Description layer.color A string, hexadecimal value, or integer that specifies the color assigned to outline the layer. layer.frameCount Read-only; an integer that specifies the number of frames in the layer. layer.frames  Read-only; an array of Frame objects.  layer.height An integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. layer.layerType A string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. layer.locked A Boolean value that specifies the locked status of the layer. layer.name A string that specifies the name of the layer. layer.outline A Boolean value that specifies the status of outlines for all objects in the&#160;layer.  layer.parentLayer A Layer object that represents the layer's containing folder, guiding, or masking layer. layer.visible A Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. Layer object  Flash MX 2004.  The Layer object represents a layer in the timeline. The timeline.layers property contains an array of Layer objects, which can be accessed by fl.getDocumentDOM().getTimeline().layers.  Property summary for the Layer object The following properties are available for the Layer object:  Property Description layer.color A string, hexadecimal value, or integer that specifies the color assigned to outline the layer. layer.frameCount Read-only; an integer that specifies the number of frames in the layer. layer.frames  Read-only; an array of Frame objects.  layer.height An integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. layer.layerType A string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. layer.locked A Boolean value that specifies the locked status of the layer. layer.name A string that specifies the name of the layer. layer.outline A Boolean value that specifies the status of outlines for all objects in the&#160;layer.  layer.parentLayer A Layer object that represents the layer's containing folder, guiding, or masking layer. layer.visible A Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. Layer object  Flash MX 2004.  The Layer object represents a layer in the timeline. The timeline.layers property contains an array of Layer objects, which can be accessed by fl.getDocumentDOM().getTimeline().layers.  Property summary for the Layer object The following properties are available for the Layer object:  " />
<page href="00004258.html" title="layer.color" text="layer.color  Flash MX 2004.  layer.color  Property; the color assigned to outline the layer, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is equivalent to the Outline color setting in the Layer Properties dialog box.   The following example stores the value of the first layer in the colorValue variable:  var colorValue = fl.getDocumentDOM().getTimeline().layers[0].color; The following example shows three ways to set the color of the first layer to red:  fl.getDocumentDOM().getTimeline().layers[0].color=16711680; fl.getDocumentDOM().getTimeline().layers[0].color=&quot;#ff0000&quot;; fl.getDocumentDOM().getTimeline().layers[0].color=0xFF0000; layer.color  Flash MX 2004.  layer.color  Property; the color assigned to outline the layer, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is equivalent to the Outline color setting in the Layer Properties dialog box.   The following example stores the value of the first layer in the colorValue variable:  var colorValue = fl.getDocumentDOM().getTimeline().layers[0].color; The following example shows three ways to set the color of the first layer to red:  fl.getDocumentDOM().getTimeline().layers[0].color=16711680; fl.getDocumentDOM().getTimeline().layers[0].color=&quot;#ff0000&quot;; fl.getDocumentDOM().getTimeline().layers[0].color=0xFF0000; layer.color  Flash MX 2004.  layer.color  Property; the color assigned to outline the layer, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is equivalent to the Outline color setting in the Layer Properties dialog box.   The following example stores the value of the first layer in the colorValue variable:  var colorValue = fl.getDocumentDOM().getTimeline().layers[0].color; The following example shows three ways to set the color of the first layer to red:  fl.getDocumentDOM().getTimeline().layers[0].color=16711680; fl.getDocumentDOM().getTimeline().layers[0].color=&quot;#ff0000&quot;; fl.getDocumentDOM().getTimeline().layers[0].color=0xFF0000; layer.color  Flash MX 2004.  layer.color  Property; the color assigned to outline the layer, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number  This property is equivalent to the Outline color setting in the Layer Properties dialog box.   The following example stores the value of the first layer in the colorValue variable:  var colorValue = fl.getDocumentDOM().getTimeline().layers[0].color; The following example shows three ways to set the color of the first layer to red:  fl.getDocumentDOM().getTimeline().layers[0].color=16711680; fl.getDocumentDOM().getTimeline().layers[0].color=&quot;#ff0000&quot;; fl.getDocumentDOM().getTimeline().layers[0].color=0xFF0000; " />
<page href="00004259.html" title="layer.frameCount" text="layer.frameCount  Flash MX 2004.  layer.frameCount  Read-only property; an integer that specifies the number of frames in the layer.  The following example stores the number of frames in the first layer in the fcNum variable:  var fcNum = fl.getDocumentDOM().getTimeline().layers[0].frameCount;  layer.frameCount  Flash MX 2004.  layer.frameCount  Read-only property; an integer that specifies the number of frames in the layer.  The following example stores the number of frames in the first layer in the fcNum variable:  var fcNum = fl.getDocumentDOM().getTimeline().layers[0].frameCount;  layer.frameCount  Flash MX 2004.  layer.frameCount  Read-only property; an integer that specifies the number of frames in the layer.  The following example stores the number of frames in the first layer in the fcNum variable:  var fcNum = fl.getDocumentDOM().getTimeline().layers[0].frameCount;  layer.frameCount  Flash MX 2004.  layer.frameCount  Read-only property; an integer that specifies the number of frames in the layer.  The following example stores the number of frames in the first layer in the fcNum variable:  var fcNum = fl.getDocumentDOM().getTimeline().layers[0].frameCount;  " />
<page href="00004260.html" title="layer.frames" text="layer.frames  Flash MX 2004.  layer.frames  Read-only property; an array of Frame objects (see Frame object).   The following example sets the variable frameArray to the array of Frame objects for the frames in the current document: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; To determine if a frame is a keyframe, check whether the frame.startFrame property matches the array index, as shown in the following example: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; var n = frameArray.length; for (i=0; i&lt;n; i++) {  if (i==frameArray[i].startFrame) {  alert(&quot;Keyframe at: &quot; + i  } } layer.frames  Flash MX 2004.  layer.frames  Read-only property; an array of Frame objects (see Frame object).   The following example sets the variable frameArray to the array of Frame objects for the frames in the current document: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; To determine if a frame is a keyframe, check whether the frame.startFrame property matches the array index, as shown in the following example: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; var n = frameArray.length; for (i=0; i&lt;n; i++) {  if (i==frameArray[i].startFrame) {  alert(&quot;Keyframe at: &quot; + i  } } layer.frames  Flash MX 2004.  layer.frames  Read-only property; an array of Frame objects (see Frame object).   The following example sets the variable frameArray to the array of Frame objects for the frames in the current document: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; To determine if a frame is a keyframe, check whether the frame.startFrame property matches the array index, as shown in the following example: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; var n = frameArray.length; for (i=0; i&lt;n; i++) {  if (i==frameArray[i].startFrame) {  alert(&quot;Keyframe at: &quot; + i  } } layer.frames  Flash MX 2004.  layer.frames  Read-only property; an array of Frame objects (see Frame object).   The following example sets the variable frameArray to the array of Frame objects for the frames in the current document: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; To determine if a frame is a keyframe, check whether the frame.startFrame property matches the array index, as shown in the following example: var frameArray = fl.getDocumentDOM().getTimeline().layers[0].frames; var n = frameArray.length; for (i=0; i&lt;n; i++) {  if (i==frameArray[i].startFrame) {  alert(&quot;Keyframe at: &quot; + i  } } " />
<page href="00004261.html" title="layer.height" text="layer.height  Flash MX 2004.  layer.height  Property; an integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. Acceptable values represent percentages of the default height: 100, 200, or 300.   The following example stores the percentage value of the first layer's height setting:  var layerHeight = fl.getDocumentDOM().getTimeline().layers[0].height; The following example sets the height of the first layer to 300 percent:  fl.getDocumentDOM().getTimeline().layers[0].height = 300; layer.height  Flash MX 2004.  layer.height  Property; an integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. Acceptable values represent percentages of the default height: 100, 200, or 300.   The following example stores the percentage value of the first layer's height setting:  var layerHeight = fl.getDocumentDOM().getTimeline().layers[0].height; The following example sets the height of the first layer to 300 percent:  fl.getDocumentDOM().getTimeline().layers[0].height = 300; layer.height  Flash MX 2004.  layer.height  Property; an integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. Acceptable values represent percentages of the default height: 100, 200, or 300.   The following example stores the percentage value of the first layer's height setting:  var layerHeight = fl.getDocumentDOM().getTimeline().layers[0].height; The following example sets the height of the first layer to 300 percent:  fl.getDocumentDOM().getTimeline().layers[0].height = 300; layer.height  Flash MX 2004.  layer.height  Property; an integer that specifies the percentage layer height; equivalent to the Layer height value in the Layer Properties dialog box. Acceptable values represent percentages of the default height: 100, 200, or 300.   The following example stores the percentage value of the first layer's height setting:  var layerHeight = fl.getDocumentDOM().getTimeline().layers[0].height; The following example sets the height of the first layer to 300 percent:  fl.getDocumentDOM().getTimeline().layers[0].height = 300; " />
<page href="00004262.html" title="layer.layerType" text="layer.layerType  Flash MX 2004.  layer.layerType  Property; a string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.   The following example sets the first layer in the timeline to type &quot;folder&quot;:  fl.getDocumentDOM().getTimeline().layers[0].layerType = &quot;folder&quot;; layer.layerType  Flash MX 2004.  layer.layerType  Property; a string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.   The following example sets the first layer in the timeline to type &quot;folder&quot;:  fl.getDocumentDOM().getTimeline().layers[0].layerType = &quot;folder&quot;; layer.layerType  Flash MX 2004.  layer.layerType  Property; a string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.   The following example sets the first layer in the timeline to type &quot;folder&quot;:  fl.getDocumentDOM().getTimeline().layers[0].layerType = &quot;folder&quot;; layer.layerType  Flash MX 2004.  layer.layerType  Property; a string that specifies the current use of the layer; equivalent to the Type setting in the Layer Properties dialog box. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.   The following example sets the first layer in the timeline to type &quot;folder&quot;:  fl.getDocumentDOM().getTimeline().layers[0].layerType = &quot;folder&quot;; " />
<page href="00004263.html" title="layer.locked" text="layer.locked  Flash MX 2004.  layer.locked  Property; a Boolean value that specifies the locked status of the layer. If set to true, the layer is locked. The default value is false.   The following example stores the Boolean value for the status of the first layer in the lockStatus variable:  var lockStatus = fl.getDocumentDOM().getTimeline().layers[0].locked; The following example sets the status of the first layer to unlocked:  fl.getDocumentDOM().getTimeline().layers[0].locked = false; layer.locked  Flash MX 2004.  layer.locked  Property; a Boolean value that specifies the locked status of the layer. If set to true, the layer is locked. The default value is false.   The following example stores the Boolean value for the status of the first layer in the lockStatus variable:  var lockStatus = fl.getDocumentDOM().getTimeline().layers[0].locked; The following example sets the status of the first layer to unlocked:  fl.getDocumentDOM().getTimeline().layers[0].locked = false; layer.locked  Flash MX 2004.  layer.locked  Property; a Boolean value that specifies the locked status of the layer. If set to true, the layer is locked. The default value is false.   The following example stores the Boolean value for the status of the first layer in the lockStatus variable:  var lockStatus = fl.getDocumentDOM().getTimeline().layers[0].locked; The following example sets the status of the first layer to unlocked:  fl.getDocumentDOM().getTimeline().layers[0].locked = false; layer.locked  Flash MX 2004.  layer.locked  Property; a Boolean value that specifies the locked status of the layer. If set to true, the layer is locked. The default value is false.   The following example stores the Boolean value for the status of the first layer in the lockStatus variable:  var lockStatus = fl.getDocumentDOM().getTimeline().layers[0].locked; The following example sets the status of the first layer to unlocked:  fl.getDocumentDOM().getTimeline().layers[0].locked = false; " />
<page href="00004264.html" title="layer.name" text="layer.name  Flash MX 2004.  layer.name  Property; a string that specifies the name of the layer.   The following example sets the name of the first layer in the current document to &quot;foreground&quot;:  fl.getDocumentDOM().getTimeline().layers[0].name = &quot;foreground&quot;; layer.name  Flash MX 2004.  layer.name  Property; a string that specifies the name of the layer.   The following example sets the name of the first layer in the current document to &quot;foreground&quot;:  fl.getDocumentDOM().getTimeline().layers[0].name = &quot;foreground&quot;; layer.name  Flash MX 2004.  layer.name  Property; a string that specifies the name of the layer.   The following example sets the name of the first layer in the current document to &quot;foreground&quot;:  fl.getDocumentDOM().getTimeline().layers[0].name = &quot;foreground&quot;; layer.name  Flash MX 2004.  layer.name  Property; a string that specifies the name of the layer.   The following example sets the name of the first layer in the current document to &quot;foreground&quot;:  fl.getDocumentDOM().getTimeline().layers[0].name = &quot;foreground&quot;; " />
<page href="00004265.html" title="layer.outline" text="layer.outline  Flash MX 2004.  layer.outline  Property; a Boolean value that specifies the status of outlines for all objects in the layer. If set to true, all objects in the layer appear only with outlines. If false, objects appear as they were created.  The following example makes all objects on the first layer appear only with outlines:  fl.getDocumentDOM().getTimeline().layers[0].outline = true; layer.outline  Flash MX 2004.  layer.outline  Property; a Boolean value that specifies the status of outlines for all objects in the layer. If set to true, all objects in the layer appear only with outlines. If false, objects appear as they were created.  The following example makes all objects on the first layer appear only with outlines:  fl.getDocumentDOM().getTimeline().layers[0].outline = true; layer.outline  Flash MX 2004.  layer.outline  Property; a Boolean value that specifies the status of outlines for all objects in the layer. If set to true, all objects in the layer appear only with outlines. If false, objects appear as they were created.  The following example makes all objects on the first layer appear only with outlines:  fl.getDocumentDOM().getTimeline().layers[0].outline = true; layer.outline  Flash MX 2004.  layer.outline  Property; a Boolean value that specifies the status of outlines for all objects in the layer. If set to true, all objects in the layer appear only with outlines. If false, objects appear as they were created.  The following example makes all objects on the first layer appear only with outlines:  fl.getDocumentDOM().getTimeline().layers[0].outline = true; " />
<page href="00004266.html" title="layer.parentLayer" text="layer.parentLayer  Flash MX 2004.  layer.parentLayer  Property; a Layer object that represents the layer's containing folder, guiding, or masking layer. The parent layer must be a folder, guide, or mask layer that precedes the layer, or the parentLayer of the preceding or following layer. Setting the layer's parentLayer does not move the layer's position in the list; trying to set a layer's parentLayer to a layer that would require moving it has no effect. Uses null for a top-level layer.  The following example uses two layers at the same level on the same timeline. The first layer (layers[0]) is converted into a folder and then set as the parent folder of the second layer (layers[1]). This action moves the second layer inside the first layer. var parLayer = fl.getDocumentDOM().getTimeline().layers[0]; parLayer.layerType = &quot;folder&quot;; fl.getDocumentDOM().getTimeline().layers[1].parentLayer = parLayer; layer.parentLayer  Flash MX 2004.  layer.parentLayer  Property; a Layer object that represents the layer's containing folder, guiding, or masking layer. The parent layer must be a folder, guide, or mask layer that precedes the layer, or the parentLayer of the preceding or following layer. Setting the layer's parentLayer does not move the layer's position in the list; trying to set a layer's parentLayer to a layer that would require moving it has no effect. Uses null for a top-level layer.  The following example uses two layers at the same level on the same timeline. The first layer (layers[0]) is converted into a folder and then set as the parent folder of the second layer (layers[1]). This action moves the second layer inside the first layer. var parLayer = fl.getDocumentDOM().getTimeline().layers[0]; parLayer.layerType = &quot;folder&quot;; fl.getDocumentDOM().getTimeline().layers[1].parentLayer = parLayer; layer.parentLayer  Flash MX 2004.  layer.parentLayer  Property; a Layer object that represents the layer's containing folder, guiding, or masking layer. The parent layer must be a folder, guide, or mask layer that precedes the layer, or the parentLayer of the preceding or following layer. Setting the layer's parentLayer does not move the layer's position in the list; trying to set a layer's parentLayer to a layer that would require moving it has no effect. Uses null for a top-level layer.  The following example uses two layers at the same level on the same timeline. The first layer (layers[0]) is converted into a folder and then set as the parent folder of the second layer (layers[1]). This action moves the second layer inside the first layer. var parLayer = fl.getDocumentDOM().getTimeline().layers[0]; parLayer.layerType = &quot;folder&quot;; fl.getDocumentDOM().getTimeline().layers[1].parentLayer = parLayer; layer.parentLayer  Flash MX 2004.  layer.parentLayer  Property; a Layer object that represents the layer's containing folder, guiding, or masking layer. The parent layer must be a folder, guide, or mask layer that precedes the layer, or the parentLayer of the preceding or following layer. Setting the layer's parentLayer does not move the layer's position in the list; trying to set a layer's parentLayer to a layer that would require moving it has no effect. Uses null for a top-level layer.  The following example uses two layers at the same level on the same timeline. The first layer (layers[0]) is converted into a folder and then set as the parent folder of the second layer (layers[1]). This action moves the second layer inside the first layer. var parLayer = fl.getDocumentDOM().getTimeline().layers[0]; parLayer.layerType = &quot;folder&quot;; fl.getDocumentDOM().getTimeline().layers[1].parentLayer = parLayer; " />
<page href="00004267.html" title="layer.visible" text="layer.visible  Flash MX 2004.  layer.visible  Property; a Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. If set to true, all objects in the layer are visible; if false, they are hidden. The default value is true.   The following example makes all objects in the first layer invisible:  fl.getDocumentDOM().getTimeline().layers[0].visible = false;  layer.visible  Flash MX 2004.  layer.visible  Property; a Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. If set to true, all objects in the layer are visible; if false, they are hidden. The default value is true.   The following example makes all objects in the first layer invisible:  fl.getDocumentDOM().getTimeline().layers[0].visible = false;  layer.visible  Flash MX 2004.  layer.visible  Property; a Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. If set to true, all objects in the layer are visible; if false, they are hidden. The default value is true.   The following example makes all objects in the first layer invisible:  fl.getDocumentDOM().getTimeline().layers[0].visible = false;  layer.visible  Flash MX 2004.  layer.visible  Property; a Boolean value that specifies whether the layer's objects on the Stage are shown or hidden. If set to true, all objects in the layer are visible; if false, they are hidden. The default value is true.   The following example makes all objects in the first layer invisible:  fl.getDocumentDOM().getTimeline().layers[0].visible = false;  " />
<page href="00004268.html" title="library object" text="library object  Flash MX 2004.  The library object represents the Library panel. It is a property of the Document object (see document.library) and can be accessed by fl.getDocumentDOM().library. The library object contains an array of items of different types, including symbols, bitmaps, sounds, and video. Method summary for the library object The following methods are available for the library object: Property summary for the library object The following property is available for the library object: Property Description library.items An array of item objects in the library  Method Description library.addItemToDocument() Adds the current or specified item to the Stage at the specified position. library.addNewItem() Creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. library.deleteItem() Deletes the current items or a specified item from the Library&#160;panel. library.duplicateItem() Makes a copy of the currently selected or specified item.  library.editItem() Opens the currently selected or specified item in Edit mode.&#160; library.expandFolder() Expands or collapses the currently selected or specified folder in the library. library.findItemIndex() Returns the library item's index value (zero-based). library.getItemProperty() Gets the property for the selected item. library.getItemType() Gets the type of object currently selected or specified by a library path.  library.getSelectedItems() Gets the array of all currently selected items in the library.  library.importEmbeddedSWF() Imports a SWF file into the library as a compiled&#160;clip. library.itemExists() Checks to see if a specified item exists in the library. library.moveToFolder() Moves the currently selected or specified library item to a specified folder.  library.newFolder() Creates a new folder with the specified name, or a default name (&quot;untitled folder #&quot;) if no folderName parameter is provided, in the currently selected folder. library.renameItem() Renames the currently selected library item in the Library panel. library.selectAll() Selects or deselects all items in the library. library.selectItem() Selects a specified library item. library.selectNone() Deselects all the library items. library.setItemProperty() Sets the property for all selected library items (ignoring folders). library.updateItem() Updates the specified item. library object  Flash MX 2004.  The library object represents the Library panel. It is a property of the Document object (see document.library) and can be accessed by fl.getDocumentDOM().library. The library object contains an array of items of different types, including symbols, bitmaps, sounds, and video. Method summary for the library object The following methods are available for the library object: Property summary for the library object The following property is available for the library object: Property Description library.items An array of item objects in the library  Method Description library.addItemToDocument() Adds the current or specified item to the Stage at the specified position. library.addNewItem() Creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. library.deleteItem() Deletes the current items or a specified item from the Library&#160;panel. library.duplicateItem() Makes a copy of the currently selected or specified item.  library.editItem() Opens the currently selected or specified item in Edit mode.&#160; library.expandFolder() Expands or collapses the currently selected or specified folder in the library. library.findItemIndex() Returns the library item's index value (zero-based). library.getItemProperty() Gets the property for the selected item. library.getItemType() Gets the type of object currently selected or specified by a library path.  library.getSelectedItems() Gets the array of all currently selected items in the library.  library.importEmbeddedSWF() Imports a SWF file into the library as a compiled&#160;clip. library.itemExists() Checks to see if a specified item exists in the library. library.moveToFolder() Moves the currently selected or specified library item to a specified folder.  library.newFolder() Creates a new folder with the specified name, or a default name (&quot;untitled folder #&quot;) if no folderName parameter is provided, in the currently selected folder. library.renameItem() Renames the currently selected library item in the Library panel. library.selectAll() Selects or deselects all items in the library. library.selectItem() Selects a specified library item. library.selectNone() Deselects all the library items. library.setItemProperty() Sets the property for all selected library items (ignoring folders). library.updateItem() Updates the specified item. library object  Flash MX 2004.  The library object represents the Library panel. It is a property of the Document object (see document.library) and can be accessed by fl.getDocumentDOM().library. The library object contains an array of items of different types, including symbols, bitmaps, sounds, and video. Method summary for the library object The following methods are available for the library object: Property summary for the library object The following property is available for the library object: Property Description library.items An array of item objects in the library  Method Description library.addItemToDocument() Adds the current or specified item to the Stage at the specified position. library.addNewItem() Creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. library.deleteItem() Deletes the current items or a specified item from the Library&#160;panel. library.duplicateItem() Makes a copy of the currently selected or specified item.  library.editItem() Opens the currently selected or specified item in Edit mode.&#160; library.expandFolder() Expands or collapses the currently selected or specified folder in the library. library.findItemIndex() Returns the library item's index value (zero-based). library.getItemProperty() Gets the property for the selected item. library.getItemType() Gets the type of object currently selected or specified by a library path.  library.getSelectedItems() Gets the array of all currently selected items in the library.  library.importEmbeddedSWF() Imports a SWF file into the library as a compiled&#160;clip. library.itemExists() Checks to see if a specified item exists in the library. library.moveToFolder() Moves the currently selected or specified library item to a specified folder.  library.newFolder() Creates a new folder with the specified name, or a default name (&quot;untitled folder #&quot;) if no folderName parameter is provided, in the currently selected folder. library.renameItem() Renames the currently selected library item in the Library panel. library.selectAll() Selects or deselects all items in the library. library.selectItem() Selects a specified library item. library.selectNone() Deselects all the library items. library.setItemProperty() Sets the property for all selected library items (ignoring folders). library.updateItem() Updates the specified item. library object  Flash MX 2004.  The library object represents the Library panel. It is a property of the Document object (see document.library) and can be accessed by fl.getDocumentDOM().library. The library object contains an array of items of different types, including symbols, bitmaps, sounds, and video. Method summary for the library object The following methods are available for the library object: Property summary for the library object The following property is available for the library object: " />
<page href="00004269.html" title="library.addItemToDocument()" text="library.addItemToDocument()  Flash MX 2004. Usage library.addItemToDocument(position [, namePath])  position&#160;A point that specifies the x,y position of the center of the item on the&#160;Stage.  namePath&#160;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. If namePath is not specified, the current library selection is used. This parameter is optional. Returns A Boolean value: true if the item is successfully added to the document; false otherwise.   Method; adds the current or specified item to the Stage at the specified position.  The following example adds the currently selected item to the Stage at the (3, 60) position:  fl.getDocumentDOM().library.addItemToDocument({x:3, y:60} The following example adds the item Symbol1 located in folder1 of the library to the Stage at the (550, 485) position:  fl.getDocumentDOM().library.addItemToDocument({x:550.0, y:485.0}, &quot;folder1/Symbol1&quot;  library.addItemToDocument()  Flash MX 2004. Usage library.addItemToDocument(position [, namePath])  position&#160;A point that specifies the x,y position of the center of the item on the&#160;Stage.  namePath&#160;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. If namePath is not specified, the current library selection is used. This parameter is optional. Returns A Boolean value: true if the item is successfully added to the document; false otherwise.   Method; adds the current or specified item to the Stage at the specified position.  The following example adds the currently selected item to the Stage at the (3, 60) position:  fl.getDocumentDOM().library.addItemToDocument({x:3, y:60} The following example adds the item Symbol1 located in folder1 of the library to the Stage at the (550, 485) position:  fl.getDocumentDOM().library.addItemToDocument({x:550.0, y:485.0}, &quot;folder1/Symbol1&quot;  library.addItemToDocument()  Flash MX 2004. Usage library.addItemToDocument(position [, namePath])  position&#160;A point that specifies the x,y position of the center of the item on the&#160;Stage.  namePath&#160;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. If namePath is not specified, the current library selection is used. This parameter is optional. Returns A Boolean value: true if the item is successfully added to the document; false otherwise.   Method; adds the current or specified item to the Stage at the specified position.  The following example adds the currently selected item to the Stage at the (3, 60) position:  fl.getDocumentDOM().library.addItemToDocument({x:3, y:60} The following example adds the item Symbol1 located in folder1 of the library to the Stage at the (550, 485) position:  fl.getDocumentDOM().library.addItemToDocument({x:550.0, y:485.0}, &quot;folder1/Symbol1&quot;  library.addItemToDocument()  Flash MX 2004. Usage library.addItemToDocument(position [, namePath])  position&#160;A point that specifies the x,y position of the center of the item on the&#160;Stage.  namePath&#160;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. If namePath is not specified, the current library selection is used. This parameter is optional. Returns A Boolean value: true if the item is successfully added to the document; false otherwise.   Method; adds the current or specified item to the Stage at the specified position.  The following example adds the currently selected item to the Stage at the (3, 60) position:  fl.getDocumentDOM().library.addItemToDocument({x:3, y:60} The following example adds the item Symbol1 located in folder1 of the library to the Stage at the (550, 485) position:  fl.getDocumentDOM().library.addItemToDocument({x:550.0, y:485.0}, &quot;folder1/Symbol1&quot;  " />
<page href="00004270.html" title="library.addNewItem()" text="library.addNewItem()  Flash MX 2004. Usage library.addNewItem(type [, namePath])  type&#160;A string that specifies the type of item to create. The only acceptable values for type are &quot;video&quot;, &quot;movie clip&quot;, &quot;button&quot;, &quot;graphic&quot;, &quot;bitmap&quot;, &quot;screen&quot;, and &quot;folder&quot; (so, for example, you cannot add a sound to the library with this method). Specifying a folder path is the same as using library.newFolder() before calling this method. namePath&#160;A string that specifies the name of the item to be added. If the item is in a folder, specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is successfully created; false otherwise.   Method; creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. For more information on importing items into the library, including items such as sounds, see document.importFile().  The following example creates a new button item named start in a new folder named folderTwo: fl.getDocumentDOM().library.addNewItem(&quot;button&quot;, &quot;folderTwo/start&quot; library.addNewItem()  Flash MX 2004. Usage library.addNewItem(type [, namePath])  type&#160;A string that specifies the type of item to create. The only acceptable values for type are &quot;video&quot;, &quot;movie clip&quot;, &quot;button&quot;, &quot;graphic&quot;, &quot;bitmap&quot;, &quot;screen&quot;, and &quot;folder&quot; (so, for example, you cannot add a sound to the library with this method). Specifying a folder path is the same as using library.newFolder() before calling this method. namePath&#160;A string that specifies the name of the item to be added. If the item is in a folder, specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is successfully created; false otherwise.   Method; creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. For more information on importing items into the library, including items such as sounds, see document.importFile().  The following example creates a new button item named start in a new folder named folderTwo: fl.getDocumentDOM().library.addNewItem(&quot;button&quot;, &quot;folderTwo/start&quot; library.addNewItem()  Flash MX 2004. Usage library.addNewItem(type [, namePath])  type&#160;A string that specifies the type of item to create. The only acceptable values for type are &quot;video&quot;, &quot;movie clip&quot;, &quot;button&quot;, &quot;graphic&quot;, &quot;bitmap&quot;, &quot;screen&quot;, and &quot;folder&quot; (so, for example, you cannot add a sound to the library with this method). Specifying a folder path is the same as using library.newFolder() before calling this method. namePath&#160;A string that specifies the name of the item to be added. If the item is in a folder, specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is successfully created; false otherwise.   Method; creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. For more information on importing items into the library, including items such as sounds, see document.importFile().  The following example creates a new button item named start in a new folder named folderTwo: fl.getDocumentDOM().library.addNewItem(&quot;button&quot;, &quot;folderTwo/start&quot; library.addNewItem()  Flash MX 2004. Usage library.addNewItem(type [, namePath])  type&#160;A string that specifies the type of item to create. The only acceptable values for type are &quot;video&quot;, &quot;movie clip&quot;, &quot;button&quot;, &quot;graphic&quot;, &quot;bitmap&quot;, &quot;screen&quot;, and &quot;folder&quot; (so, for example, you cannot add a sound to the library with this method). Specifying a folder path is the same as using library.newFolder() before calling this method. namePath&#160;A string that specifies the name of the item to be added. If the item is in a folder, specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is successfully created; false otherwise.   Method; creates a new item of the specified type in the Library panel and sets the new item to the currently selected item. For more information on importing items into the library, including items such as sounds, see document.importFile().  The following example creates a new button item named start in a new folder named folderTwo: fl.getDocumentDOM().library.addNewItem(&quot;button&quot;, &quot;folderTwo/start&quot; " />
<page href="00004271.html" title="library.deleteItem()" text="library.deleteItem()  Flash MX 2004. Usage library.deleteItem([namePath])  namePath&#160;A string that specifies the name of the item to be deleted. If the item is in a folder, you can specify its name and path using slash notation. If you pass a folder name, the folder and all its items are deleted. If no name is specified, Flash deletes the currently selected item or items. To delete all the items in the Library panel, select all items before using this method. This parameter is optional. Returns A Boolean value: true if the items are successfully deleted; false otherwise.   Method; deletes the current items or a specified item from the Library panel. This method can affect multiple items if several are selected.  The following example deletes the currently selected item:  fl.getDocumentDOM().library.deleteItem( The following example deletes the item Symbol_1 from the library folder Folder_1:  fl.getDocumentDOM().library.deleteItem(&quot;Folder_1/Symbol_1&quot; library.deleteItem()  Flash MX 2004. Usage library.deleteItem([namePath])  namePath&#160;A string that specifies the name of the item to be deleted. If the item is in a folder, you can specify its name and path using slash notation. If you pass a folder name, the folder and all its items are deleted. If no name is specified, Flash deletes the currently selected item or items. To delete all the items in the Library panel, select all items before using this method. This parameter is optional. Returns A Boolean value: true if the items are successfully deleted; false otherwise.   Method; deletes the current items or a specified item from the Library panel. This method can affect multiple items if several are selected.  The following example deletes the currently selected item:  fl.getDocumentDOM().library.deleteItem( The following example deletes the item Symbol_1 from the library folder Folder_1:  fl.getDocumentDOM().library.deleteItem(&quot;Folder_1/Symbol_1&quot; library.deleteItem()  Flash MX 2004. Usage library.deleteItem([namePath])  namePath&#160;A string that specifies the name of the item to be deleted. If the item is in a folder, you can specify its name and path using slash notation. If you pass a folder name, the folder and all its items are deleted. If no name is specified, Flash deletes the currently selected item or items. To delete all the items in the Library panel, select all items before using this method. This parameter is optional. Returns A Boolean value: true if the items are successfully deleted; false otherwise.   Method; deletes the current items or a specified item from the Library panel. This method can affect multiple items if several are selected.  The following example deletes the currently selected item:  fl.getDocumentDOM().library.deleteItem( The following example deletes the item Symbol_1 from the library folder Folder_1:  fl.getDocumentDOM().library.deleteItem(&quot;Folder_1/Symbol_1&quot; library.deleteItem()  Flash MX 2004. Usage library.deleteItem([namePath])  namePath&#160;A string that specifies the name of the item to be deleted. If the item is in a folder, you can specify its name and path using slash notation. If you pass a folder name, the folder and all its items are deleted. If no name is specified, Flash deletes the currently selected item or items. To delete all the items in the Library panel, select all items before using this method. This parameter is optional. Returns A Boolean value: true if the items are successfully deleted; false otherwise.   Method; deletes the current items or a specified item from the Library panel. This method can affect multiple items if several are selected.  The following example deletes the currently selected item:  fl.getDocumentDOM().library.deleteItem( The following example deletes the item Symbol_1 from the library folder Folder_1:  fl.getDocumentDOM().library.deleteItem(&quot;Folder_1/Symbol_1&quot; " />
<page href="00004272.html" title="library.duplicateItem()" text="library.duplicateItem()  Flash MX 2004. Usage library.duplicateItem( [ namePath ] )  namePath&#160;A string that specifies the name of the item to duplicate. If the item is in a folder, you can specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is duplicated successfully; false otherwise. If more than one item is selected, Flash returns false.   Method; makes a copy of the currently selected or specified item. The new item has a default name (such as item copy) and is set as the currently selected item. If more than one item is selected, the command fails.  The following example creates a copy of the item &quot;square&quot; in the library folder test:  fl.getDocumentDOM().library.duplicateItem(&quot;test/square&quot; library.duplicateItem()  Flash MX 2004. Usage library.duplicateItem( [ namePath ] )  namePath&#160;A string that specifies the name of the item to duplicate. If the item is in a folder, you can specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is duplicated successfully; false otherwise. If more than one item is selected, Flash returns false.   Method; makes a copy of the currently selected or specified item. The new item has a default name (such as item copy) and is set as the currently selected item. If more than one item is selected, the command fails.  The following example creates a copy of the item &quot;square&quot; in the library folder test:  fl.getDocumentDOM().library.duplicateItem(&quot;test/square&quot; library.duplicateItem()  Flash MX 2004. Usage library.duplicateItem( [ namePath ] )  namePath&#160;A string that specifies the name of the item to duplicate. If the item is in a folder, you can specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is duplicated successfully; false otherwise. If more than one item is selected, Flash returns false.   Method; makes a copy of the currently selected or specified item. The new item has a default name (such as item copy) and is set as the currently selected item. If more than one item is selected, the command fails.  The following example creates a copy of the item &quot;square&quot; in the library folder test:  fl.getDocumentDOM().library.duplicateItem(&quot;test/square&quot; library.duplicateItem()  Flash MX 2004. Usage library.duplicateItem( [ namePath ] )  namePath&#160;A string that specifies the name of the item to duplicate. If the item is in a folder, you can specify its name and path using slash notation. This parameter is optional. Returns A Boolean value: true if the item is duplicated successfully; false otherwise. If more than one item is selected, Flash returns false.   Method; makes a copy of the currently selected or specified item. The new item has a default name (such as item copy) and is set as the currently selected item. If more than one item is selected, the command fails.  The following example creates a copy of the item &quot;square&quot; in the library folder test:  fl.getDocumentDOM().library.duplicateItem(&quot;test/square&quot; " />
<page href="00004273.html" title="library.editItem()" text="library.editItem()  Flash MX 2004. Usage library.editItem([namePath])  namePath&#160;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. If namePath is not specified, the single selected library item opens in Edit mode. If none or more than one item in the library is currently selected, the first scene in the main timeline appears for editing. This parameter is optional. Returns A Boolean value: true if the specified item exists and can be edited; false otherwise.  Method; opens the currently selected or specified item in Edit mode.   The following example opens the item &quot;circle&quot; in the test folder of the library for editing:  fl.getDocumentDOM().library.editItem(&quot;test/circle&quot; library.editItem()  Flash MX 2004. Usage library.editItem([namePath])  namePath&#160;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. If namePath is not specified, the single selected library item opens in Edit mode. If none or more than one item in the library is currently selected, the first scene in the main timeline appears for editing. This parameter is optional. Returns A Boolean value: true if the specified item exists and can be edited; false otherwise.  Method; opens the currently selected or specified item in Edit mode.   The following example opens the item &quot;circle&quot; in the test folder of the library for editing:  fl.getDocumentDOM().library.editItem(&quot;test/circle&quot; library.editItem()  Flash MX 2004. Usage library.editItem([namePath])  namePath&#160;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. If namePath is not specified, the single selected library item opens in Edit mode. If none or more than one item in the library is currently selected, the first scene in the main timeline appears for editing. This parameter is optional. Returns A Boolean value: true if the specified item exists and can be edited; false otherwise.  Method; opens the currently selected or specified item in Edit mode.   The following example opens the item &quot;circle&quot; in the test folder of the library for editing:  fl.getDocumentDOM().library.editItem(&quot;test/circle&quot; library.editItem()  Flash MX 2004. Usage library.editItem([namePath])  namePath&#160;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. If namePath is not specified, the single selected library item opens in Edit mode. If none or more than one item in the library is currently selected, the first scene in the main timeline appears for editing. This parameter is optional. Returns A Boolean value: true if the specified item exists and can be edited; false otherwise.  Method; opens the currently selected or specified item in Edit mode.   The following example opens the item &quot;circle&quot; in the test folder of the library for editing:  fl.getDocumentDOM().library.editItem(&quot;test/circle&quot; " />
<page href="00004274.html" title="library.expandFolder()" text="library.expandFolder()  Flash MX 2004. Usage library.expandFolder(bExpand [, bRecurseNestedParents [, namePath]])  bExpand&#160;A Boolean value: if true, the folder is expanded; if false (the default), the folder is collapsed. bRecurseNestedParents&#160;A Boolean value: if true, all the folders within the specified folder are expanded or collapsed, based on the value of bExpand. The default value is false. This parameter is optional. namePath&#160;A string that specifies the name and, optionally, the path of the folder to expand or collapse. If this parameter is not specified, the method applies to the currently selected folder. This parameter is optional. Returns A Boolean value: true if the item is successfully expanded or collapsed; false if unsuccessful or the specified item is not a folder.   Method; expands or collapses the currently selected or specified folder in the library.   The following example collapses the test folder in the library as well as all the folders within the test folder (if any):  fl.getDocumentDOM().library.expandFolder(false, true, &quot;test&quot; library.expandFolder()  Flash MX 2004. Usage library.expandFolder(bExpand [, bRecurseNestedParents [, namePath]])  bExpand&#160;A Boolean value: if true, the folder is expanded; if false (the default), the folder is collapsed. bRecurseNestedParents&#160;A Boolean value: if true, all the folders within the specified folder are expanded or collapsed, based on the value of bExpand. The default value is false. This parameter is optional. namePath&#160;A string that specifies the name and, optionally, the path of the folder to expand or collapse. If this parameter is not specified, the method applies to the currently selected folder. This parameter is optional. Returns A Boolean value: true if the item is successfully expanded or collapsed; false if unsuccessful or the specified item is not a folder.   Method; expands or collapses the currently selected or specified folder in the library.   The following example collapses the test folder in the library as well as all the folders within the test folder (if any):  fl.getDocumentDOM().library.expandFolder(false, true, &quot;test&quot; library.expandFolder()  Flash MX 2004. Usage library.expandFolder(bExpand [, bRecurseNestedParents [, namePath]])  bExpand&#160;A Boolean value: if true, the folder is expanded; if false (the default), the folder is collapsed. bRecurseNestedParents&#160;A Boolean value: if true, all the folders within the specified folder are expanded or collapsed, based on the value of bExpand. The default value is false. This parameter is optional. namePath&#160;A string that specifies the name and, optionally, the path of the folder to expand or collapse. If this parameter is not specified, the method applies to the currently selected folder. This parameter is optional. Returns A Boolean value: true if the item is successfully expanded or collapsed; false if unsuccessful or the specified item is not a folder.   Method; expands or collapses the currently selected or specified folder in the library.   The following example collapses the test folder in the library as well as all the folders within the test folder (if any):  fl.getDocumentDOM().library.expandFolder(false, true, &quot;test&quot; library.expandFolder()  Flash MX 2004. Usage library.expandFolder(bExpand [, bRecurseNestedParents [, namePath]])  bExpand&#160;A Boolean value: if true, the folder is expanded; if false (the default), the folder is collapsed. bRecurseNestedParents&#160;A Boolean value: if true, all the folders within the specified folder are expanded or collapsed, based on the value of bExpand. The default value is false. This parameter is optional. namePath&#160;A string that specifies the name and, optionally, the path of the folder to expand or collapse. If this parameter is not specified, the method applies to the currently selected folder. This parameter is optional. Returns A Boolean value: true if the item is successfully expanded or collapsed; false if unsuccessful or the specified item is not a folder.   Method; expands or collapses the currently selected or specified folder in the library.   The following example collapses the test folder in the library as well as all the folders within the test folder (if any):  fl.getDocumentDOM().library.expandFolder(false, true, &quot;test&quot; " />
<page href="00004275.html" title="library.findItemIndex()" text="library.findItemIndex()  Flash MX 2004. Usage library.findItemIndex(namePath)  namePath&#160;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. Returns An integer value representing the item's zero-based index value.   Method; returns the library item's index value (zero-based). The library index is flat, so folders are considered part of the main index. Folder paths can be used to specify a nested item.  The following example stores the zero-based index value of the library item square, which is in the test folder, in the variable sqIndex, and then displays the index value in a dialog box:  var sqIndex = fl.getDocumentDOM().library.findItemIndex(&quot;test/square&quot; alert(sqIndex library.findItemIndex()  Flash MX 2004. Usage library.findItemIndex(namePath)  namePath&#160;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. Returns An integer value representing the item's zero-based index value.   Method; returns the library item's index value (zero-based). The library index is flat, so folders are considered part of the main index. Folder paths can be used to specify a nested item.  The following example stores the zero-based index value of the library item square, which is in the test folder, in the variable sqIndex, and then displays the index value in a dialog box:  var sqIndex = fl.getDocumentDOM().library.findItemIndex(&quot;test/square&quot; alert(sqIndex library.findItemIndex()  Flash MX 2004. Usage library.findItemIndex(namePath)  namePath&#160;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. Returns An integer value representing the item's zero-based index value.   Method; returns the library item's index value (zero-based). The library index is flat, so folders are considered part of the main index. Folder paths can be used to specify a nested item.  The following example stores the zero-based index value of the library item square, which is in the test folder, in the variable sqIndex, and then displays the index value in a dialog box:  var sqIndex = fl.getDocumentDOM().library.findItemIndex(&quot;test/square&quot; alert(sqIndex library.findItemIndex()  Flash MX 2004. Usage library.findItemIndex(namePath)  namePath&#160;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. Returns An integer value representing the item's zero-based index value.   Method; returns the library item's index value (zero-based). The library index is flat, so folders are considered part of the main index. Folder paths can be used to specify a nested item.  The following example stores the zero-based index value of the library item square, which is in the test folder, in the variable sqIndex, and then displays the index value in a dialog box:  var sqIndex = fl.getDocumentDOM().library.findItemIndex(&quot;test/square&quot; alert(sqIndex " />
<page href="00004276.html" title="library.getItemProperty()" text="library.getItemProperty()  Flash MX 2004. Usage library.getItemProperty(property)  property&#160;A string. For a list of values that you can use as a property parameter, see the Property summary for the Item object, along with property summaries for its subclasses.  Returns A string value for the property.   Method; gets the property for the selected item.   The following example shows a dialog box that contains the Linkage Identifier value for the symbol when referencing it using ActionScript or for run-time sharing:  alert(fl.getDocumentDOM().library.getItemProperty(&quot;linkageIdentifier&quot;) library.getItemProperty()  Flash MX 2004. Usage library.getItemProperty(property)  property&#160;A string. For a list of values that you can use as a property parameter, see the Property summary for the Item object, along with property summaries for its subclasses.  Returns A string value for the property.   Method; gets the property for the selected item.   The following example shows a dialog box that contains the Linkage Identifier value for the symbol when referencing it using ActionScript or for run-time sharing:  alert(fl.getDocumentDOM().library.getItemProperty(&quot;linkageIdentifier&quot;) library.getItemProperty()  Flash MX 2004. Usage library.getItemProperty(property)  property&#160;A string. For a list of values that you can use as a property parameter, see the Property summary for the Item object, along with property summaries for its subclasses.  Returns A string value for the property.   Method; gets the property for the selected item.   The following example shows a dialog box that contains the Linkage Identifier value for the symbol when referencing it using ActionScript or for run-time sharing:  alert(fl.getDocumentDOM().library.getItemProperty(&quot;linkageIdentifier&quot;) library.getItemProperty()  Flash MX 2004. Usage library.getItemProperty(property)  property&#160;A string. For a list of values that you can use as a property parameter, see the Property summary for the Item object, along with property summaries for its subclasses.  Returns A string value for the property.   Method; gets the property for the selected item.   The following example shows a dialog box that contains the Linkage Identifier value for the symbol when referencing it using ActionScript or for run-time sharing:  alert(fl.getDocumentDOM().library.getItemProperty(&quot;linkageIdentifier&quot;) " />
<page href="00004277.html" title="library.getItemType()" text="library.getItemType()  Flash MX 2004. Usage library.getItemType([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. If namePath is not specified, Flash provides the type of the current selection. If more than one item is currently selected and no namePath is provided, Flash ignores the command. This parameter is optional. Returns A string value specifying the type of object. For possible return values, see item.itemType.  Method; gets the type of object currently selected or specified by a library path.   The following example shows a dialog box that contains the item type of Symbol_1 located in the Folder_1/Folder_2 folder:  alert(fl.getDocumentDOM().library.getItemType(&quot;Folder_1/Folder_2/Symbol_1&quot;) library.getItemType()  Flash MX 2004. Usage library.getItemType([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. If namePath is not specified, Flash provides the type of the current selection. If more than one item is currently selected and no namePath is provided, Flash ignores the command. This parameter is optional. Returns A string value specifying the type of object. For possible return values, see item.itemType.  Method; gets the type of object currently selected or specified by a library path.   The following example shows a dialog box that contains the item type of Symbol_1 located in the Folder_1/Folder_2 folder:  alert(fl.getDocumentDOM().library.getItemType(&quot;Folder_1/Folder_2/Symbol_1&quot;) library.getItemType()  Flash MX 2004. Usage library.getItemType([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. If namePath is not specified, Flash provides the type of the current selection. If more than one item is currently selected and no namePath is provided, Flash ignores the command. This parameter is optional. Returns A string value specifying the type of object. For possible return values, see item.itemType.  Method; gets the type of object currently selected or specified by a library path.   The following example shows a dialog box that contains the item type of Symbol_1 located in the Folder_1/Folder_2 folder:  alert(fl.getDocumentDOM().library.getItemType(&quot;Folder_1/Folder_2/Symbol_1&quot;) library.getItemType()  Flash MX 2004. Usage library.getItemType([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. If namePath is not specified, Flash provides the type of the current selection. If more than one item is currently selected and no namePath is provided, Flash ignores the command. This parameter is optional. Returns A string value specifying the type of object. For possible return values, see item.itemType.  Method; gets the type of object currently selected or specified by a library path.   The following example shows a dialog box that contains the item type of Symbol_1 located in the Folder_1/Folder_2 folder:  alert(fl.getDocumentDOM().library.getItemType(&quot;Folder_1/Folder_2/Symbol_1&quot;) " />
<page href="00004278.html" title="library.getSelectedItems()" text="library.getSelectedItems()  Flash MX 2004.  None.  Returns An array of values for all currently selected items in the library.   Method; gets the array of all currently selected items in the library.   The following example stores the array of currently selected library items (in this case, several audio files) in the selItems variable and then changes the sampleRate property of the first audio file in the array to &quot;11 kHz&quot;:  var selItems = fl.getDocumentDOM().library.getSelectedItems( selItems[0].sampleRate = &quot;11 kHz&quot;;  library.getSelectedItems()  Flash MX 2004.  None.  Returns An array of values for all currently selected items in the library.   Method; gets the array of all currently selected items in the library.   The following example stores the array of currently selected library items (in this case, several audio files) in the selItems variable and then changes the sampleRate property of the first audio file in the array to &quot;11 kHz&quot;:  var selItems = fl.getDocumentDOM().library.getSelectedItems( selItems[0].sampleRate = &quot;11 kHz&quot;;  library.getSelectedItems()  Flash MX 2004.  None.  Returns An array of values for all currently selected items in the library.   Method; gets the array of all currently selected items in the library.   The following example stores the array of currently selected library items (in this case, several audio files) in the selItems variable and then changes the sampleRate property of the first audio file in the array to &quot;11 kHz&quot;:  var selItems = fl.getDocumentDOM().library.getSelectedItems( selItems[0].sampleRate = &quot;11 kHz&quot;;  library.getSelectedItems()  Flash MX 2004.  None.  Returns An array of values for all currently selected items in the library.   Method; gets the array of all currently selected items in the library.   The following example stores the array of currently selected library items (in this case, several audio files) in the selItems variable and then changes the sampleRate property of the first audio file in the array to &quot;11 kHz&quot;:  var selItems = fl.getDocumentDOM().library.getSelectedItems( selItems[0].sampleRate = &quot;11 kHz&quot;;  " />
<page href="00004279.html" title="library.importEmbeddedSWF()" text="library.importEmbeddedSWF()  Flash MX 2004. Usage library.importEmbeddedSWF(linkageName, swfData [, libName])  linkageName&#160;A string that provides the name of the SWF linkage of the root movie clip.  swfData&#160;An array of binary SWF data, which comes from an external library or DLL.  libName&#160;A string that specifies the library name for the created item. If the name is already used, the method creates an alternate name. This parameter is optional. Returns Nothing.   Method; imports a SWF file into the library as a compiled clip. Unlike File&#160;&gt; Import&#160;&gt; SWF, this method lets you embed a compiled SWF file inside the library. There is no corresponding user interface functionality, and this method must be used with an external library or DLL (see C-Level Extensibility).  The SWF file that you are importing must have one top-level movie clip that contains all the content. That movie clip should have its linkage identifier set to the same value as the linkageName parameter passed to this method.  The following example adds the SWF file with the linkageName value of MyMovie to the library as a compiled clip named Intro:  fl.getDocumentDOM().library.importEmbeddedSWF(&quot;MyMovie&quot;, swfData, &quot;Intro&quot; library.importEmbeddedSWF()  Flash MX 2004. Usage library.importEmbeddedSWF(linkageName, swfData [, libName])  linkageName&#160;A string that provides the name of the SWF linkage of the root movie clip.  swfData&#160;An array of binary SWF data, which comes from an external library or DLL.  libName&#160;A string that specifies the library name for the created item. If the name is already used, the method creates an alternate name. This parameter is optional. Returns Nothing.   Method; imports a SWF file into the library as a compiled clip. Unlike File&#160;&gt; Import&#160;&gt; SWF, this method lets you embed a compiled SWF file inside the library. There is no corresponding user interface functionality, and this method must be used with an external library or DLL (see C-Level Extensibility).  The SWF file that you are importing must have one top-level movie clip that contains all the content. That movie clip should have its linkage identifier set to the same value as the linkageName parameter passed to this method.  The following example adds the SWF file with the linkageName value of MyMovie to the library as a compiled clip named Intro:  fl.getDocumentDOM().library.importEmbeddedSWF(&quot;MyMovie&quot;, swfData, &quot;Intro&quot; library.importEmbeddedSWF()  Flash MX 2004. Usage library.importEmbeddedSWF(linkageName, swfData [, libName])  linkageName&#160;A string that provides the name of the SWF linkage of the root movie clip.  swfData&#160;An array of binary SWF data, which comes from an external library or DLL.  libName&#160;A string that specifies the library name for the created item. If the name is already used, the method creates an alternate name. This parameter is optional. Returns Nothing.   Method; imports a SWF file into the library as a compiled clip. Unlike File&#160;&gt; Import&#160;&gt; SWF, this method lets you embed a compiled SWF file inside the library. There is no corresponding user interface functionality, and this method must be used with an external library or DLL (see C-Level Extensibility).  The SWF file that you are importing must have one top-level movie clip that contains all the content. That movie clip should have its linkage identifier set to the same value as the linkageName parameter passed to this method.  The following example adds the SWF file with the linkageName value of MyMovie to the library as a compiled clip named Intro:  fl.getDocumentDOM().library.importEmbeddedSWF(&quot;MyMovie&quot;, swfData, &quot;Intro&quot; library.importEmbeddedSWF()  Flash MX 2004. Usage library.importEmbeddedSWF(linkageName, swfData [, libName])  linkageName&#160;A string that provides the name of the SWF linkage of the root movie clip.  swfData&#160;An array of binary SWF data, which comes from an external library or DLL.  libName&#160;A string that specifies the library name for the created item. If the name is already used, the method creates an alternate name. This parameter is optional. Returns Nothing.   Method; imports a SWF file into the library as a compiled clip. Unlike File&#160;&gt; Import&#160;&gt; SWF, this method lets you embed a compiled SWF file inside the library. There is no corresponding user interface functionality, and this method must be used with an external library or DLL (see C-Level Extensibility).  The SWF file that you are importing must have one top-level movie clip that contains all the content. That movie clip should have its linkage identifier set to the same value as the linkageName parameter passed to this method.  The following example adds the SWF file with the linkageName value of MyMovie to the library as a compiled clip named Intro:  fl.getDocumentDOM().library.importEmbeddedSWF(&quot;MyMovie&quot;, swfData, &quot;Intro&quot; " />
<page href="00004280.html" title="library.itemExists()" text="library.itemExists()  Flash MX 2004. Usage library.itemExists(namePath)  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. Returns A Boolean value: true if the specified item exists in the library; false otherwise.   Method; checks to see if a specified item exists in the library.   The following example displays true or false in a dialog box, depending on whether the item Symbol_1 exists in the Folder_1 library folder:  alert(fl.getDocumentDOM().library.itemExists(&#39;Folder_1/Symbol_1&#39;) library.itemExists()  Flash MX 2004. Usage library.itemExists(namePath)  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. Returns A Boolean value: true if the specified item exists in the library; false otherwise.   Method; checks to see if a specified item exists in the library.   The following example displays true or false in a dialog box, depending on whether the item Symbol_1 exists in the Folder_1 library folder:  alert(fl.getDocumentDOM().library.itemExists(&#39;Folder_1/Symbol_1&#39;) library.itemExists()  Flash MX 2004. Usage library.itemExists(namePath)  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. Returns A Boolean value: true if the specified item exists in the library; false otherwise.   Method; checks to see if a specified item exists in the library.   The following example displays true or false in a dialog box, depending on whether the item Symbol_1 exists in the Folder_1 library folder:  alert(fl.getDocumentDOM().library.itemExists(&#39;Folder_1/Symbol_1&#39;) library.itemExists()  Flash MX 2004. Usage library.itemExists(namePath)  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. Returns A Boolean value: true if the specified item exists in the library; false otherwise.   Method; checks to see if a specified item exists in the library.   The following example displays true or false in a dialog box, depending on whether the item Symbol_1 exists in the Folder_1 library folder:  alert(fl.getDocumentDOM().library.itemExists(&#39;Folder_1/Symbol_1&#39;) " />
<page href="00004281.html" title="library.items" text="library.items  Flash MX 2004.  library.items  Property; an array of item objects in the library.  The following example stores the array of all library items in the itemArray variable:  var itemArray = fl.getDocumentDOM().library.items; library.items  Flash MX 2004.  library.items  Property; an array of item objects in the library.  The following example stores the array of all library items in the itemArray variable:  var itemArray = fl.getDocumentDOM().library.items; library.items  Flash MX 2004.  library.items  Property; an array of item objects in the library.  The following example stores the array of all library items in the itemArray variable:  var itemArray = fl.getDocumentDOM().library.items; library.items  Flash MX 2004.  library.items  Property; an array of item objects in the library.  The following example stores the array of all library items in the itemArray variable:  var itemArray = fl.getDocumentDOM().library.items; " />
<page href="00004282.html" title="library.moveToFolder()" text="library.moveToFolder()  Flash MX 2004. Usage library.moveToFolder(folderPath [, itemToMove [, bReplace]])  folderPath&#160;A string that specifies the path to the folder in the form &quot;FolderName&quot; or &quot;FolderName/FolderName&quot;. To move an item to the top level, specify&#160;an&#160;empty string (&quot;&quot;) for folderPath.  itemToMove&#160;A string that specifies the name of the item to move. If itemToMove is not specified, the currently selected items move. This parameter is optional. bReplace&#160;A Boolean value. If an item with the same name already exists, specifying true for the bReplace parameter replaces the existing item with the item being moved. If false, the name of the dropped item changes to a unique name. The default value is&#160;false. This parameter is optional. Returns A Boolean value: true if the item moves successfully; false otherwise.   Method; moves the currently selected or specified library item to a specified folder. If the folderPath parameter is empty, the items move to the top level.   The following example moves the item Symbol_1 to the library folder new and replaces the item in that folder with the same name:  fl.getDocumentDOM().library.moveToFolder(&quot;new&quot;, &quot;Symbol_1&quot;, true  library.moveToFolder()  Flash MX 2004. Usage library.moveToFolder(folderPath [, itemToMove [, bReplace]])  folderPath&#160;A string that specifies the path to the folder in the form &quot;FolderName&quot; or &quot;FolderName/FolderName&quot;. To move an item to the top level, specify&#160;an&#160;empty string (&quot;&quot;) for folderPath.  itemToMove&#160;A string that specifies the name of the item to move. If itemToMove is not specified, the currently selected items move. This parameter is optional. bReplace&#160;A Boolean value. If an item with the same name already exists, specifying true for the bReplace parameter replaces the existing item with the item being moved. If false, the name of the dropped item changes to a unique name. The default value is&#160;false. This parameter is optional. Returns A Boolean value: true if the item moves successfully; false otherwise.   Method; moves the currently selected or specified library item to a specified folder. If the folderPath parameter is empty, the items move to the top level.   The following example moves the item Symbol_1 to the library folder new and replaces the item in that folder with the same name:  fl.getDocumentDOM().library.moveToFolder(&quot;new&quot;, &quot;Symbol_1&quot;, true  library.moveToFolder()  Flash MX 2004. Usage library.moveToFolder(folderPath [, itemToMove [, bReplace]])  folderPath&#160;A string that specifies the path to the folder in the form &quot;FolderName&quot; or &quot;FolderName/FolderName&quot;. To move an item to the top level, specify&#160;an&#160;empty string (&quot;&quot;) for folderPath.  itemToMove&#160;A string that specifies the name of the item to move. If itemToMove is not specified, the currently selected items move. This parameter is optional. bReplace&#160;A Boolean value. If an item with the same name already exists, specifying true for the bReplace parameter replaces the existing item with the item being moved. If false, the name of the dropped item changes to a unique name. The default value is&#160;false. This parameter is optional. Returns A Boolean value: true if the item moves successfully; false otherwise.   Method; moves the currently selected or specified library item to a specified folder. If the folderPath parameter is empty, the items move to the top level.   The following example moves the item Symbol_1 to the library folder new and replaces the item in that folder with the same name:  fl.getDocumentDOM().library.moveToFolder(&quot;new&quot;, &quot;Symbol_1&quot;, true  library.moveToFolder()  Flash MX 2004. Usage library.moveToFolder(folderPath [, itemToMove [, bReplace]])  folderPath&#160;A string that specifies the path to the folder in the form &quot;FolderName&quot; or &quot;FolderName/FolderName&quot;. To move an item to the top level, specify&#160;an&#160;empty string (&quot;&quot;) for folderPath.  itemToMove&#160;A string that specifies the name of the item to move. If itemToMove is not specified, the currently selected items move. This parameter is optional. bReplace&#160;A Boolean value. If an item with the same name already exists, specifying true for the bReplace parameter replaces the existing item with the item being moved. If false, the name of the dropped item changes to a unique name. The default value is&#160;false. This parameter is optional. Returns A Boolean value: true if the item moves successfully; false otherwise.   Method; moves the currently selected or specified library item to a specified folder. If the folderPath parameter is empty, the items move to the top level.   The following example moves the item Symbol_1 to the library folder new and replaces the item in that folder with the same name:  fl.getDocumentDOM().library.moveToFolder(&quot;new&quot;, &quot;Symbol_1&quot;, true  " />
<page href="00004283.html" title="library.newFolder()" text="library.newFolder()  Flash MX 2004. Usage library.newFolder([folderPath])  folderPath&#160;A string that specifies the name of the folder to be created. If it is specified as a path, and the path doesn't exist, the path is created. This parameter is optional. Returns A Boolean value: true if folder is created successfully; false otherwise.   Method; creates a new folder with the specified name, or a default name (&quot;untitled folder&#160;#&quot;) if no folderName parameter is provided, in the currently selected folder.  The following example creates two new library folders. The second folder is a subfolder of the first folder:  fl.getDocumentDOM().library.newFolder(&quot;first/second&quot;  library.newFolder()  Flash MX 2004. Usage library.newFolder([folderPath])  folderPath&#160;A string that specifies the name of the folder to be created. If it is specified as a path, and the path doesn't exist, the path is created. This parameter is optional. Returns A Boolean value: true if folder is created successfully; false otherwise.   Method; creates a new folder with the specified name, or a default name (&quot;untitled folder&#160;#&quot;) if no folderName parameter is provided, in the currently selected folder.  The following example creates two new library folders. The second folder is a subfolder of the first folder:  fl.getDocumentDOM().library.newFolder(&quot;first/second&quot;  library.newFolder()  Flash MX 2004. Usage library.newFolder([folderPath])  folderPath&#160;A string that specifies the name of the folder to be created. If it is specified as a path, and the path doesn't exist, the path is created. This parameter is optional. Returns A Boolean value: true if folder is created successfully; false otherwise.   Method; creates a new folder with the specified name, or a default name (&quot;untitled folder&#160;#&quot;) if no folderName parameter is provided, in the currently selected folder.  The following example creates two new library folders. The second folder is a subfolder of the first folder:  fl.getDocumentDOM().library.newFolder(&quot;first/second&quot;  library.newFolder()  Flash MX 2004. Usage library.newFolder([folderPath])  folderPath&#160;A string that specifies the name of the folder to be created. If it is specified as a path, and the path doesn't exist, the path is created. This parameter is optional. Returns A Boolean value: true if folder is created successfully; false otherwise.   Method; creates a new folder with the specified name, or a default name (&quot;untitled folder&#160;#&quot;) if no folderName parameter is provided, in the currently selected folder.  The following example creates two new library folders. The second folder is a subfolder of the first folder:  fl.getDocumentDOM().library.newFolder(&quot;first/second&quot;  " />
<page href="00004284.html" title="library.renameItem()" text="library.renameItem()  Flash MX 2004. Usage library.renameItem(name)  name&#160;A string that specifies a new name for the library item.  Returns A Boolean value of true if the name of the item changes successfully, false otherwise. If multiple items are selected, no names are changed, and the return value is false (to match user interface behavior).   Method; renames the currently selected library item in the Library panel.  The following example renames the currently selected library item to new name:  fl.getDocumentDOM().library.renameItem(&quot;new name&quot; library.renameItem()  Flash MX 2004. Usage library.renameItem(name)  name&#160;A string that specifies a new name for the library item.  Returns A Boolean value of true if the name of the item changes successfully, false otherwise. If multiple items are selected, no names are changed, and the return value is false (to match user interface behavior).   Method; renames the currently selected library item in the Library panel.  The following example renames the currently selected library item to new name:  fl.getDocumentDOM().library.renameItem(&quot;new name&quot; library.renameItem()  Flash MX 2004. Usage library.renameItem(name)  name&#160;A string that specifies a new name for the library item.  Returns A Boolean value of true if the name of the item changes successfully, false otherwise. If multiple items are selected, no names are changed, and the return value is false (to match user interface behavior).   Method; renames the currently selected library item in the Library panel.  The following example renames the currently selected library item to new name:  fl.getDocumentDOM().library.renameItem(&quot;new name&quot; library.renameItem()  Flash MX 2004. Usage library.renameItem(name)  name&#160;A string that specifies a new name for the library item.  Returns A Boolean value of true if the name of the item changes successfully, false otherwise. If multiple items are selected, no names are changed, and the return value is false (to match user interface behavior).   Method; renames the currently selected library item in the Library panel.  The following example renames the currently selected library item to new name:  fl.getDocumentDOM().library.renameItem(&quot;new name&quot; " />
<page href="00004285.html" title="library.selectAll()" text="library.selectAll()  Flash MX 2004. Usage library.selectAll([bSelectAll])  bSelectAll&#160;A Boolean value that specifies whether to select or deselect all items in the library. Omit this parameter or use the default value of true to select all the items in the library; false deselects all library items. This parameter is optional. Returns Nothing.   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.selectAll()  Flash MX 2004. Usage library.selectAll([bSelectAll])  bSelectAll&#160;A Boolean value that specifies whether to select or deselect all items in the library. Omit this parameter or use the default value of true to select all the items in the library; false deselects all library items. This parameter is optional. Returns Nothing.   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.selectAll()  Flash MX 2004. Usage library.selectAll([bSelectAll])  bSelectAll&#160;A Boolean value that specifies whether to select or deselect all items in the library. Omit this parameter or use the default value of true to select all the items in the library; false deselects all library items. This parameter is optional. Returns Nothing.   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.selectAll()  Flash MX 2004. Usage library.selectAll([bSelectAll])  bSelectAll&#160;A Boolean value that specifies whether to select or deselect all items in the library. Omit this parameter or use the default value of true to select all the items in the library; false deselects all library items. This parameter is optional. Returns Nothing.   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( " />
<page href="00004286.html" title="library.selectItem()" text="library.selectItem()  Flash MX 2004. Usage library.selectItem(namePath [, bReplaceCurrentSelection [, bSelect]])  namePath&#160;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.  bReplaceCurrentSelection&#160;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. bSelect&#160;A Boolean value that specifies whether to select or deselect an item. The default value is true (select). This parameter is optional. Returns 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&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot; The following example extends what is currently selected in the library to include symbol&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, false  The following example deselects symbol&#160;1 inside untitled&#160;folder&#160;1 and does not change other selected items:  fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, true, false library.selectItem()  Flash MX 2004. Usage library.selectItem(namePath [, bReplaceCurrentSelection [, bSelect]])  namePath&#160;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.  bReplaceCurrentSelection&#160;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. bSelect&#160;A Boolean value that specifies whether to select or deselect an item. The default value is true (select). This parameter is optional. Returns 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&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot; The following example extends what is currently selected in the library to include symbol&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, false  The following example deselects symbol&#160;1 inside untitled&#160;folder&#160;1 and does not change other selected items:  fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, true, false library.selectItem()  Flash MX 2004. Usage library.selectItem(namePath [, bReplaceCurrentSelection [, bSelect]])  namePath&#160;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.  bReplaceCurrentSelection&#160;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. bSelect&#160;A Boolean value that specifies whether to select or deselect an item. The default value is true (select). This parameter is optional. Returns 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&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot; The following example extends what is currently selected in the library to include symbol&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, false  The following example deselects symbol&#160;1 inside untitled&#160;folder&#160;1 and does not change other selected items:  fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, true, false library.selectItem()  Flash MX 2004. Usage library.selectItem(namePath [, bReplaceCurrentSelection [, bSelect]])  namePath&#160;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.  bReplaceCurrentSelection&#160;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. bSelect&#160;A Boolean value that specifies whether to select or deselect an item. The default value is true (select). This parameter is optional. Returns 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&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot; The following example extends what is currently selected in the library to include symbol&#160;1 inside untitled&#160;folder&#160;1: fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, false  The following example deselects symbol&#160;1 inside untitled&#160;folder&#160;1 and does not change other selected items:  fl.getDocumentDOM().library.selectItem(&quot;untitled Folder_1/Symbol_1&quot;, true, false " />
<page href="00004287.html" title="library.selectNone()" text="library.selectNone()  Flash MX 2004.  library.selectNone()  None.  Returns Nothing.   Method; deselects all the library items.  The following examples deselect all the items in the library:  fl.getDocumentDOM().library.selectNone( fl.getDocumentDOM().library.selectAll(false library.selectNone()  Flash MX 2004.  library.selectNone()  None.  Returns Nothing.   Method; deselects all the library items.  The following examples deselect all the items in the library:  fl.getDocumentDOM().library.selectNone( fl.getDocumentDOM().library.selectAll(false library.selectNone()  Flash MX 2004.  library.selectNone()  None.  Returns Nothing.   Method; deselects all the library items.  The following examples deselect all the items in the library:  fl.getDocumentDOM().library.selectNone( fl.getDocumentDOM().library.selectAll(false library.selectNone()  Flash MX 2004.  library.selectNone()  None.  Returns Nothing.   Method; deselects all the library items.  The following examples deselect all the items in the library:  fl.getDocumentDOM().library.selectNone( fl.getDocumentDOM().library.selectAll(false " />
<page href="00004288.html" title="library.setItemProperty()" text="library.setItemProperty()  Flash MX 2004. Usage library.setItemProperty(property, value)  property&#160;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. value&#160;The value to assign to the specified property. Returns Nothing.   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. fl.getDocumentDOM().library.setItemProperty(&quot;symbolType&quot;, &quot;button&quot;  library.setItemProperty()  Flash MX 2004. Usage library.setItemProperty(property, value)  property&#160;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. value&#160;The value to assign to the specified property. Returns Nothing.   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. fl.getDocumentDOM().library.setItemProperty(&quot;symbolType&quot;, &quot;button&quot;  library.setItemProperty()  Flash MX 2004. Usage library.setItemProperty(property, value)  property&#160;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. value&#160;The value to assign to the specified property. Returns Nothing.   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. fl.getDocumentDOM().library.setItemProperty(&quot;symbolType&quot;, &quot;button&quot;  library.setItemProperty()  Flash MX 2004. Usage library.setItemProperty(property, value)  property&#160;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. value&#160;The value to assign to the specified property. Returns Nothing.   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. fl.getDocumentDOM().library.setItemProperty(&quot;symbolType&quot;, &quot;button&quot;  " />
<page href="00004289.html" title="library.updateItem()" text="library.updateItem()  Flash MX 2004. Usage library.updateItem([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. This is the same as right-clicking on an item and selecting Update from the menu in the user interface. If no name is provided, the current selection is updated. This parameter is optional. Returns A Boolean value: true if Flash updated the item successfully; false otherwise.   Method; updates the specified item.   The following example displays a dialog box that shows whether the currently selected item is updated (true) or not (false):  alert(fl.getDocumentDOM().library.updateItem()  library.updateItem()  Flash MX 2004. Usage library.updateItem([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. This is the same as right-clicking on an item and selecting Update from the menu in the user interface. If no name is provided, the current selection is updated. This parameter is optional. Returns A Boolean value: true if Flash updated the item successfully; false otherwise.   Method; updates the specified item.   The following example displays a dialog box that shows whether the currently selected item is updated (true) or not (false):  alert(fl.getDocumentDOM().library.updateItem()  library.updateItem()  Flash MX 2004. Usage library.updateItem([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. This is the same as right-clicking on an item and selecting Update from the menu in the user interface. If no name is provided, the current selection is updated. This parameter is optional. Returns A Boolean value: true if Flash updated the item successfully; false otherwise.   Method; updates the specified item.   The following example displays a dialog box that shows whether the currently selected item is updated (true) or not (false):  alert(fl.getDocumentDOM().library.updateItem()  library.updateItem()  Flash MX 2004. Usage library.updateItem([namePath])  namePath&#160;A string that specifies the name of the item. If the item is in a folder, specify its name and path using slash notation. This is the same as right-clicking on an item and selecting Update from the menu in the user interface. If no name is provided, the current selection is updated. This parameter is optional. Returns A Boolean value: true if Flash updated the item successfully; false otherwise.   Method; updates the specified item.   The following example displays a dialog box that shows whether the currently selected item is updated (true) or not (false):  alert(fl.getDocumentDOM().library.updateItem()  " />
<page href="00004290.html" title="Math object" text="Math object  Flash MX 2004.  The Math object is available as a read-only property of the flash object; see fl.Math. This object provides methods that perform common mathematical operations. Method summary for the Math object The following methods are available for the Math object: Method Description Math.concatMatrix() Performs a matrix concatenation and returns the result.  Math.invertMatrix() Returns the inverse of the specified matrix.  Math.pointDistance() Computes the distance between two points. Math object  Flash MX 2004.  The Math object is available as a read-only property of the flash object; see fl.Math. This object provides methods that perform common mathematical operations. Method summary for the Math object The following methods are available for the Math object: Method Description Math.concatMatrix() Performs a matrix concatenation and returns the result.  Math.invertMatrix() Returns the inverse of the specified matrix.  Math.pointDistance() Computes the distance between two points. Math object  Flash MX 2004.  The Math object is available as a read-only property of the flash object; see fl.Math. This object provides methods that perform common mathematical operations. Method summary for the Math object The following methods are available for the Math object: Method Description Math.concatMatrix() Performs a matrix concatenation and returns the result.  Math.invertMatrix() Returns the inverse of the specified matrix.  Math.pointDistance() Computes the distance between two points. Math object  Flash MX 2004.  The Math object is available as a read-only property of the flash object; see fl.Math. This object provides methods that perform common mathematical operations. Method summary for the Math object The following methods are available for the Math object: " />
<page href="00004291.html" title="Math.concatMatrix()" text="Math.concatMatrix()  Flash MX 2004. Usage Math.concatMatrix(mat1, mat2)  mat1 and mat2&#160;Specify the Matrix objects to be concatenated (see Matrix object). Each parameter must be an object with fields a, b, c, d, tx, and ty. Returns A concatenated object matrix.  Method; performs a matrix concatenation and returns the result.   The following example stores the currently selected object in the elt variable, multiplies the object matrix by the view matrix, and stores that value in the mat variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = fl.Math.concatMatrix( elt.matrix , fl.getDocumentDOM().viewMatrix  Math.concatMatrix()  Flash MX 2004. Usage Math.concatMatrix(mat1, mat2)  mat1 and mat2&#160;Specify the Matrix objects to be concatenated (see Matrix object). Each parameter must be an object with fields a, b, c, d, tx, and ty. Returns A concatenated object matrix.  Method; performs a matrix concatenation and returns the result.   The following example stores the currently selected object in the elt variable, multiplies the object matrix by the view matrix, and stores that value in the mat variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = fl.Math.concatMatrix( elt.matrix , fl.getDocumentDOM().viewMatrix  Math.concatMatrix()  Flash MX 2004. Usage Math.concatMatrix(mat1, mat2)  mat1 and mat2&#160;Specify the Matrix objects to be concatenated (see Matrix object). Each parameter must be an object with fields a, b, c, d, tx, and ty. Returns A concatenated object matrix.  Method; performs a matrix concatenation and returns the result.   The following example stores the currently selected object in the elt variable, multiplies the object matrix by the view matrix, and stores that value in the mat variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = fl.Math.concatMatrix( elt.matrix , fl.getDocumentDOM().viewMatrix  Math.concatMatrix()  Flash MX 2004. Usage Math.concatMatrix(mat1, mat2)  mat1 and mat2&#160;Specify the Matrix objects to be concatenated (see Matrix object). Each parameter must be an object with fields a, b, c, d, tx, and ty. Returns A concatenated object matrix.  Method; performs a matrix concatenation and returns the result.   The following example stores the currently selected object in the elt variable, multiplies the object matrix by the view matrix, and stores that value in the mat variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = fl.Math.concatMatrix( elt.matrix , fl.getDocumentDOM().viewMatrix  " />
<page href="00004292.html" title="Math.invertMatrix()" text="Math.invertMatrix()  Flash MX 2004. Usage Math.invertMatrix(mat)  mat&#160;Indicates the Matrix object to invert (see Matrix object). It must have the following fields: a, b, c, d, tx, and&#160;ty.  Returns A Matrix object that is the inverse of the original matrix.  Method; returns the inverse of the specified matrix.   The following example stores the currently selected object in the elt variable, assigns that matrix to the mat variable, and stores the inverse of the matrix in the inv variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = elt.matrix;  var inv = fl.Math.invertMatrix( mat  Math.invertMatrix()  Flash MX 2004. Usage Math.invertMatrix(mat)  mat&#160;Indicates the Matrix object to invert (see Matrix object). It must have the following fields: a, b, c, d, tx, and&#160;ty.  Returns A Matrix object that is the inverse of the original matrix.  Method; returns the inverse of the specified matrix.   The following example stores the currently selected object in the elt variable, assigns that matrix to the mat variable, and stores the inverse of the matrix in the inv variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = elt.matrix;  var inv = fl.Math.invertMatrix( mat  Math.invertMatrix()  Flash MX 2004. Usage Math.invertMatrix(mat)  mat&#160;Indicates the Matrix object to invert (see Matrix object). It must have the following fields: a, b, c, d, tx, and&#160;ty.  Returns A Matrix object that is the inverse of the original matrix.  Method; returns the inverse of the specified matrix.   The following example stores the currently selected object in the elt variable, assigns that matrix to the mat variable, and stores the inverse of the matrix in the inv variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = elt.matrix;  var inv = fl.Math.invertMatrix( mat  Math.invertMatrix()  Flash MX 2004. Usage Math.invertMatrix(mat)  mat&#160;Indicates the Matrix object to invert (see Matrix object). It must have the following fields: a, b, c, d, tx, and&#160;ty.  Returns A Matrix object that is the inverse of the original matrix.  Method; returns the inverse of the specified matrix.   The following example stores the currently selected object in the elt variable, assigns that matrix to the mat variable, and stores the inverse of the matrix in the inv variable:  var elt = fl.getDocumentDOM().selection[0]; var mat = elt.matrix;  var inv = fl.Math.invertMatrix( mat  " />
<page href="00004293.html" title="Math.pointDistance()" text="Math.pointDistance()  Flash MX 2004. Usage Math.pointDistance(pt1, pt2)  pt1 and pt2&#160;Specify the points between which distance is measured. Returns A floating-point value that represents the distance between the points.   Method; computes the distance between two points.   The following example stores the value for the distance between pt1 and pt2 in the dist variable:  var pt1 = {x:10, y:20} var pt2 = {x:100, y:200} var dist = fl.Math.pointDistance(pt1, pt2  Math.pointDistance()  Flash MX 2004. Usage Math.pointDistance(pt1, pt2)  pt1 and pt2&#160;Specify the points between which distance is measured. Returns A floating-point value that represents the distance between the points.   Method; computes the distance between two points.   The following example stores the value for the distance between pt1 and pt2 in the dist variable:  var pt1 = {x:10, y:20} var pt2 = {x:100, y:200} var dist = fl.Math.pointDistance(pt1, pt2  Math.pointDistance()  Flash MX 2004. Usage Math.pointDistance(pt1, pt2)  pt1 and pt2&#160;Specify the points between which distance is measured. Returns A floating-point value that represents the distance between the points.   Method; computes the distance between two points.   The following example stores the value for the distance between pt1 and pt2 in the dist variable:  var pt1 = {x:10, y:20} var pt2 = {x:100, y:200} var dist = fl.Math.pointDistance(pt1, pt2  Math.pointDistance()  Flash MX 2004. Usage Math.pointDistance(pt1, pt2)  pt1 and pt2&#160;Specify the points between which distance is measured. Returns A floating-point value that represents the distance between the points.   Method; computes the distance between two points.   The following example stores the value for the distance between pt1 and pt2 in the dist variable:  var pt1 = {x:10, y:20} var pt2 = {x:100, y:200} var dist = fl.Math.pointDistance(pt1, pt2  " />
<page href="00004294.html" title="Matrix object" text="Matrix object  Flash MX 2004.  The Matrix object represents a transformation matrix.  Property summary for the Matrix object The following properties are available for the Matrix object: Property Description matrix.a A floating-point value that specifies the (0,0) element in the transformation matrix. matrix.b A floating-point value that specifies the (0,1) element in the matrix.  matrix.c A floating-point value that specifies the (1,0) element in the matrix.  matrix.d A floating-point value that specifies the (1,1) element in the matrix.  matrix.tx A floating-point value that specifies the x-axis location of a symbol's registration point or the center of a shape. matrix.ty A floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape.  Matrix object  Flash MX 2004.  The Matrix object represents a transformation matrix.  Property summary for the Matrix object The following properties are available for the Matrix object: Property Description matrix.a A floating-point value that specifies the (0,0) element in the transformation matrix. matrix.b A floating-point value that specifies the (0,1) element in the matrix.  matrix.c A floating-point value that specifies the (1,0) element in the matrix.  matrix.d A floating-point value that specifies the (1,1) element in the matrix.  matrix.tx A floating-point value that specifies the x-axis location of a symbol's registration point or the center of a shape. matrix.ty A floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape.  Matrix object  Flash MX 2004.  The Matrix object represents a transformation matrix.  Property summary for the Matrix object The following properties are available for the Matrix object: Property Description matrix.a A floating-point value that specifies the (0,0) element in the transformation matrix. matrix.b A floating-point value that specifies the (0,1) element in the matrix.  matrix.c A floating-point value that specifies the (1,0) element in the matrix.  matrix.d A floating-point value that specifies the (1,1) element in the matrix.  matrix.tx A floating-point value that specifies the x-axis location of a symbol's registration point or the center of a shape. matrix.ty A floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape.  Matrix object  Flash MX 2004.  The Matrix object represents a transformation matrix.  Property summary for the Matrix object The following properties are available for the Matrix object: " />
<page href="00004295.html" title="matrix.a" text="matrix.a  Flash MX 2004.  matrix.a  Property; a floating-point value that specifies the (0,0) element in the transformation matrix. This value represents the scale factor of the object's x-axis.   The a and d properties in a matrix represent scaling. In the following example, the values are set to&#160;2 and&#160;3, respectively, to scale the selected object to two times its width and three times its height: var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 2; mat.d = 3; fl.getDocumentDOM().selection[0].matrix = mat; You can rotate an object by setting the a, b, c, and d matrix properties relative to one another, where a = d and b = -c. For example, values of 0.5, 0.8, -0.8, and 0.5 rotate the object 60º:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.5; mat.b = 0.8; mat.c = 0.8*(-1 mat.d = 0.5; fl.getDocumentDOM().selection[0].matrix = mat; You can set a = d = 1 and c = b = 0 to reset the object back to its original shape. matrix.a  Flash MX 2004.  matrix.a  Property; a floating-point value that specifies the (0,0) element in the transformation matrix. This value represents the scale factor of the object's x-axis.   The a and d properties in a matrix represent scaling. In the following example, the values are set to&#160;2 and&#160;3, respectively, to scale the selected object to two times its width and three times its height: var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 2; mat.d = 3; fl.getDocumentDOM().selection[0].matrix = mat; You can rotate an object by setting the a, b, c, and d matrix properties relative to one another, where a = d and b = -c. For example, values of 0.5, 0.8, -0.8, and 0.5 rotate the object 60º:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.5; mat.b = 0.8; mat.c = 0.8*(-1 mat.d = 0.5; fl.getDocumentDOM().selection[0].matrix = mat; You can set a = d = 1 and c = b = 0 to reset the object back to its original shape. matrix.a  Flash MX 2004.  matrix.a  Property; a floating-point value that specifies the (0,0) element in the transformation matrix. This value represents the scale factor of the object's x-axis.   The a and d properties in a matrix represent scaling. In the following example, the values are set to&#160;2 and&#160;3, respectively, to scale the selected object to two times its width and three times its height: var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 2; mat.d = 3; fl.getDocumentDOM().selection[0].matrix = mat; You can rotate an object by setting the a, b, c, and d matrix properties relative to one another, where a = d and b = -c. For example, values of 0.5, 0.8, -0.8, and 0.5 rotate the object 60º:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.5; mat.b = 0.8; mat.c = 0.8*(-1 mat.d = 0.5; fl.getDocumentDOM().selection[0].matrix = mat; You can set a = d = 1 and c = b = 0 to reset the object back to its original shape. matrix.a  Flash MX 2004.  matrix.a  Property; a floating-point value that specifies the (0,0) element in the transformation matrix. This value represents the scale factor of the object's x-axis.   The a and d properties in a matrix represent scaling. In the following example, the values are set to&#160;2 and&#160;3, respectively, to scale the selected object to two times its width and three times its height: var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 2; mat.d = 3; fl.getDocumentDOM().selection[0].matrix = mat; You can rotate an object by setting the a, b, c, and d matrix properties relative to one another, where a = d and b = -c. For example, values of 0.5, 0.8, -0.8, and 0.5 rotate the object 60º:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.a = 0.5; mat.b = 0.8; mat.c = 0.8*(-1 mat.d = 0.5; fl.getDocumentDOM().selection[0].matrix = mat; You can set a = d = 1 and c = b = 0 to reset the object back to its original shape. " />
<page href="00004296.html" title="matrix.b" text="matrix.b  Flash MX 2004.  matrix.b  Property; a floating-point value that specifies the (0,1) element in the matrix. This value represents the vertical skew of a shape; it causes Flash to move the shape's right edge along the vertical axis.  The matrix.b and matrix.c properties in a matrix represent skewing (see matrix.c).   In the following example, you can set b and c to -1 and 0, respectively; these settings skew the object at a 45º vertical angle: var mat = fl.getDocumentDOM().selection[0].matrix; mat.b = -1; mat.c = 0; fl.getDocumentDOM().selection[0].matrix = mat; To skew the object back to its original shape, you can set b and c to 0. See also the matrix.a example. matrix.b  Flash MX 2004.  matrix.b  Property; a floating-point value that specifies the (0,1) element in the matrix. This value represents the vertical skew of a shape; it causes Flash to move the shape's right edge along the vertical axis.  The matrix.b and matrix.c properties in a matrix represent skewing (see matrix.c).   In the following example, you can set b and c to -1 and 0, respectively; these settings skew the object at a 45º vertical angle: var mat = fl.getDocumentDOM().selection[0].matrix; mat.b = -1; mat.c = 0; fl.getDocumentDOM().selection[0].matrix = mat; To skew the object back to its original shape, you can set b and c to 0. See also the matrix.a example. matrix.b  Flash MX 2004.  matrix.b  Property; a floating-point value that specifies the (0,1) element in the matrix. This value represents the vertical skew of a shape; it causes Flash to move the shape's right edge along the vertical axis.  The matrix.b and matrix.c properties in a matrix represent skewing (see matrix.c).   In the following example, you can set b and c to -1 and 0, respectively; these settings skew the object at a 45º vertical angle: var mat = fl.getDocumentDOM().selection[0].matrix; mat.b = -1; mat.c = 0; fl.getDocumentDOM().selection[0].matrix = mat; To skew the object back to its original shape, you can set b and c to 0. See also the matrix.a example. matrix.b  Flash MX 2004.  matrix.b  Property; a floating-point value that specifies the (0,1) element in the matrix. This value represents the vertical skew of a shape; it causes Flash to move the shape's right edge along the vertical axis.  The matrix.b and matrix.c properties in a matrix represent skewing (see matrix.c).   In the following example, you can set b and c to -1 and 0, respectively; these settings skew the object at a 45º vertical angle: var mat = fl.getDocumentDOM().selection[0].matrix; mat.b = -1; mat.c = 0; fl.getDocumentDOM().selection[0].matrix = mat; To skew the object back to its original shape, you can set b and c to 0. See also the matrix.a example. " />
<page href="00004297.html" title="matrix.c" text="matrix.c  Flash MX 2004.  matrix.c  Property; a floating-point value that specifies the (1,0) element in the matrix. This value causes Flash to skew the object by moving its bottom edge along a horizontal axis.  The matrix.b and matrix.c properties in a matrix represent skewing.  See the matrix.b example. matrix.c  Flash MX 2004.  matrix.c  Property; a floating-point value that specifies the (1,0) element in the matrix. This value causes Flash to skew the object by moving its bottom edge along a horizontal axis.  The matrix.b and matrix.c properties in a matrix represent skewing.  See the matrix.b example. matrix.c  Flash MX 2004.  matrix.c  Property; a floating-point value that specifies the (1,0) element in the matrix. This value causes Flash to skew the object by moving its bottom edge along a horizontal axis.  The matrix.b and matrix.c properties in a matrix represent skewing.  See the matrix.b example. matrix.c  Flash MX 2004.  matrix.c  Property; a floating-point value that specifies the (1,0) element in the matrix. This value causes Flash to skew the object by moving its bottom edge along a horizontal axis.  The matrix.b and matrix.c properties in a matrix represent skewing.  See the matrix.b example. " />
<page href="00004298.html" title="matrix.d" text="matrix.d  Flash MX 2004.  matrix.d  Property; a floating-point value that specifies the (1,1) element in the matrix. This value represents the scale factor of the object's y-axis.   See the matrix.a example. matrix.d  Flash MX 2004.  matrix.d  Property; a floating-point value that specifies the (1,1) element in the matrix. This value represents the scale factor of the object's y-axis.   See the matrix.a example. matrix.d  Flash MX 2004.  matrix.d  Property; a floating-point value that specifies the (1,1) element in the matrix. This value represents the scale factor of the object's y-axis.   See the matrix.a example. matrix.d  Flash MX 2004.  matrix.d  Property; a floating-point value that specifies the (1,1) element in the matrix. This value represents the scale factor of the object's y-axis.   See the matrix.a example. " />
<page href="00004299.html" title="matrix.tx" text="matrix.tx  Flash MX 2004.  matrix.tx  Property; a floating-point value that specifies the x-axis location of a symbol's registration point (also origin point or zero point) or the center of a shape. It defines the x translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties (see matrix.ty).  In the following example, setting tx and ty to 0 moves the registration point of the object to point 0,0 in the document:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.tx = 0; mat.ty = 0; fl.getDocumentDOM().selection[0].matrix = mat; matrix.tx  Flash MX 2004.  matrix.tx  Property; a floating-point value that specifies the x-axis location of a symbol's registration point (also origin point or zero point) or the center of a shape. It defines the x translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties (see matrix.ty).  In the following example, setting tx and ty to 0 moves the registration point of the object to point 0,0 in the document:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.tx = 0; mat.ty = 0; fl.getDocumentDOM().selection[0].matrix = mat; matrix.tx  Flash MX 2004.  matrix.tx  Property; a floating-point value that specifies the x-axis location of a symbol's registration point (also origin point or zero point) or the center of a shape. It defines the x translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties (see matrix.ty).  In the following example, setting tx and ty to 0 moves the registration point of the object to point 0,0 in the document:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.tx = 0; mat.ty = 0; fl.getDocumentDOM().selection[0].matrix = mat; matrix.tx  Flash MX 2004.  matrix.tx  Property; a floating-point value that specifies the x-axis location of a symbol's registration point (also origin point or zero point) or the center of a shape. It defines the x translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties (see matrix.ty).  In the following example, setting tx and ty to 0 moves the registration point of the object to point 0,0 in the document:  var mat = fl.getDocumentDOM().selection[0].matrix; mat.tx = 0; mat.ty = 0; fl.getDocumentDOM().selection[0].matrix = mat; " />
<page href="00004300.html" title="matrix.ty" text="matrix.ty  Flash MX 2004.  matrix.ty  Property; a floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape. It defines the y translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties.  See the matrix.tx example. matrix.ty  Flash MX 2004.  matrix.ty  Property; a floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape. It defines the y translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties.  See the matrix.tx example. matrix.ty  Flash MX 2004.  matrix.ty  Property; a floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape. It defines the y translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties.  See the matrix.tx example. matrix.ty  Flash MX 2004.  matrix.ty  Property; a floating-point value that specifies the y-axis location of a symbol's registration point or the center of a shape. It defines the y translation of the transformation.  You can move an object by setting the matrix.tx and matrix.ty properties.  See the matrix.tx example. " />
<page href="00004301.html" title="outputPanel object" text="outputPanel object  Flash MX 2004.  This object represents the Output panel, which displays troubleshooting information such as syntax errors. To access this object, use fl.outputPanel (or flash.outputPanel). See fl.outputPanel. Method summary for the outputPanel object The outputPanel object uses the following methods: Method Description outputPanel.clear() Clears the contents of the Output panel. outputPanel.save() Saves the contents of the Output panel to a local text file. outputPanel.trace() Adds a line to the contents of the Output panel, terminated by a new&#160;line. outputPanel object  Flash MX 2004.  This object represents the Output panel, which displays troubleshooting information such as syntax errors. To access this object, use fl.outputPanel (or flash.outputPanel). See fl.outputPanel. Method summary for the outputPanel object The outputPanel object uses the following methods: Method Description outputPanel.clear() Clears the contents of the Output panel. outputPanel.save() Saves the contents of the Output panel to a local text file. outputPanel.trace() Adds a line to the contents of the Output panel, terminated by a new&#160;line. outputPanel object  Flash MX 2004.  This object represents the Output panel, which displays troubleshooting information such as syntax errors. To access this object, use fl.outputPanel (or flash.outputPanel). See fl.outputPanel. Method summary for the outputPanel object The outputPanel object uses the following methods: Method Description outputPanel.clear() Clears the contents of the Output panel. outputPanel.save() Saves the contents of the Output panel to a local text file. outputPanel.trace() Adds a line to the contents of the Output panel, terminated by a new&#160;line. outputPanel object  Flash MX 2004.  This object represents the Output panel, which displays troubleshooting information such as syntax errors. To access this object, use fl.outputPanel (or flash.outputPanel). See fl.outputPanel. Method summary for the outputPanel object The outputPanel object uses the following methods: " />
<page href="00004302.html" title="outputPanel.clear()" text="outputPanel.clear()  Flash MX 2004. Usage outputPanel.clear()  None.  Returns  Nothing.   Method; clears the contents of the Output panel. You can use this method in a batch processing application to clear a list of errors, or to save them incrementally by using this method with outputPanel.save().  The following example clears the current contents of the Output panel: fl.outputPanel.clear(  outputPanel.clear()  Flash MX 2004. Usage outputPanel.clear()  None.  Returns  Nothing.   Method; clears the contents of the Output panel. You can use this method in a batch processing application to clear a list of errors, or to save them incrementally by using this method with outputPanel.save().  The following example clears the current contents of the Output panel: fl.outputPanel.clear(  outputPanel.clear()  Flash MX 2004. Usage outputPanel.clear()  None.  Returns  Nothing.   Method; clears the contents of the Output panel. You can use this method in a batch processing application to clear a list of errors, or to save them incrementally by using this method with outputPanel.save().  The following example clears the current contents of the Output panel: fl.outputPanel.clear(  outputPanel.clear()  Flash MX 2004. Usage outputPanel.clear()  None.  Returns  Nothing.   Method; clears the contents of the Output panel. You can use this method in a batch processing application to clear a list of errors, or to save them incrementally by using this method with outputPanel.save().  The following example clears the current contents of the Output panel: fl.outputPanel.clear(  " />
<page href="00004303.html" title="outputPanel.save()" text="outputPanel.save()  Flash MX 2004; bUseSystemEncoding parameter added in Flash 8.  Usage outputPanel.save(fileURI [, bAppendToFile [ , bUseSystemEncoding]])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies the local file to contain the contents of the Output panel. bAppendToFile &#160;An optional Boolean value. If true, it appends the Output panel's contents to the output file, and if false, the method overwrites the output file if it already exists. The default value is false.  bUseSystemEncoding &#160;An optional Boolean value. If true, it saves the Output panel text using the system encoding; if false, it saves the Output panel text using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Returns Nothing.   Method; saves the contents of the Output panel to a local text file, either by overwriting the file or by appending to it.  If fileURI is invalid or unspecified, an error is reported.  This method is useful for batch processing. For example, you can create a JSFL file that compiles several components. Any compile errors appear in the Output panel, and you can use this method to save the resulting errors to a text file, which can be automatically parsed by the build system in use.  The following example saves the Output panel's contents to the batch.log file in the /tests folder, overwriting the batch.log file if it already exists: fl.outputPanel.save(&quot;file:///c|/tests/batch.log&quot;  outputPanel.save()  Flash MX 2004; bUseSystemEncoding parameter added in Flash 8.  Usage outputPanel.save(fileURI [, bAppendToFile [ , bUseSystemEncoding]])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies the local file to contain the contents of the Output panel. bAppendToFile &#160;An optional Boolean value. If true, it appends the Output panel's contents to the output file, and if false, the method overwrites the output file if it already exists. The default value is false.  bUseSystemEncoding &#160;An optional Boolean value. If true, it saves the Output panel text using the system encoding; if false, it saves the Output panel text using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Returns Nothing.   Method; saves the contents of the Output panel to a local text file, either by overwriting the file or by appending to it.  If fileURI is invalid or unspecified, an error is reported.  This method is useful for batch processing. For example, you can create a JSFL file that compiles several components. Any compile errors appear in the Output panel, and you can use this method to save the resulting errors to a text file, which can be automatically parsed by the build system in use.  The following example saves the Output panel's contents to the batch.log file in the /tests folder, overwriting the batch.log file if it already exists: fl.outputPanel.save(&quot;file:///c|/tests/batch.log&quot;  outputPanel.save()  Flash MX 2004; bUseSystemEncoding parameter added in Flash 8.  Usage outputPanel.save(fileURI [, bAppendToFile [ , bUseSystemEncoding]])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies the local file to contain the contents of the Output panel. bAppendToFile &#160;An optional Boolean value. If true, it appends the Output panel's contents to the output file, and if false, the method overwrites the output file if it already exists. The default value is false.  bUseSystemEncoding &#160;An optional Boolean value. If true, it saves the Output panel text using the system encoding; if false, it saves the Output panel text using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Returns Nothing.   Method; saves the contents of the Output panel to a local text file, either by overwriting the file or by appending to it.  If fileURI is invalid or unspecified, an error is reported.  This method is useful for batch processing. For example, you can create a JSFL file that compiles several components. Any compile errors appear in the Output panel, and you can use this method to save the resulting errors to a text file, which can be automatically parsed by the build system in use.  The following example saves the Output panel's contents to the batch.log file in the /tests folder, overwriting the batch.log file if it already exists: fl.outputPanel.save(&quot;file:///c|/tests/batch.log&quot;  outputPanel.save()  Flash MX 2004; bUseSystemEncoding parameter added in Flash 8.  Usage outputPanel.save(fileURI [, bAppendToFile [ , bUseSystemEncoding]])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies the local file to contain the contents of the Output panel. bAppendToFile &#160;An optional Boolean value. If true, it appends the Output panel's contents to the output file, and if false, the method overwrites the output file if it already exists. The default value is false.  bUseSystemEncoding &#160;An optional Boolean value. If true, it saves the Output panel text using the system encoding; if false, it saves the Output panel text using UTF-8 encoding, with Byte Order Mark characters at the beginning of the text. The default value is false.  Returns Nothing.   Method; saves the contents of the Output panel to a local text file, either by overwriting the file or by appending to it.  If fileURI is invalid or unspecified, an error is reported.  This method is useful for batch processing. For example, you can create a JSFL file that compiles several components. Any compile errors appear in the Output panel, and you can use this method to save the resulting errors to a text file, which can be automatically parsed by the build system in use.  The following example saves the Output panel's contents to the batch.log file in the /tests folder, overwriting the batch.log file if it already exists: fl.outputPanel.save(&quot;file:///c|/tests/batch.log&quot;  " />
<page href="00004304.html" title="outputPanel.trace()" text="outputPanel.trace()  Flash MX 2004. Usage outputPanel.trace(message)  message &#160;A string that contains the text to add to the Output panel.  Returns  Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to fl.trace(), and works in the same way as the trace() statement in ActionScript. To send a blank line, use outputPanel.trace(&quot;&quot;) or outputPanel.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.outputPanel.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.outputPanel.trace(&quot; nI have a &quot; + myPet fl.outputPanel.trace(&quot;&quot; fl.outputPanel.trace(&quot;I love my &quot; + myPet fl.outputPanel.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot;  outputPanel.trace()  Flash MX 2004. Usage outputPanel.trace(message)  message &#160;A string that contains the text to add to the Output panel.  Returns  Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to fl.trace(), and works in the same way as the trace() statement in ActionScript. To send a blank line, use outputPanel.trace(&quot;&quot;) or outputPanel.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.outputPanel.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.outputPanel.trace(&quot; nI have a &quot; + myPet fl.outputPanel.trace(&quot;&quot; fl.outputPanel.trace(&quot;I love my &quot; + myPet fl.outputPanel.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot;  outputPanel.trace()  Flash MX 2004. Usage outputPanel.trace(message)  message &#160;A string that contains the text to add to the Output panel.  Returns  Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to fl.trace(), and works in the same way as the trace() statement in ActionScript. To send a blank line, use outputPanel.trace(&quot;&quot;) or outputPanel.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.outputPanel.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.outputPanel.trace(&quot; nI have a &quot; + myPet fl.outputPanel.trace(&quot;&quot; fl.outputPanel.trace(&quot;I love my &quot; + myPet fl.outputPanel.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot;  outputPanel.trace()  Flash MX 2004. Usage outputPanel.trace(message)  message &#160;A string that contains the text to add to the Output panel.  Returns  Nothing.   Method; sends a text string to the Output panel, terminated by a new line, and displays the Output panel if it is not already visible. This method is identical to fl.trace(), and works in the same way as the trace() statement in ActionScript. To send a blank line, use outputPanel.trace(&quot;&quot;) or outputPanel.trace(&quot; n&quot;). You can use the latter command inline, making n a part of the message string.  The following example displays several lines of text in the Output panel: fl.outputPanel.clear( fl.outputPanel.trace(&quot;Hello World!!!&quot; var myPet = &quot;cat&quot;; fl.outputPanel.trace(&quot; nI have a &quot; + myPet fl.outputPanel.trace(&quot;&quot; fl.outputPanel.trace(&quot;I love my &quot; + myPet fl.outputPanel.trace(&quot;Do you have a &quot; + myPet +&quot;?&quot;  " />
<page href="00004305.html" title="Oval object" text="Oval object Inheritance&#160;Element object &gt; Shape object &gt; Oval object  Flash CS3 Professional.  The Oval object is a shape that is drawn using the Oval Primitive tool. To determine if an item is an Oval object, use shape.isOvalObject. Property summary for the Oval object In addition to the Shape object properties, you can use the following properties with the Oval object. To set the properties of an Oval object, use document.setOvalObjectProperty(). Property Description OvalObject.closePath  Read-only; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. OvalObject.endAngle  Read-only; a float value that specifies the end angle of the Oval object. OvalObject.innerRadius  Read-only; a float value that specifies the inner radius of the Oval object as a percentage.  OvalObject.startAngle  Read-only; a float value that specifies the start angle of the Oval object.  Oval object Inheritance&#160;Element object &gt; Shape object &gt; Oval object  Flash CS3 Professional.  The Oval object is a shape that is drawn using the Oval Primitive tool. To determine if an item is an Oval object, use shape.isOvalObject. Property summary for the Oval object In addition to the Shape object properties, you can use the following properties with the Oval object. To set the properties of an Oval object, use document.setOvalObjectProperty(). Property Description OvalObject.closePath  Read-only; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. OvalObject.endAngle  Read-only; a float value that specifies the end angle of the Oval object. OvalObject.innerRadius  Read-only; a float value that specifies the inner radius of the Oval object as a percentage.  OvalObject.startAngle  Read-only; a float value that specifies the start angle of the Oval object.  Oval object Inheritance&#160;Element object &gt; Shape object &gt; Oval object  Flash CS3 Professional.  The Oval object is a shape that is drawn using the Oval Primitive tool. To determine if an item is an Oval object, use shape.isOvalObject. Property summary for the Oval object In addition to the Shape object properties, you can use the following properties with the Oval object. To set the properties of an Oval object, use document.setOvalObjectProperty(). Property Description OvalObject.closePath  Read-only; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. OvalObject.endAngle  Read-only; a float value that specifies the end angle of the Oval object. OvalObject.innerRadius  Read-only; a float value that specifies the inner radius of the Oval object as a percentage.  OvalObject.startAngle  Read-only; a float value that specifies the start angle of the Oval object.  Oval object Inheritance&#160;Element object &gt; Shape object &gt; Oval object  Flash CS3 Professional.  The Oval object is a shape that is drawn using the Oval Primitive tool. To determine if an item is an Oval object, use shape.isOvalObject. Property summary for the Oval object In addition to the Shape object properties, you can use the following properties with the Oval object. To set the properties of an Oval object, use document.setOvalObjectProperty(). " />
<page href="00004306.html" title="OvalObject.closePath" text="OvalObject.closePath  Flash CS3 Professional.  OvalObject.closePath  Read-only property; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. If the start angle and end angle values for the object are the same, setting this property has no effect until the values change. To set this value, use document.setOvalObjectProperty().  The following example deselects the OvalObject.closePath property: fl.getDocumentDOM().setOvalObjectProperty(&quot;closePath&quot;,false  document.setOvalObjectProperty(), shape.isOvalObject OvalObject.closePath  Flash CS3 Professional.  OvalObject.closePath  Read-only property; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. If the start angle and end angle values for the object are the same, setting this property has no effect until the values change. To set this value, use document.setOvalObjectProperty().  The following example deselects the OvalObject.closePath property: fl.getDocumentDOM().setOvalObjectProperty(&quot;closePath&quot;,false  document.setOvalObjectProperty(), shape.isOvalObject OvalObject.closePath  Flash CS3 Professional.  OvalObject.closePath  Read-only property; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. If the start angle and end angle values for the object are the same, setting this property has no effect until the values change. To set this value, use document.setOvalObjectProperty().  The following example deselects the OvalObject.closePath property: fl.getDocumentDOM().setOvalObjectProperty(&quot;closePath&quot;,false  document.setOvalObjectProperty(), shape.isOvalObject OvalObject.closePath  Flash CS3 Professional.  OvalObject.closePath  Read-only property; a Boolean value that specifies whether the Close Path check box in the Property inspector is selected. If the start angle and end angle values for the object are the same, setting this property has no effect until the values change. To set this value, use document.setOvalObjectProperty().  The following example deselects the OvalObject.closePath property: fl.getDocumentDOM().setOvalObjectProperty(&quot;closePath&quot;,false  document.setOvalObjectProperty(), shape.isOvalObject " />
<page href="00004307.html" title="OvalObject.endAngle" text="OvalObject.endAngle  Flash CS3 Professional.  OvalObject.endAngle  Read-only property; a float value that specifies the end angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the end angle of selected Oval objects to 270. fl.getDocumentDOM().setOvalObjectProperty(&quot;endAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.startAngle, shape.isOvalObject OvalObject.endAngle  Flash CS3 Professional.  OvalObject.endAngle  Read-only property; a float value that specifies the end angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the end angle of selected Oval objects to 270. fl.getDocumentDOM().setOvalObjectProperty(&quot;endAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.startAngle, shape.isOvalObject OvalObject.endAngle  Flash CS3 Professional.  OvalObject.endAngle  Read-only property; a float value that specifies the end angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the end angle of selected Oval objects to 270. fl.getDocumentDOM().setOvalObjectProperty(&quot;endAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.startAngle, shape.isOvalObject OvalObject.endAngle  Flash CS3 Professional.  OvalObject.endAngle  Read-only property; a float value that specifies the end angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the end angle of selected Oval objects to 270. fl.getDocumentDOM().setOvalObjectProperty(&quot;endAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.startAngle, shape.isOvalObject " />
<page href="00004308.html" title="OvalObject.innerRadius" text="OvalObject.innerRadius  Flash CS3 Professional.  OvalObject.innerRadius  Read-only property; a float value that specifies the inner radius of the Oval object as a percentage. Acceptable values are from&#160;0&#160;to&#160;99. To set this value, use document.setOvalObjectProperty().  The following example sets the inner radius of selected Oval objects to 50&#160;percent:  fl.getDocumentDOM().setOvalObjectProperty(&quot;innerRadius&quot;,50  document.setOvalObjectProperty(), shape.isOvalObject OvalObject.innerRadius  Flash CS3 Professional.  OvalObject.innerRadius  Read-only property; a float value that specifies the inner radius of the Oval object as a percentage. Acceptable values are from&#160;0&#160;to&#160;99. To set this value, use document.setOvalObjectProperty().  The following example sets the inner radius of selected Oval objects to 50&#160;percent:  fl.getDocumentDOM().setOvalObjectProperty(&quot;innerRadius&quot;,50  document.setOvalObjectProperty(), shape.isOvalObject OvalObject.innerRadius  Flash CS3 Professional.  OvalObject.innerRadius  Read-only property; a float value that specifies the inner radius of the Oval object as a percentage. Acceptable values are from&#160;0&#160;to&#160;99. To set this value, use document.setOvalObjectProperty().  The following example sets the inner radius of selected Oval objects to 50&#160;percent:  fl.getDocumentDOM().setOvalObjectProperty(&quot;innerRadius&quot;,50  document.setOvalObjectProperty(), shape.isOvalObject OvalObject.innerRadius  Flash CS3 Professional.  OvalObject.innerRadius  Read-only property; a float value that specifies the inner radius of the Oval object as a percentage. Acceptable values are from&#160;0&#160;to&#160;99. To set this value, use document.setOvalObjectProperty().  The following example sets the inner radius of selected Oval objects to 50&#160;percent:  fl.getDocumentDOM().setOvalObjectProperty(&quot;innerRadius&quot;,50  document.setOvalObjectProperty(), shape.isOvalObject " />
<page href="00004309.html" title="OvalObject.startAngle" text="OvalObject.startAngle  Flash CS3 Professional.  OvalObject.startAngle  Read-only property; a float value that specifies the start angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the start angle of selected Oval objects to 270: fl.getDocumentDOM().setOvalObjectProperty(&quot;startAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.endAngle, shape.isOvalObject  OvalObject.startAngle  Flash CS3 Professional.  OvalObject.startAngle  Read-only property; a float value that specifies the start angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the start angle of selected Oval objects to 270: fl.getDocumentDOM().setOvalObjectProperty(&quot;startAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.endAngle, shape.isOvalObject  OvalObject.startAngle  Flash CS3 Professional.  OvalObject.startAngle  Read-only property; a float value that specifies the start angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the start angle of selected Oval objects to 270: fl.getDocumentDOM().setOvalObjectProperty(&quot;startAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.endAngle, shape.isOvalObject  OvalObject.startAngle  Flash CS3 Professional.  OvalObject.startAngle  Read-only property; a float value that specifies the start angle of the Oval object. Acceptable values are from&#160;0&#160;to&#160;360. To set this value, use document.setOvalObjectProperty().  The following example sets the start angle of selected Oval objects to 270: fl.getDocumentDOM().setOvalObjectProperty(&quot;startAngle&quot;,270  document.setOvalObjectProperty(), OvalObject.endAngle, shape.isOvalObject  " />
<page href="00004310.html" title="Parameter object" text="Parameter object  Flash MX 2004.  The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). See screen.parameters and componentInstance.parameters. Method summary for the Parameter object The following methods are available for the Parameter object: Property summary for the Parameter object The following properties are available for the Parameter object: Property Description parameter.category A string that specifies the category property for the screen parameter or componentInstance parameter.  parameter.listIndex An integer that specifies the value of the selected list item.  parameter.name  Read-only; a string that specifies the name of the parameter.  parameter.value Corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector.  parameter.valueType  Read-only; a string that indicates the type of the screen or component parameter.  parameter.verbose Specifies where the parameter is displayed. Method Description parameter.insertItem() Inserts an item into a list, object, or array. parameter.removeItem() Removes an element of the list, object, or array type of a screen or component parameter. Parameter object  Flash MX 2004.  The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). See screen.parameters and componentInstance.parameters. Method summary for the Parameter object The following methods are available for the Parameter object: Property summary for the Parameter object The following properties are available for the Parameter object: Property Description parameter.category A string that specifies the category property for the screen parameter or componentInstance parameter.  parameter.listIndex An integer that specifies the value of the selected list item.  parameter.name  Read-only; a string that specifies the name of the parameter.  parameter.value Corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector.  parameter.valueType  Read-only; a string that indicates the type of the screen or component parameter.  parameter.verbose Specifies where the parameter is displayed. Method Description parameter.insertItem() Inserts an item into a list, object, or array. parameter.removeItem() Removes an element of the list, object, or array type of a screen or component parameter. Parameter object  Flash MX 2004.  The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). See screen.parameters and componentInstance.parameters. Method summary for the Parameter object The following methods are available for the Parameter object: Property summary for the Parameter object The following properties are available for the Parameter object: Property Description parameter.category A string that specifies the category property for the screen parameter or componentInstance parameter.  parameter.listIndex An integer that specifies the value of the selected list item.  parameter.name  Read-only; a string that specifies the name of the parameter.  parameter.value Corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector.  parameter.valueType  Read-only; a string that indicates the type of the screen or component parameter.  parameter.verbose Specifies where the parameter is displayed. Method Description parameter.insertItem() Inserts an item into a list, object, or array. parameter.removeItem() Removes an element of the list, object, or array type of a screen or component parameter. Parameter object  Flash MX 2004.  The Parameter object type is accessed from the screen.parameters array (which corresponds to the screen Property inspector in the Flash authoring tool) or by the componentInstance.parameters array (which corresponds to the component Property inspector in the authoring tool). See screen.parameters and componentInstance.parameters. Method summary for the Parameter object The following methods are available for the Parameter object: Property summary for the Parameter object The following properties are available for the Parameter object: " />
<page href="00004311.html" title="parameter.category" text="parameter.category  Flash MX 2004.  parameter.category  Property; a string that specifies the category property for the screen parameter or componentInstance parameter. This property provides an alternative way of presenting a list of parameters. This functionality is not available through the Flash user interface.  parameter.category  Flash MX 2004.  parameter.category  Property; a string that specifies the category property for the screen parameter or componentInstance parameter. This property provides an alternative way of presenting a list of parameters. This functionality is not available through the Flash user interface.  parameter.category  Flash MX 2004.  parameter.category  Property; a string that specifies the category property for the screen parameter or componentInstance parameter. This property provides an alternative way of presenting a list of parameters. This functionality is not available through the Flash user interface.  parameter.category  Flash MX 2004.  parameter.category  Property; a string that specifies the category property for the screen parameter or componentInstance parameter. This property provides an alternative way of presenting a list of parameters. This functionality is not available through the Flash user interface.  " />
<page href="00004312.html" title="parameter.insertItem()" text="parameter.insertItem()  Flash MX 2004. Usage parameter.insertItem(index, name, value, type)  index&#160;A zero-based integer index that indicates where the item will be inserted in the list, object, or array. If the index is 0, the item is inserted at the beginning of the list. If the index is greater than the list size, the new item is inserted at the end of the array.  name &#160;A string that specifies the name of the item to insert. This is a required parameter for object parameters. value &#160;A string that specifies the value of the item to insert.  type &#160;A string that specifies the type of item to insert.  Returns  Nothing.   Method; inserts an item in a list, object, or array. If a parameter is a list, object, or array, the value property is an array.   The following example inserts the value of &quot;New Value&quot; into the labelPlacement parameter: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; parms[2].insertItem(0, &quot;name&quot;, &quot;New Value&quot;, &quot;String&quot; var values = parms[2].value; for(var prop in values){  fl.trace(&quot;labelPlacement parameter value = &quot; + values[prop].value } parameter.insertItem()  Flash MX 2004. Usage parameter.insertItem(index, name, value, type)  index&#160;A zero-based integer index that indicates where the item will be inserted in the list, object, or array. If the index is 0, the item is inserted at the beginning of the list. If the index is greater than the list size, the new item is inserted at the end of the array.  name &#160;A string that specifies the name of the item to insert. This is a required parameter for object parameters. value &#160;A string that specifies the value of the item to insert.  type &#160;A string that specifies the type of item to insert.  Returns  Nothing.   Method; inserts an item in a list, object, or array. If a parameter is a list, object, or array, the value property is an array.   The following example inserts the value of &quot;New Value&quot; into the labelPlacement parameter: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; parms[2].insertItem(0, &quot;name&quot;, &quot;New Value&quot;, &quot;String&quot; var values = parms[2].value; for(var prop in values){  fl.trace(&quot;labelPlacement parameter value = &quot; + values[prop].value } parameter.insertItem()  Flash MX 2004. Usage parameter.insertItem(index, name, value, type)  index&#160;A zero-based integer index that indicates where the item will be inserted in the list, object, or array. If the index is 0, the item is inserted at the beginning of the list. If the index is greater than the list size, the new item is inserted at the end of the array.  name &#160;A string that specifies the name of the item to insert. This is a required parameter for object parameters. value &#160;A string that specifies the value of the item to insert.  type &#160;A string that specifies the type of item to insert.  Returns  Nothing.   Method; inserts an item in a list, object, or array. If a parameter is a list, object, or array, the value property is an array.   The following example inserts the value of &quot;New Value&quot; into the labelPlacement parameter: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; parms[2].insertItem(0, &quot;name&quot;, &quot;New Value&quot;, &quot;String&quot; var values = parms[2].value; for(var prop in values){  fl.trace(&quot;labelPlacement parameter value = &quot; + values[prop].value } parameter.insertItem()  Flash MX 2004. Usage parameter.insertItem(index, name, value, type)  index&#160;A zero-based integer index that indicates where the item will be inserted in the list, object, or array. If the index is 0, the item is inserted at the beginning of the list. If the index is greater than the list size, the new item is inserted at the end of the array.  name &#160;A string that specifies the name of the item to insert. This is a required parameter for object parameters. value &#160;A string that specifies the value of the item to insert.  type &#160;A string that specifies the type of item to insert.  Returns  Nothing.   Method; inserts an item in a list, object, or array. If a parameter is a list, object, or array, the value property is an array.   The following example inserts the value of &quot;New Value&quot; into the labelPlacement parameter: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; parms[2].insertItem(0, &quot;name&quot;, &quot;New Value&quot;, &quot;String&quot; var values = parms[2].value; for(var prop in values){  fl.trace(&quot;labelPlacement parameter value = &quot; + values[prop].value } " />
<page href="00004313.html" title="parameter.listIndex" text="parameter.listIndex  Flash MX 2004.  parameter.listIndex  Property; the value of the selected list item. This property is valid only if the valueType parameter is &quot;List&quot;.  The following example sets the first parameter for a Slide, which is the autoKeyNav parameter. To set the parameter to one of its acceptable values (true, false, or inherit) parameter.listIndex is set to the index of the item in the list (0 for true, 1 for false, 2 for inherit). var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters;  parms[0].listIndex = 1;  parameter.listIndex  Flash MX 2004.  parameter.listIndex  Property; the value of the selected list item. This property is valid only if the valueType parameter is &quot;List&quot;.  The following example sets the first parameter for a Slide, which is the autoKeyNav parameter. To set the parameter to one of its acceptable values (true, false, or inherit) parameter.listIndex is set to the index of the item in the list (0 for true, 1 for false, 2 for inherit). var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters;  parms[0].listIndex = 1;  parameter.listIndex  Flash MX 2004.  parameter.listIndex  Property; the value of the selected list item. This property is valid only if the valueType parameter is &quot;List&quot;.  The following example sets the first parameter for a Slide, which is the autoKeyNav parameter. To set the parameter to one of its acceptable values (true, false, or inherit) parameter.listIndex is set to the index of the item in the list (0 for true, 1 for false, 2 for inherit). var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters;  parms[0].listIndex = 1;  parameter.listIndex  Flash MX 2004.  parameter.listIndex  Property; the value of the selected list item. This property is valid only if the valueType parameter is &quot;List&quot;.  The following example sets the first parameter for a Slide, which is the autoKeyNav parameter. To set the parameter to one of its acceptable values (true, false, or inherit) parameter.listIndex is set to the index of the item in the list (0 for true, 1 for false, 2 for inherit). var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters;  parms[0].listIndex = 1;  " />
<page href="00004314.html" title="parameter.name" text="parameter.name  Flash MX 2004.  parameter.name  Read-only property; a string that specifies the name of the parameter.   The following example shows the name of the fifth parameter for the selected component: var parms = fl.getDocumentDOM().selection[0].parameters; fl.trace(&quot;name: &quot; + parms[4].name  The following example shows the name of the fifth parameter for the specified screen: var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; fl.trace(&quot;name: &quot; + parms[4].name parameter.name  Flash MX 2004.  parameter.name  Read-only property; a string that specifies the name of the parameter.   The following example shows the name of the fifth parameter for the selected component: var parms = fl.getDocumentDOM().selection[0].parameters; fl.trace(&quot;name: &quot; + parms[4].name  The following example shows the name of the fifth parameter for the specified screen: var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; fl.trace(&quot;name: &quot; + parms[4].name parameter.name  Flash MX 2004.  parameter.name  Read-only property; a string that specifies the name of the parameter.   The following example shows the name of the fifth parameter for the selected component: var parms = fl.getDocumentDOM().selection[0].parameters; fl.trace(&quot;name: &quot; + parms[4].name  The following example shows the name of the fifth parameter for the specified screen: var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; fl.trace(&quot;name: &quot; + parms[4].name parameter.name  Flash MX 2004.  parameter.name  Read-only property; a string that specifies the name of the parameter.   The following example shows the name of the fifth parameter for the selected component: var parms = fl.getDocumentDOM().selection[0].parameters; fl.trace(&quot;name: &quot; + parms[4].name  The following example shows the name of the fifth parameter for the specified screen: var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; fl.trace(&quot;name: &quot; + parms[4].name " />
<page href="00004315.html" title="parameter.removeItem()" text="parameter.removeItem()  Flash MX 2004. Usage parameter.removeItem(index)  index &#160;The zero-based integer index of the item to remove from the screen or component property.   Nothing.   Method; removes an element of the list, object, or array type of a screen or component parameter.   The following example removes the element at index 1 from the labelPlacement parameter of a component: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; var values = parms[2].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;labelPlacement value = &quot; + values[prop].value } parms[2].removeItem(1  var newValues = parms[2].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;labelPlacement value = &quot; + newValues[prop].value } The following example removes the element at index 1 from the autoKeyNav parameter of a screen: // Open a presentation document. var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; var values = parms[0].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;autoKeyNav value = &quot; + values[prop].value } parms[0].removeItem(1  var newValues = parms[0].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;autoKeyNav value = &quot; + newValues[prop].value } parameter.removeItem()  Flash MX 2004. Usage parameter.removeItem(index)  index &#160;The zero-based integer index of the item to remove from the screen or component property.   Nothing.   Method; removes an element of the list, object, or array type of a screen or component parameter.   The following example removes the element at index 1 from the labelPlacement parameter of a component: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; var values = parms[2].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;labelPlacement value = &quot; + values[prop].value } parms[2].removeItem(1  var newValues = parms[2].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;labelPlacement value = &quot; + newValues[prop].value } The following example removes the element at index 1 from the autoKeyNav parameter of a screen: // Open a presentation document. var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; var values = parms[0].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;autoKeyNav value = &quot; + values[prop].value } parms[0].removeItem(1  var newValues = parms[0].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;autoKeyNav value = &quot; + newValues[prop].value } parameter.removeItem()  Flash MX 2004. Usage parameter.removeItem(index)  index &#160;The zero-based integer index of the item to remove from the screen or component property.   Nothing.   Method; removes an element of the list, object, or array type of a screen or component parameter.   The following example removes the element at index 1 from the labelPlacement parameter of a component: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; var values = parms[2].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;labelPlacement value = &quot; + values[prop].value } parms[2].removeItem(1  var newValues = parms[2].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;labelPlacement value = &quot; + newValues[prop].value } The following example removes the element at index 1 from the autoKeyNav parameter of a screen: // Open a presentation document. var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; var values = parms[0].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;autoKeyNav value = &quot; + values[prop].value } parms[0].removeItem(1  var newValues = parms[0].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;autoKeyNav value = &quot; + newValues[prop].value } parameter.removeItem()  Flash MX 2004. Usage parameter.removeItem(index)  index &#160;The zero-based integer index of the item to remove from the screen or component property.   Nothing.   Method; removes an element of the list, object, or array type of a screen or component parameter.   The following example removes the element at index 1 from the labelPlacement parameter of a component: // Select an instance of a Button component on the Stage. var parms = fl.getDocumentDOM().selection[0].parameters; var values = parms[2].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;labelPlacement value = &quot; + values[prop].value } parms[2].removeItem(1  var newValues = parms[2].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;labelPlacement value = &quot; + newValues[prop].value } The following example removes the element at index 1 from the autoKeyNav parameter of a screen: // Open a presentation document. var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; var values = parms[0].value; fl.trace(&quot;--Original--&quot; for(var prop in values){  fl.trace(&quot;autoKeyNav value = &quot; + values[prop].value } parms[0].removeItem(1  var newValues = parms[0].value; fl.trace(&quot;--After Removing Item--&quot; for(var prop in newValues){  fl.trace(&quot;autoKeyNav value = &quot; + newValues[prop].value } " />
<page href="00004316.html" title="parameter.value" text="parameter.value  Flash MX 2004.  parameter.value  Property; corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector. The type of the value property is determined by the valueType property for the parameter (see parameter.valueType).  parameter.value  Flash MX 2004.  parameter.value  Property; corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector. The type of the value property is determined by the valueType property for the parameter (see parameter.valueType).  parameter.value  Flash MX 2004.  parameter.value  Property; corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector. The type of the value property is determined by the valueType property for the parameter (see parameter.valueType).  parameter.value  Flash MX 2004.  parameter.value  Property; corresponds to the Value field in the Parameters tab of the Component inspector, the Parameters tab of the Property inspector, or the screen Property inspector. The type of the value property is determined by the valueType property for the parameter (see parameter.valueType).  " />
<page href="00004317.html" title="parameter.valueType" text="parameter.valueType  Flash MX 2004.  parameter.valueType  Read-only property; a string that indicates the type of the screen or component parameter. The type can be one of the following values: &quot;Default&quot;, &quot;Array&quot;, &quot;Object&quot;, &quot;List&quot;, &quot;String&quot;, &quot;Number&quot;, &quot;Boolean&quot;, &quot;Font Name&quot;, &quot;Color&quot;, &quot;Collection&quot;, &quot;Web Service URL&quot;, or &quot;Web Service Operation&quot;.  parameter.value parameter.valueType  Flash MX 2004.  parameter.valueType  Read-only property; a string that indicates the type of the screen or component parameter. The type can be one of the following values: &quot;Default&quot;, &quot;Array&quot;, &quot;Object&quot;, &quot;List&quot;, &quot;String&quot;, &quot;Number&quot;, &quot;Boolean&quot;, &quot;Font Name&quot;, &quot;Color&quot;, &quot;Collection&quot;, &quot;Web Service URL&quot;, or &quot;Web Service Operation&quot;.  parameter.value parameter.valueType  Flash MX 2004.  parameter.valueType  Read-only property; a string that indicates the type of the screen or component parameter. The type can be one of the following values: &quot;Default&quot;, &quot;Array&quot;, &quot;Object&quot;, &quot;List&quot;, &quot;String&quot;, &quot;Number&quot;, &quot;Boolean&quot;, &quot;Font Name&quot;, &quot;Color&quot;, &quot;Collection&quot;, &quot;Web Service URL&quot;, or &quot;Web Service Operation&quot;.  parameter.value parameter.valueType  Flash MX 2004.  parameter.valueType  Read-only property; a string that indicates the type of the screen or component parameter. The type can be one of the following values: &quot;Default&quot;, &quot;Array&quot;, &quot;Object&quot;, &quot;List&quot;, &quot;String&quot;, &quot;Number&quot;, &quot;Boolean&quot;, &quot;Font Name&quot;, &quot;Color&quot;, &quot;Collection&quot;, &quot;Web Service URL&quot;, or &quot;Web Service Operation&quot;.  parameter.value " />
<page href="00004318.html" title="parameter.verbose" text="parameter.verbose  Flash MX 2004.  parameter.verbose  Property; specifies where the parameter is displayed. If the value of this property is&#160;0 (nonverbose), the parameter is displayed only in the Component inspector. If it is&#160;1 (verbose), the parameter is displayed in the Component inspector and in the Parameters tab of the Property inspector.  parameter.verbose  Flash MX 2004.  parameter.verbose  Property; specifies where the parameter is displayed. If the value of this property is&#160;0 (nonverbose), the parameter is displayed only in the Component inspector. If it is&#160;1 (verbose), the parameter is displayed in the Component inspector and in the Parameters tab of the Property inspector.  parameter.verbose  Flash MX 2004.  parameter.verbose  Property; specifies where the parameter is displayed. If the value of this property is&#160;0 (nonverbose), the parameter is displayed only in the Component inspector. If it is&#160;1 (verbose), the parameter is displayed in the Component inspector and in the Parameters tab of the Property inspector.  parameter.verbose  Flash MX 2004.  parameter.verbose  Property; specifies where the parameter is displayed. If the value of this property is&#160;0 (nonverbose), the parameter is displayed only in the Component inspector. If it is&#160;1 (verbose), the parameter is displayed in the Component inspector and in the Parameters tab of the Property inspector.  " />
<page href="00004319.html" title="Path object" text="Path object  Flash MX 2004.  The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. The following example shows an instance of a Path object being returned from the flash object: path = fl.drawingLayer.newPath( See also the drawingLayer object. Method summary for the Path object The following methods are available for the Path object: Property summary for the Path object The following properties are available for the Path object: Property Description path.nPts  Read-only; an integer representing the number of points in the path.  Method Description path.addCubicCurve() Appends a cubic Bézier curve segment to the path. path.addCurve() Appends a quadratic Bézier segment to the path. path.addPoint() Adds a point to the path. path.clear() Removes all points from the path.  path.close() Appends a point at the location of the first point of the path and extends the path to that point, which closes the path. path.makeShape() Creates a shape on the Stage by using the current stroke and fill settings. path.newContour() Starts a new contour in the path. Path object  Flash MX 2004.  The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. The following example shows an instance of a Path object being returned from the flash object: path = fl.drawingLayer.newPath( See also the drawingLayer object. Method summary for the Path object The following methods are available for the Path object: Property summary for the Path object The following properties are available for the Path object: Property Description path.nPts  Read-only; an integer representing the number of points in the path.  Method Description path.addCubicCurve() Appends a cubic Bézier curve segment to the path. path.addCurve() Appends a quadratic Bézier segment to the path. path.addPoint() Adds a point to the path. path.clear() Removes all points from the path.  path.close() Appends a point at the location of the first point of the path and extends the path to that point, which closes the path. path.makeShape() Creates a shape on the Stage by using the current stroke and fill settings. path.newContour() Starts a new contour in the path. Path object  Flash MX 2004.  The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. The following example shows an instance of a Path object being returned from the flash object: path = fl.drawingLayer.newPath( See also the drawingLayer object. Method summary for the Path object The following methods are available for the Path object: Property summary for the Path object The following properties are available for the Path object: Property Description path.nPts  Read-only; an integer representing the number of points in the path.  Method Description path.addCubicCurve() Appends a cubic Bézier curve segment to the path. path.addCurve() Appends a quadratic Bézier segment to the path. path.addPoint() Adds a point to the path. path.clear() Removes all points from the path.  path.close() Appends a point at the location of the first point of the path and extends the path to that point, which closes the path. path.makeShape() Creates a shape on the Stage by using the current stroke and fill settings. path.newContour() Starts a new contour in the path. Path object  Flash MX 2004.  The Path object defines a sequence of line segments (straight, curved, or both), which you typically use when creating extensible tools. The following example shows an instance of a Path object being returned from the flash object: path = fl.drawingLayer.newPath( See also the drawingLayer object. Method summary for the Path object The following methods are available for the Path object: Property summary for the Path object The following properties are available for the Path object: " />
<page href="00004320.html" title="path.addCubicCurve()" text="path.addCubicCurve()  Flash MX 2004. Usage path.addCubicCurve(xAnchor, yAnchor, x2, y2, x3, y3, x4, y4)  xAnchor&#160;A floating-point number that specifies the x position of the first control&#160;point.  yAnchor&#160;A floating-point number that specifies the y position of the first control&#160;point.  x2&#160;A floating-point number that specifies the x position of the second control&#160;point.  y2&#160;A floating-point number that specifies the y position of the second control&#160;point.  x3&#160;A floating-point number that specifies the x position of the third control&#160;point.  y3&#160;A floating-point number that specifies the y position of the third control&#160;point.  x4&#160;A floating-point number that specifies the x position of the fourth control&#160;point.  y4&#160;A floating-point number that specifies the y position of the fourth control&#160;point.  Returns Nothing.   Method; appends a cubic Bézier curve segment to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCubicCurve(0, 0, 10, 20, 20, 20, 30, 0 path.addCubicCurve()  Flash MX 2004. Usage path.addCubicCurve(xAnchor, yAnchor, x2, y2, x3, y3, x4, y4)  xAnchor&#160;A floating-point number that specifies the x position of the first control&#160;point.  yAnchor&#160;A floating-point number that specifies the y position of the first control&#160;point.  x2&#160;A floating-point number that specifies the x position of the second control&#160;point.  y2&#160;A floating-point number that specifies the y position of the second control&#160;point.  x3&#160;A floating-point number that specifies the x position of the third control&#160;point.  y3&#160;A floating-point number that specifies the y position of the third control&#160;point.  x4&#160;A floating-point number that specifies the x position of the fourth control&#160;point.  y4&#160;A floating-point number that specifies the y position of the fourth control&#160;point.  Returns Nothing.   Method; appends a cubic Bézier curve segment to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCubicCurve(0, 0, 10, 20, 20, 20, 30, 0 path.addCubicCurve()  Flash MX 2004. Usage path.addCubicCurve(xAnchor, yAnchor, x2, y2, x3, y3, x4, y4)  xAnchor&#160;A floating-point number that specifies the x position of the first control&#160;point.  yAnchor&#160;A floating-point number that specifies the y position of the first control&#160;point.  x2&#160;A floating-point number that specifies the x position of the second control&#160;point.  y2&#160;A floating-point number that specifies the y position of the second control&#160;point.  x3&#160;A floating-point number that specifies the x position of the third control&#160;point.  y3&#160;A floating-point number that specifies the y position of the third control&#160;point.  x4&#160;A floating-point number that specifies the x position of the fourth control&#160;point.  y4&#160;A floating-point number that specifies the y position of the fourth control&#160;point.  Returns Nothing.   Method; appends a cubic Bézier curve segment to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCubicCurve(0, 0, 10, 20, 20, 20, 30, 0 path.addCubicCurve()  Flash MX 2004. Usage path.addCubicCurve(xAnchor, yAnchor, x2, y2, x3, y3, x4, y4)  xAnchor&#160;A floating-point number that specifies the x position of the first control&#160;point.  yAnchor&#160;A floating-point number that specifies the y position of the first control&#160;point.  x2&#160;A floating-point number that specifies the x position of the second control&#160;point.  y2&#160;A floating-point number that specifies the y position of the second control&#160;point.  x3&#160;A floating-point number that specifies the x position of the third control&#160;point.  y3&#160;A floating-point number that specifies the y position of the third control&#160;point.  x4&#160;A floating-point number that specifies the x position of the fourth control&#160;point.  y4&#160;A floating-point number that specifies the y position of the fourth control&#160;point.  Returns Nothing.   Method; appends a cubic Bézier curve segment to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCubicCurve(0, 0, 10, 20, 20, 20, 30, 0 " />
<page href="00004321.html" title="path.addCurve()" text="path.addCurve()  Flash MX 2004. Usage path.addCurve(xAnchor, yAnchor, x2, y2, x3, y3)  xAnchor&#160;A floating-point number that specifies the x position of the first control point.  yAnchor&#160;A floating-point number that specifies the y position of the first control point.  x2&#160;A floating-point number that specifies the x position of the second control point.  y2&#160;A floating-point number that specifies the y position of the second control point.  x3&#160;A floating-point number that specifies the x position of the third control point.  y3&#160;A floating-point number that specifies the y position of the third control point.  Returns  Nothing.   Method; appends a quadratic Bézier segment to the path.   The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCurve(0, 0, 10, 20, 20, 0 path.addCurve()  Flash MX 2004. Usage path.addCurve(xAnchor, yAnchor, x2, y2, x3, y3)  xAnchor&#160;A floating-point number that specifies the x position of the first control point.  yAnchor&#160;A floating-point number that specifies the y position of the first control point.  x2&#160;A floating-point number that specifies the x position of the second control point.  y2&#160;A floating-point number that specifies the y position of the second control point.  x3&#160;A floating-point number that specifies the x position of the third control point.  y3&#160;A floating-point number that specifies the y position of the third control point.  Returns  Nothing.   Method; appends a quadratic Bézier segment to the path.   The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCurve(0, 0, 10, 20, 20, 0 path.addCurve()  Flash MX 2004. Usage path.addCurve(xAnchor, yAnchor, x2, y2, x3, y3)  xAnchor&#160;A floating-point number that specifies the x position of the first control point.  yAnchor&#160;A floating-point number that specifies the y position of the first control point.  x2&#160;A floating-point number that specifies the x position of the second control point.  y2&#160;A floating-point number that specifies the y position of the second control point.  x3&#160;A floating-point number that specifies the x position of the third control point.  y3&#160;A floating-point number that specifies the y position of the third control point.  Returns  Nothing.   Method; appends a quadratic Bézier segment to the path.   The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCurve(0, 0, 10, 20, 20, 0 path.addCurve()  Flash MX 2004. Usage path.addCurve(xAnchor, yAnchor, x2, y2, x3, y3)  xAnchor&#160;A floating-point number that specifies the x position of the first control point.  yAnchor&#160;A floating-point number that specifies the y position of the first control point.  x2&#160;A floating-point number that specifies the x position of the second control point.  y2&#160;A floating-point number that specifies the y position of the second control point.  x3&#160;A floating-point number that specifies the x position of the third control point.  y3&#160;A floating-point number that specifies the y position of the third control point.  Returns  Nothing.   Method; appends a quadratic Bézier segment to the path.   The following example creates a new path, stores it in the myPath variable, and assigns the curve to the path:  var myPath = fl.drawingLayer.newPath( myPath.addCurve(0, 0, 10, 20, 20, 0 " />
<page href="00004322.html" title="path.addPoint()" text="path.addPoint()  Flash MX 2004. Usage path.addPoint(x, y)  x&#160;A floating-point number that specifies the x position of the point. y&#160;A floating-point number that specifies the y position of the point.  Returns  Nothing.   Method; adds a point to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the new point to the path:  var myPath = fl.drawingLayer.newPath( myPath.addPoint(10, 100  path.addPoint()  Flash MX 2004. Usage path.addPoint(x, y)  x&#160;A floating-point number that specifies the x position of the point. y&#160;A floating-point number that specifies the y position of the point.  Returns  Nothing.   Method; adds a point to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the new point to the path:  var myPath = fl.drawingLayer.newPath( myPath.addPoint(10, 100  path.addPoint()  Flash MX 2004. Usage path.addPoint(x, y)  x&#160;A floating-point number that specifies the x position of the point. y&#160;A floating-point number that specifies the y position of the point.  Returns  Nothing.   Method; adds a point to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the new point to the path:  var myPath = fl.drawingLayer.newPath( myPath.addPoint(10, 100  path.addPoint()  Flash MX 2004. Usage path.addPoint(x, y)  x&#160;A floating-point number that specifies the x position of the point. y&#160;A floating-point number that specifies the y position of the point.  Returns  Nothing.   Method; adds a point to the path.  The following example creates a new path, stores it in the myPath variable, and assigns the new point to the path:  var myPath = fl.drawingLayer.newPath( myPath.addPoint(10, 100  " />
<page href="00004323.html" title="path.clear()" text="path.clear()  Flash MX 2004. Usage path.clear()  None.  Returns  Nothing.  Method; removes all points from the path.   The following example removes all points from a path stored in the myPath variable:  var myPath = fl.drawingLayer.newPath(  myPath.clear(  path.clear()  Flash MX 2004. Usage path.clear()  None.  Returns  Nothing.  Method; removes all points from the path.   The following example removes all points from a path stored in the myPath variable:  var myPath = fl.drawingLayer.newPath(  myPath.clear(  path.clear()  Flash MX 2004. Usage path.clear()  None.  Returns  Nothing.  Method; removes all points from the path.   The following example removes all points from a path stored in the myPath variable:  var myPath = fl.drawingLayer.newPath(  myPath.clear(  path.clear()  Flash MX 2004. Usage path.clear()  None.  Returns  Nothing.  Method; removes all points from the path.   The following example removes all points from a path stored in the myPath variable:  var myPath = fl.drawingLayer.newPath(  myPath.clear(  " />
<page href="00004324.html" title="path.close()" text="path.close()  Flash MX 2004. Usage path.close()  None.  Returns  Nothing.   Method; appends a point at the location of the first point of the path and extends the path to that point, which closes the path. If the path has no points, no points are added.   The following example creates a closed path: var myPath = fl.drawingLayer.newPath( myPath.close( path.close()  Flash MX 2004. Usage path.close()  None.  Returns  Nothing.   Method; appends a point at the location of the first point of the path and extends the path to that point, which closes the path. If the path has no points, no points are added.   The following example creates a closed path: var myPath = fl.drawingLayer.newPath( myPath.close( path.close()  Flash MX 2004. Usage path.close()  None.  Returns  Nothing.   Method; appends a point at the location of the first point of the path and extends the path to that point, which closes the path. If the path has no points, no points are added.   The following example creates a closed path: var myPath = fl.drawingLayer.newPath( myPath.close( path.close()  Flash MX 2004. Usage path.close()  None.  Returns  Nothing.   Method; appends a point at the location of the first point of the path and extends the path to that point, which closes the path. If the path has no points, no points are added.   The following example creates a closed path: var myPath = fl.drawingLayer.newPath( myPath.close( " />
<page href="00004325.html" title="path.makeShape()" text="path.makeShape()  Flash MX 2004. Usage path.makeShape([bSupressFill [, bSupressStroke]])  bSuppressFill&#160;A Boolean value that, if set to true, suppresses the fill that would be applied to the shape. The default value is false. This parameter is optional. bSupressStroke&#160;A Boolean value that, if set to true, suppresses the stroke that would be applied to the shape. The default value is false. This parameter is optional. Returns  Nothing.  Method; creates a shape on the Stage by using the current stroke and fill settings. The path is cleared after the shape is created. This method has two optional parameters for suppressing the fill and stroke of the resulting shape object. If you omit these parameters or set them to false, the current values for fill and stroke are used.   The following example creates a shape with the current fill and no stroke: var myPath = fl.drawingLayer.newPath( myPath.makeShape(false, true  path.makeShape()  Flash MX 2004. Usage path.makeShape([bSupressFill [, bSupressStroke]])  bSuppressFill&#160;A Boolean value that, if set to true, suppresses the fill that would be applied to the shape. The default value is false. This parameter is optional. bSupressStroke&#160;A Boolean value that, if set to true, suppresses the stroke that would be applied to the shape. The default value is false. This parameter is optional. Returns  Nothing.  Method; creates a shape on the Stage by using the current stroke and fill settings. The path is cleared after the shape is created. This method has two optional parameters for suppressing the fill and stroke of the resulting shape object. If you omit these parameters or set them to false, the current values for fill and stroke are used.   The following example creates a shape with the current fill and no stroke: var myPath = fl.drawingLayer.newPath( myPath.makeShape(false, true  path.makeShape()  Flash MX 2004. Usage path.makeShape([bSupressFill [, bSupressStroke]])  bSuppressFill&#160;A Boolean value that, if set to true, suppresses the fill that would be applied to the shape. The default value is false. This parameter is optional. bSupressStroke&#160;A Boolean value that, if set to true, suppresses the stroke that would be applied to the shape. The default value is false. This parameter is optional. Returns  Nothing.  Method; creates a shape on the Stage by using the current stroke and fill settings. The path is cleared after the shape is created. This method has two optional parameters for suppressing the fill and stroke of the resulting shape object. If you omit these parameters or set them to false, the current values for fill and stroke are used.   The following example creates a shape with the current fill and no stroke: var myPath = fl.drawingLayer.newPath( myPath.makeShape(false, true  path.makeShape()  Flash MX 2004. Usage path.makeShape([bSupressFill [, bSupressStroke]])  bSuppressFill&#160;A Boolean value that, if set to true, suppresses the fill that would be applied to the shape. The default value is false. This parameter is optional. bSupressStroke&#160;A Boolean value that, if set to true, suppresses the stroke that would be applied to the shape. The default value is false. This parameter is optional. Returns  Nothing.  Method; creates a shape on the Stage by using the current stroke and fill settings. The path is cleared after the shape is created. This method has two optional parameters for suppressing the fill and stroke of the resulting shape object. If you omit these parameters or set them to false, the current values for fill and stroke are used.   The following example creates a shape with the current fill and no stroke: var myPath = fl.drawingLayer.newPath( myPath.makeShape(false, true  " />
<page href="00004326.html" title="path.newContour()" text="path.newContour()  Flash MX 2004. Usage path.newContour()  None.  Returns Nothing.  Method; starts a new contour in the path.   The following example creates a hollow square: var myPath = fl.drawingLayer.newPath( myPath.addPoint(0, 0 myPath.addPoint(0, 30 myPath.addPoint(30, 30 myPath.addPoint(30, 0 myPath.addPoint(0, 0  myPath.newContour(  myPath.addPoint(10, 10 myPath.addPoint(10, 20 myPath.addPoint(20, 20 myPath.addPoint(20, 10 myPath.addPoint(10, 10  myPath.makeShape( path.newContour()  Flash MX 2004. Usage path.newContour()  None.  Returns Nothing.  Method; starts a new contour in the path.   The following example creates a hollow square: var myPath = fl.drawingLayer.newPath( myPath.addPoint(0, 0 myPath.addPoint(0, 30 myPath.addPoint(30, 30 myPath.addPoint(30, 0 myPath.addPoint(0, 0  myPath.newContour(  myPath.addPoint(10, 10 myPath.addPoint(10, 20 myPath.addPoint(20, 20 myPath.addPoint(20, 10 myPath.addPoint(10, 10  myPath.makeShape( path.newContour()  Flash MX 2004. Usage path.newContour()  None.  Returns Nothing.  Method; starts a new contour in the path.   The following example creates a hollow square: var myPath = fl.drawingLayer.newPath( myPath.addPoint(0, 0 myPath.addPoint(0, 30 myPath.addPoint(30, 30 myPath.addPoint(30, 0 myPath.addPoint(0, 0  myPath.newContour(  myPath.addPoint(10, 10 myPath.addPoint(10, 20 myPath.addPoint(20, 20 myPath.addPoint(20, 10 myPath.addPoint(10, 10  myPath.makeShape( path.newContour()  Flash MX 2004. Usage path.newContour()  None.  Returns Nothing.  Method; starts a new contour in the path.   The following example creates a hollow square: var myPath = fl.drawingLayer.newPath( myPath.addPoint(0, 0 myPath.addPoint(0, 30 myPath.addPoint(30, 30 myPath.addPoint(30, 0 myPath.addPoint(0, 0  myPath.newContour(  myPath.addPoint(10, 10 myPath.addPoint(10, 20 myPath.addPoint(20, 20 myPath.addPoint(20, 10 myPath.addPoint(10, 10  myPath.makeShape( " />
<page href="00004327.html" title="path.nPts" text="path.nPts  Flash MX 2004.  path.nPts  Read-only property; an integer representing the number of points in the path. A new path has&#160;0&#160;points.  The following example uses the Output panel to show the number of points in the path referenced by the myPath variable:  var myPath = fl.drawingLayer.newPath(  var numOfPoints = myPath.nPts;  fl.trace(&quot;Number of points in the path: &quot; + numOfPoints  // Displays: Number of points in the path: 0  path.nPts  Flash MX 2004.  path.nPts  Read-only property; an integer representing the number of points in the path. A new path has&#160;0&#160;points.  The following example uses the Output panel to show the number of points in the path referenced by the myPath variable:  var myPath = fl.drawingLayer.newPath(  var numOfPoints = myPath.nPts;  fl.trace(&quot;Number of points in the path: &quot; + numOfPoints  // Displays: Number of points in the path: 0  path.nPts  Flash MX 2004.  path.nPts  Read-only property; an integer representing the number of points in the path. A new path has&#160;0&#160;points.  The following example uses the Output panel to show the number of points in the path referenced by the myPath variable:  var myPath = fl.drawingLayer.newPath(  var numOfPoints = myPath.nPts;  fl.trace(&quot;Number of points in the path: &quot; + numOfPoints  // Displays: Number of points in the path: 0  path.nPts  Flash MX 2004.  path.nPts  Read-only property; an integer representing the number of points in the path. A new path has&#160;0&#160;points.  The following example uses the Output panel to show the number of points in the path referenced by the myPath variable:  var myPath = fl.drawingLayer.newPath(  var numOfPoints = myPath.nPts;  fl.trace(&quot;Number of points in the path: &quot; + numOfPoints  // Displays: Number of points in the path: 0  " />
<page href="00004328.html" title="Project object" text="Project object  Flash 8.  The Project object represents a Flash Project (FLP) file. You can use the following commands to return a Project object: To create a new project file, use fl.createProject(). To open an existing project file, use fl.openProject(). To return a Project object for the currently open project, use fl.getProject(). Method summary for the Project object The following methods can be used with the Project object: Property summary for the Project object The following properties can be used with the Project object: Method Description project.addFile() Adds the specified file to the project.  project.canPublishProject() Determines whether the project can be published. project.canTestProject() Determines whether the project can be tested. project.findProjectItem() Searches for a specified file in the project. project.publishProject() Publishes the FLA files in a project. project.testProject() Tests the project. Property Description project.defaultItem Specifies the ProjectItem object that represents the default document in the project.  project.items project.name The name of the project that appears in the Project panel. project.projectURI Read-only; a string representing the path and name of the project file, expressed as a file:///&#160;URI. Project object  Flash 8.  The Project object represents a Flash Project (FLP) file. You can use the following commands to return a Project object: To create a new project file, use fl.createProject(). To open an existing project file, use fl.openProject(). To return a Project object for the currently open project, use fl.getProject(). Method summary for the Project object The following methods can be used with the Project object: Property summary for the Project object The following properties can be used with the Project object: Method Description project.addFile() Adds the specified file to the project.  project.canPublishProject() Determines whether the project can be published. project.canTestProject() Determines whether the project can be tested. project.findProjectItem() Searches for a specified file in the project. project.publishProject() Publishes the FLA files in a project. project.testProject() Tests the project. Property Description project.defaultItem Specifies the ProjectItem object that represents the default document in the project.  project.items project.name The name of the project that appears in the Project panel. project.projectURI Read-only; a string representing the path and name of the project file, expressed as a file:///&#160;URI. Project object  Flash 8.  The Project object represents a Flash Project (FLP) file. You can use the following commands to return a Project object: To create a new project file, use fl.createProject(). To open an existing project file, use fl.openProject(). To return a Project object for the currently open project, use fl.getProject(). Method summary for the Project object The following methods can be used with the Project object: Property summary for the Project object The following properties can be used with the Project object: Method Description project.addFile() Adds the specified file to the project.  project.canPublishProject() Determines whether the project can be published. project.canTestProject() Determines whether the project can be tested. project.findProjectItem() Searches for a specified file in the project. project.publishProject() Publishes the FLA files in a project. project.testProject() Tests the project. Property Description project.defaultItem Specifies the ProjectItem object that represents the default document in the project.  project.items project.name The name of the project that appears in the Project panel. project.projectURI Read-only; a string representing the path and name of the project file, expressed as a file:///&#160;URI. Project object  Flash 8.  The Project object represents a Flash Project (FLP) file. You can use the following commands to return a Project object: To create a new project file, use fl.createProject(). To open an existing project file, use fl.openProject(). To return a Project object for the currently open project, use fl.getProject(). Method summary for the Project object The following methods can be used with the Project object: Property summary for the Project object The following properties can be used with the Project object: " />
<page href="00004329.html" title="project.addFile()" text="project.addFile()  Flash 8.  project.addFile(fileURI [ , autoCreateFolder])  fileURI&#160;A string specifying the file to be added to the project, expressed as a file:///&#160;URI. autoCreateFolder&#160;An optional Boolean value specifying if folders should be automatically created in the Project panel to mirror the path in fileURI; the default value is false.  If successful, returns a ProjectItem object; otherwise, returns undefined. See ProjectItem object.  Method; adds the specified file to the project. You can use autoCreateFolder to determine where the new file should be positioned in the Project panel: If you omit autoCreateFolder or pass a value of false, the file is added at the root level of the project.  If you pass a value of true for autoCreateFolder, and fileURI is below the FLP file in the folder structure on disk, the folder structure of the files is mirrored in the Project panel. That is, new folders are added to the Project panel if necessary to reflect the location of the file on disk. If you pass a value of true for autoCreateFolder, and fileURI is above the FLP file in the folder structure on disk, the file is added at the root level. That is, autoCreateFolder is ignored.  The following example illustrates several ways to use this command. In this case, the open project file is in the c: Projects directory, and the only files currently in the project have been added at the root level.  // Get the project object. var myProject = fl.getProject( // The following command creates a folder named &quot;files&quot; below the root level in the project, and places myFile.fla in that folder. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile.fla&quot;, true) fl.trace(newFile.isMissing // false // The following two commands have the same effect: placing myFile_02.fla in the root level of the project. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot; , false) var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot;) fl.trace(newFile.isMissing // false // The following command places myFile_03 in the root level of the project as a missing file. var newFile = myProject.addFile(&quot;file:///C|myFile_03.fla&quot;) fl.trace(newFile.isMissing // true The following example attempts to add a new file to the project, and displays a message in the Output panel indicating whether the file was added: var myProject = fl.getProject(  var newItem = myProject.addFile(&quot;file:///C|Projects/files/Integra.fla&quot;, true fl.trace( &quot;Item &quot; + ( newItem ? &quot;was&quot; : &quot;was not&quot; ) + &quot; added!&quot;   fl.getProject(), project.items, ProjectItem object project.addFile()  Flash 8.  project.addFile(fileURI [ , autoCreateFolder])  fileURI&#160;A string specifying the file to be added to the project, expressed as a file:///&#160;URI. autoCreateFolder&#160;An optional Boolean value specifying if folders should be automatically created in the Project panel to mirror the path in fileURI; the default value is false.  If successful, returns a ProjectItem object; otherwise, returns undefined. See ProjectItem object.  Method; adds the specified file to the project. You can use autoCreateFolder to determine where the new file should be positioned in the Project panel: If you omit autoCreateFolder or pass a value of false, the file is added at the root level of the project.  If you pass a value of true for autoCreateFolder, and fileURI is below the FLP file in the folder structure on disk, the folder structure of the files is mirrored in the Project panel. That is, new folders are added to the Project panel if necessary to reflect the location of the file on disk. If you pass a value of true for autoCreateFolder, and fileURI is above the FLP file in the folder structure on disk, the file is added at the root level. That is, autoCreateFolder is ignored.  The following example illustrates several ways to use this command. In this case, the open project file is in the c: Projects directory, and the only files currently in the project have been added at the root level.  // Get the project object. var myProject = fl.getProject( // The following command creates a folder named &quot;files&quot; below the root level in the project, and places myFile.fla in that folder. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile.fla&quot;, true) fl.trace(newFile.isMissing // false // The following two commands have the same effect: placing myFile_02.fla in the root level of the project. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot; , false) var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot;) fl.trace(newFile.isMissing // false // The following command places myFile_03 in the root level of the project as a missing file. var newFile = myProject.addFile(&quot;file:///C|myFile_03.fla&quot;) fl.trace(newFile.isMissing // true The following example attempts to add a new file to the project, and displays a message in the Output panel indicating whether the file was added: var myProject = fl.getProject(  var newItem = myProject.addFile(&quot;file:///C|Projects/files/Integra.fla&quot;, true fl.trace( &quot;Item &quot; + ( newItem ? &quot;was&quot; : &quot;was not&quot; ) + &quot; added!&quot;   fl.getProject(), project.items, ProjectItem object project.addFile()  Flash 8.  project.addFile(fileURI [ , autoCreateFolder])  fileURI&#160;A string specifying the file to be added to the project, expressed as a file:///&#160;URI. autoCreateFolder&#160;An optional Boolean value specifying if folders should be automatically created in the Project panel to mirror the path in fileURI; the default value is false.  If successful, returns a ProjectItem object; otherwise, returns undefined. See ProjectItem object.  Method; adds the specified file to the project. You can use autoCreateFolder to determine where the new file should be positioned in the Project panel: If you omit autoCreateFolder or pass a value of false, the file is added at the root level of the project.  If you pass a value of true for autoCreateFolder, and fileURI is below the FLP file in the folder structure on disk, the folder structure of the files is mirrored in the Project panel. That is, new folders are added to the Project panel if necessary to reflect the location of the file on disk. If you pass a value of true for autoCreateFolder, and fileURI is above the FLP file in the folder structure on disk, the file is added at the root level. That is, autoCreateFolder is ignored.  The following example illustrates several ways to use this command. In this case, the open project file is in the c: Projects directory, and the only files currently in the project have been added at the root level.  // Get the project object. var myProject = fl.getProject( // The following command creates a folder named &quot;files&quot; below the root level in the project, and places myFile.fla in that folder. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile.fla&quot;, true) fl.trace(newFile.isMissing // false // The following two commands have the same effect: placing myFile_02.fla in the root level of the project. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot; , false) var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot;) fl.trace(newFile.isMissing // false // The following command places myFile_03 in the root level of the project as a missing file. var newFile = myProject.addFile(&quot;file:///C|myFile_03.fla&quot;) fl.trace(newFile.isMissing // true The following example attempts to add a new file to the project, and displays a message in the Output panel indicating whether the file was added: var myProject = fl.getProject(  var newItem = myProject.addFile(&quot;file:///C|Projects/files/Integra.fla&quot;, true fl.trace( &quot;Item &quot; + ( newItem ? &quot;was&quot; : &quot;was not&quot; ) + &quot; added!&quot;   fl.getProject(), project.items, ProjectItem object project.addFile()  Flash 8.  project.addFile(fileURI [ , autoCreateFolder])  fileURI&#160;A string specifying the file to be added to the project, expressed as a file:///&#160;URI. autoCreateFolder&#160;An optional Boolean value specifying if folders should be automatically created in the Project panel to mirror the path in fileURI; the default value is false.  If successful, returns a ProjectItem object; otherwise, returns undefined. See ProjectItem object.  Method; adds the specified file to the project. You can use autoCreateFolder to determine where the new file should be positioned in the Project panel: If you omit autoCreateFolder or pass a value of false, the file is added at the root level of the project.  If you pass a value of true for autoCreateFolder, and fileURI is below the FLP file in the folder structure on disk, the folder structure of the files is mirrored in the Project panel. That is, new folders are added to the Project panel if necessary to reflect the location of the file on disk. If you pass a value of true for autoCreateFolder, and fileURI is above the FLP file in the folder structure on disk, the file is added at the root level. That is, autoCreateFolder is ignored.  The following example illustrates several ways to use this command. In this case, the open project file is in the c: Projects directory, and the only files currently in the project have been added at the root level.  // Get the project object. var myProject = fl.getProject( // The following command creates a folder named &quot;files&quot; below the root level in the project, and places myFile.fla in that folder. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile.fla&quot;, true) fl.trace(newFile.isMissing // false // The following two commands have the same effect: placing myFile_02.fla in the root level of the project. var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot; , false) var newFile = myProject.addFile(&quot;file:///C|Projects/files/myFile_02.fla&quot;) fl.trace(newFile.isMissing // false // The following command places myFile_03 in the root level of the project as a missing file. var newFile = myProject.addFile(&quot;file:///C|myFile_03.fla&quot;) fl.trace(newFile.isMissing // true The following example attempts to add a new file to the project, and displays a message in the Output panel indicating whether the file was added: var myProject = fl.getProject(  var newItem = myProject.addFile(&quot;file:///C|Projects/files/Integra.fla&quot;, true fl.trace( &quot;Item &quot; + ( newItem ? &quot;was&quot; : &quot;was not&quot; ) + &quot; added!&quot;   fl.getProject(), project.items, ProjectItem object " />
<page href="00004330.html" title="project.canPublishProject()" text="project.canPublishProject()  Flash 8.  project.canPublishProject()  None.  A Boolean value specifying whether the project can be published.  Method; determines whether the project can be published. A project can be published if it contains at least one FLA file.  The following example displays a message in the Output panel if the project cannot be published: if (!fl.getProject().canPublishProject()) {   fl.trace(&quot;Project cannot be published!&quot;  }  fl.getProject(), project.publishProject(), projectItem.canPublish() project.canPublishProject()  Flash 8.  project.canPublishProject()  None.  A Boolean value specifying whether the project can be published.  Method; determines whether the project can be published. A project can be published if it contains at least one FLA file.  The following example displays a message in the Output panel if the project cannot be published: if (!fl.getProject().canPublishProject()) {   fl.trace(&quot;Project cannot be published!&quot;  }  fl.getProject(), project.publishProject(), projectItem.canPublish() project.canPublishProject()  Flash 8.  project.canPublishProject()  None.  A Boolean value specifying whether the project can be published.  Method; determines whether the project can be published. A project can be published if it contains at least one FLA file.  The following example displays a message in the Output panel if the project cannot be published: if (!fl.getProject().canPublishProject()) {   fl.trace(&quot;Project cannot be published!&quot;  }  fl.getProject(), project.publishProject(), projectItem.canPublish() project.canPublishProject()  Flash 8.  project.canPublishProject()  None.  A Boolean value specifying whether the project can be published.  Method; determines whether the project can be published. A project can be published if it contains at least one FLA file.  The following example displays a message in the Output panel if the project cannot be published: if (!fl.getProject().canPublishProject()) {   fl.trace(&quot;Project cannot be published!&quot;  }  fl.getProject(), project.publishProject(), projectItem.canPublish() " />
<page href="00004331.html" title="project.canTestProject()" text="project.canTestProject()  Flash 8.  project.canTestProject()  None.  A Boolean value specifying whether the project can be tested.  Method; determines whether the project can be tested. A project can be tested if a default document has been specified.  The following example displays a message in the Output panel if the project cannot be tested: if (!fl.getProject().canTestProject()) {   fl.trace(&quot;Project cannot be tested!&quot;  }  fl.getProject(), project.testProject(), projectItem.canTest() project.canTestProject()  Flash 8.  project.canTestProject()  None.  A Boolean value specifying whether the project can be tested.  Method; determines whether the project can be tested. A project can be tested if a default document has been specified.  The following example displays a message in the Output panel if the project cannot be tested: if (!fl.getProject().canTestProject()) {   fl.trace(&quot;Project cannot be tested!&quot;  }  fl.getProject(), project.testProject(), projectItem.canTest() project.canTestProject()  Flash 8.  project.canTestProject()  None.  A Boolean value specifying whether the project can be tested.  Method; determines whether the project can be tested. A project can be tested if a default document has been specified.  The following example displays a message in the Output panel if the project cannot be tested: if (!fl.getProject().canTestProject()) {   fl.trace(&quot;Project cannot be tested!&quot;  }  fl.getProject(), project.testProject(), projectItem.canTest() project.canTestProject()  Flash 8.  project.canTestProject()  None.  A Boolean value specifying whether the project can be tested.  Method; determines whether the project can be tested. A project can be tested if a default document has been specified.  The following example displays a message in the Output panel if the project cannot be tested: if (!fl.getProject().canTestProject()) {   fl.trace(&quot;Project cannot be tested!&quot;  }  fl.getProject(), project.testProject(), projectItem.canTest() " />
<page href="00004332.html" title="project.defaultItem" text="project.defaultItem  Flash 8.  project.defaultItem  Property; specifies the ProjectItem object that represents the default document in the project. You must specify a default item if you want to test the project. See ProjectItem object.  The following example sets the default document in the project to the Flower.fla file: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|/Projects/files/Flower.fla&quot;  fl.myProject.defaultItem = item; The following example displays the name of the default document in the Output panel:  fl.trace(fl.getProject().defaultItem.displayName   fl.getProject(), project.findProjectItem(), ProjectItem object project.defaultItem  Flash 8.  project.defaultItem  Property; specifies the ProjectItem object that represents the default document in the project. You must specify a default item if you want to test the project. See ProjectItem object.  The following example sets the default document in the project to the Flower.fla file: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|/Projects/files/Flower.fla&quot;  fl.myProject.defaultItem = item; The following example displays the name of the default document in the Output panel:  fl.trace(fl.getProject().defaultItem.displayName   fl.getProject(), project.findProjectItem(), ProjectItem object project.defaultItem  Flash 8.  project.defaultItem  Property; specifies the ProjectItem object that represents the default document in the project. You must specify a default item if you want to test the project. See ProjectItem object.  The following example sets the default document in the project to the Flower.fla file: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|/Projects/files/Flower.fla&quot;  fl.myProject.defaultItem = item; The following example displays the name of the default document in the Output panel:  fl.trace(fl.getProject().defaultItem.displayName   fl.getProject(), project.findProjectItem(), ProjectItem object project.defaultItem  Flash 8.  project.defaultItem  Property; specifies the ProjectItem object that represents the default document in the project. You must specify a default item if you want to test the project. See ProjectItem object.  The following example sets the default document in the project to the Flower.fla file: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|/Projects/files/Flower.fla&quot;  fl.myProject.defaultItem = item; The following example displays the name of the default document in the Output panel:  fl.trace(fl.getProject().defaultItem.displayName   fl.getProject(), project.findProjectItem(), ProjectItem object " />
<page href="00004333.html" title="project.findProjectItem()" text="project.findProjectItem()  Flash 8.  project.findProjectItem(fileURI)  fileURI&#160;A string specifying the file to search for in the project, expressed as a file:///&#160;URI.  A ProjectItem object for the item if successful; otherwise false. See ProjectItem object.  Method; searches for a specified file in the project.  The following example displays an error message in the Output panel if a specified file is not found in the project: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|Projects/files/Integra.fla&quot; if (item == undefined) {  fl.trace(&quot;Integra.fla is missing!&quot; }  fl.getProject(), ProjectItem object, projectItem.isMissing project.findProjectItem()  Flash 8.  project.findProjectItem(fileURI)  fileURI&#160;A string specifying the file to search for in the project, expressed as a file:///&#160;URI.  A ProjectItem object for the item if successful; otherwise false. See ProjectItem object.  Method; searches for a specified file in the project.  The following example displays an error message in the Output panel if a specified file is not found in the project: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|Projects/files/Integra.fla&quot; if (item == undefined) {  fl.trace(&quot;Integra.fla is missing!&quot; }  fl.getProject(), ProjectItem object, projectItem.isMissing project.findProjectItem()  Flash 8.  project.findProjectItem(fileURI)  fileURI&#160;A string specifying the file to search for in the project, expressed as a file:///&#160;URI.  A ProjectItem object for the item if successful; otherwise false. See ProjectItem object.  Method; searches for a specified file in the project.  The following example displays an error message in the Output panel if a specified file is not found in the project: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|Projects/files/Integra.fla&quot; if (item == undefined) {  fl.trace(&quot;Integra.fla is missing!&quot; }  fl.getProject(), ProjectItem object, projectItem.isMissing project.findProjectItem()  Flash 8.  project.findProjectItem(fileURI)  fileURI&#160;A string specifying the file to search for in the project, expressed as a file:///&#160;URI.  A ProjectItem object for the item if successful; otherwise false. See ProjectItem object.  Method; searches for a specified file in the project.  The following example displays an error message in the Output panel if a specified file is not found in the project: var myProject = fl.getProject( var item = myProject.findProjectItem(&quot;file:///C|Projects/files/Integra.fla&quot; if (item == undefined) {  fl.trace(&quot;Integra.fla is missing!&quot; }  fl.getProject(), ProjectItem object, projectItem.isMissing " />
<page href="00004334.html" title="project.items" text="project.items  Flash 8.  project.items  Read-only property; an array of ProjectItem objects (see ProjectItem object) contained in the&#160;project.  The following example displays the names of all the items in the project. The names are displayed in the Output panel.  for (i = 0; i &lt; fl.getProject().items.length; i++) {  fl.trace(fl.getProject().items[i].displayName  }  fl.getProject(), ProjectItem object project.items  Flash 8.  project.items  Read-only property; an array of ProjectItem objects (see ProjectItem object) contained in the&#160;project.  The following example displays the names of all the items in the project. The names are displayed in the Output panel.  for (i = 0; i &lt; fl.getProject().items.length; i++) {  fl.trace(fl.getProject().items[i].displayName  }  fl.getProject(), ProjectItem object project.items  Flash 8.  project.items  Read-only property; an array of ProjectItem objects (see ProjectItem object) contained in the&#160;project.  The following example displays the names of all the items in the project. The names are displayed in the Output panel.  for (i = 0; i &lt; fl.getProject().items.length; i++) {  fl.trace(fl.getProject().items[i].displayName  }  fl.getProject(), ProjectItem object project.items  Flash 8.  project.items  Read-only property; an array of ProjectItem objects (see ProjectItem object) contained in the&#160;project.  The following example displays the names of all the items in the project. The names are displayed in the Output panel.  for (i = 0; i &lt; fl.getProject().items.length; i++) {  fl.trace(fl.getProject().items[i].displayName  }  fl.getProject(), ProjectItem object " />
<page href="00004335.html" title="project.name" text="project.name  Flash 8.  project.name  Property; the name of the project that appears in the Project panel.  The following example specifies a new name to be displayed in the Project panel: fl.getProject().name = &quot;New project name&quot;;  fl.getProject(), project.projectURI project.name  Flash 8.  project.name  Property; the name of the project that appears in the Project panel.  The following example specifies a new name to be displayed in the Project panel: fl.getProject().name = &quot;New project name&quot;;  fl.getProject(), project.projectURI project.name  Flash 8.  project.name  Property; the name of the project that appears in the Project panel.  The following example specifies a new name to be displayed in the Project panel: fl.getProject().name = &quot;New project name&quot;;  fl.getProject(), project.projectURI project.name  Flash 8.  project.name  Property; the name of the project that appears in the Project panel.  The following example specifies a new name to be displayed in the Project panel: fl.getProject().name = &quot;New project name&quot;;  fl.getProject(), project.projectURI " />
<page href="00004336.html" title="project.projectURI" text="project.projectURI  Flash 8.  project.projectURI  Read-only property; a string representing the path and name of the project file, expressed as a file:///&#160;URI.  The following example displays the path and name of the currently open project file. The name and path are displayed in the Output panel. fl.trace(&quot;Project is located at: &quot; + fl.getProject().projectURI  fl.getProject(), project.name project.projectURI  Flash 8.  project.projectURI  Read-only property; a string representing the path and name of the project file, expressed as a file:///&#160;URI.  The following example displays the path and name of the currently open project file. The name and path are displayed in the Output panel. fl.trace(&quot;Project is located at: &quot; + fl.getProject().projectURI  fl.getProject(), project.name project.projectURI  Flash 8.  project.projectURI  Read-only property; a string representing the path and name of the project file, expressed as a file:///&#160;URI.  The following example displays the path and name of the currently open project file. The name and path are displayed in the Output panel. fl.trace(&quot;Project is located at: &quot; + fl.getProject().projectURI  fl.getProject(), project.name project.projectURI  Flash 8.  project.projectURI  Read-only property; a string representing the path and name of the project file, expressed as a file:///&#160;URI.  The following example displays the path and name of the currently open project file. The name and path are displayed in the Output panel. fl.trace(&quot;Project is located at: &quot; + fl.getProject().projectURI  fl.getProject(), project.name " />
<page href="00004337.html" title="project.publishProject()" text="project.publishProject()  Flash 8.  project.publishProject()  None.  A Boolean value indicating if the project was successfully published.  Method; publishes the FLA files in a project.  The following example publishes the project after confirming that it can be published, and then indicates whether the project was published in the Output panel: if (fl.getProject().canPublishProject()) {   var bSucceeded = fl.getProject().publishProject(  } fl.trace(bSucceeded  fl.getProject(), project.canPublishProject(), projectItem.publish() project.publishProject()  Flash 8.  project.publishProject()  None.  A Boolean value indicating if the project was successfully published.  Method; publishes the FLA files in a project.  The following example publishes the project after confirming that it can be published, and then indicates whether the project was published in the Output panel: if (fl.getProject().canPublishProject()) {   var bSucceeded = fl.getProject().publishProject(  } fl.trace(bSucceeded  fl.getProject(), project.canPublishProject(), projectItem.publish() project.publishProject()  Flash 8.  project.publishProject()  None.  A Boolean value indicating if the project was successfully published.  Method; publishes the FLA files in a project.  The following example publishes the project after confirming that it can be published, and then indicates whether the project was published in the Output panel: if (fl.getProject().canPublishProject()) {   var bSucceeded = fl.getProject().publishProject(  } fl.trace(bSucceeded  fl.getProject(), project.canPublishProject(), projectItem.publish() project.publishProject()  Flash 8.  project.publishProject()  None.  A Boolean value indicating if the project was successfully published.  Method; publishes the FLA files in a project.  The following example publishes the project after confirming that it can be published, and then indicates whether the project was published in the Output panel: if (fl.getProject().canPublishProject()) {   var bSucceeded = fl.getProject().publishProject(  } fl.trace(bSucceeded  fl.getProject(), project.canPublishProject(), projectItem.publish() " />
<page href="00004338.html" title="project.testProject()" text="project.testProject()  Flash 8.  project.testProject()  None.  A Boolean value indicating if the project was successfully tested.   Method; tests the project. A project must have a default document to be tested.  The following example tests the project after confirming that it can be tested, and then indicates whether the project was tested in the Output panel: if (fl.getProject().canTestProject()) {   var bSucceeded = fl.getProject().testProject(  } fl.trace(bSucceeded  fl.getProject(), project.canTestProject(), project.defaultItem, projectItem.test()  project.testProject()  Flash 8.  project.testProject()  None.  A Boolean value indicating if the project was successfully tested.   Method; tests the project. A project must have a default document to be tested.  The following example tests the project after confirming that it can be tested, and then indicates whether the project was tested in the Output panel: if (fl.getProject().canTestProject()) {   var bSucceeded = fl.getProject().testProject(  } fl.trace(bSucceeded  fl.getProject(), project.canTestProject(), project.defaultItem, projectItem.test()  project.testProject()  Flash 8.  project.testProject()  None.  A Boolean value indicating if the project was successfully tested.   Method; tests the project. A project must have a default document to be tested.  The following example tests the project after confirming that it can be tested, and then indicates whether the project was tested in the Output panel: if (fl.getProject().canTestProject()) {   var bSucceeded = fl.getProject().testProject(  } fl.trace(bSucceeded  fl.getProject(), project.canTestProject(), project.defaultItem, projectItem.test()  project.testProject()  Flash 8.  project.testProject()  None.  A Boolean value indicating if the project was successfully tested.   Method; tests the project. A project must have a default document to be tested.  The following example tests the project after confirming that it can be tested, and then indicates whether the project was tested in the Output panel: if (fl.getProject().canTestProject()) {   var bSucceeded = fl.getProject().testProject(  } fl.trace(bSucceeded  fl.getProject(), project.canTestProject(), project.defaultItem, projectItem.test()  " />
<page href="00004339.html" title="ProjectItem object" text="ProjectItem object  Flash 8.  The ProjectItem object represents an item (file on disk) that has been added to a project. This object is a property of the Project object (see project.items). You can use the following commands to return a ProjectItem object: To add a new file to a project, use project.addFile(). To locate an item that has already been added to a project, use project.findProjectItem(). Method summary for the ProjectItem object The following methods can be used with the ProjectItem object:  Property summary for the ProjectItem object The following properties can be used with the ProjectItem object:  Method Description projectItem.canPublish() Determines whether a project item can be published. projectItem.canTest() Determines whether a project item can be tested. projectItem.publish() Publishes a project item. projectItem.test() Tests a project item. Property Description projectItem.displayName Read-only; a string that specifies the name of a project item. projectItem.isMissing Read-only; a Boolean value that specifies whether a file is missing from the disk. projectItem.itemURI Read-only; a string that specifies the path and name of the project item. projectItem.publishProfile A string that specifies the publish profile to use when publishing a project item (FLA file). ProjectItem object  Flash 8.  The ProjectItem object represents an item (file on disk) that has been added to a project. This object is a property of the Project object (see project.items). You can use the following commands to return a ProjectItem object: To add a new file to a project, use project.addFile(). To locate an item that has already been added to a project, use project.findProjectItem(). Method summary for the ProjectItem object The following methods can be used with the ProjectItem object:  Property summary for the ProjectItem object The following properties can be used with the ProjectItem object:  Method Description projectItem.canPublish() Determines whether a project item can be published. projectItem.canTest() Determines whether a project item can be tested. projectItem.publish() Publishes a project item. projectItem.test() Tests a project item. Property Description projectItem.displayName Read-only; a string that specifies the name of a project item. projectItem.isMissing Read-only; a Boolean value that specifies whether a file is missing from the disk. projectItem.itemURI Read-only; a string that specifies the path and name of the project item. projectItem.publishProfile A string that specifies the publish profile to use when publishing a project item (FLA file). ProjectItem object  Flash 8.  The ProjectItem object represents an item (file on disk) that has been added to a project. This object is a property of the Project object (see project.items). You can use the following commands to return a ProjectItem object: To add a new file to a project, use project.addFile(). To locate an item that has already been added to a project, use project.findProjectItem(). Method summary for the ProjectItem object The following methods can be used with the ProjectItem object:  Property summary for the ProjectItem object The following properties can be used with the ProjectItem object:  Method Description projectItem.canPublish() Determines whether a project item can be published. projectItem.canTest() Determines whether a project item can be tested. projectItem.publish() Publishes a project item. projectItem.test() Tests a project item. Property Description projectItem.displayName Read-only; a string that specifies the name of a project item. projectItem.isMissing Read-only; a Boolean value that specifies whether a file is missing from the disk. projectItem.itemURI Read-only; a string that specifies the path and name of the project item. projectItem.publishProfile A string that specifies the publish profile to use when publishing a project item (FLA file). ProjectItem object  Flash 8.  The ProjectItem object represents an item (file on disk) that has been added to a project. This object is a property of the Project object (see project.items). You can use the following commands to return a ProjectItem object: To add a new file to a project, use project.addFile(). To locate an item that has already been added to a project, use project.findProjectItem(). Method summary for the ProjectItem object The following methods can be used with the ProjectItem object:  Property summary for the ProjectItem object The following properties can be used with the ProjectItem object:  " />
<page href="00004340.html" title="projectItem.canPublish()" text="projectItem.canPublish()  Flash 8.  projectItem.canPublish()  None.  A Boolean value specifying whether a project item can be published.  Method; determines whether an item can be published. An item can be published only if it is a FLA file.  The following example displays a message in the Output panel if the first item in the project cannot be published: var item = fl.getProject().items[0]; if (!item.canPublish()) {  fl.trace(item.displayName + &quot; cannot be published!&quot; }  fl.getProject(), project.canPublishProject(), project.items, projectItem.publish() projectItem.canPublish()  Flash 8.  projectItem.canPublish()  None.  A Boolean value specifying whether a project item can be published.  Method; determines whether an item can be published. An item can be published only if it is a FLA file.  The following example displays a message in the Output panel if the first item in the project cannot be published: var item = fl.getProject().items[0]; if (!item.canPublish()) {  fl.trace(item.displayName + &quot; cannot be published!&quot; }  fl.getProject(), project.canPublishProject(), project.items, projectItem.publish() projectItem.canPublish()  Flash 8.  projectItem.canPublish()  None.  A Boolean value specifying whether a project item can be published.  Method; determines whether an item can be published. An item can be published only if it is a FLA file.  The following example displays a message in the Output panel if the first item in the project cannot be published: var item = fl.getProject().items[0]; if (!item.canPublish()) {  fl.trace(item.displayName + &quot; cannot be published!&quot; }  fl.getProject(), project.canPublishProject(), project.items, projectItem.publish() projectItem.canPublish()  Flash 8.  projectItem.canPublish()  None.  A Boolean value specifying whether a project item can be published.  Method; determines whether an item can be published. An item can be published only if it is a FLA file.  The following example displays a message in the Output panel if the first item in the project cannot be published: var item = fl.getProject().items[0]; if (!item.canPublish()) {  fl.trace(item.displayName + &quot; cannot be published!&quot; }  fl.getProject(), project.canPublishProject(), project.items, projectItem.publish() " />
<page href="00004341.html" title="projectItem.canTest()" text="projectItem.canTest()  Flash 8.  projectItem.canTest()  None.  A Boolean value specifying whether a project item can be tested.  Method; determines whether an item can be tested. An item can be tested if it is a FLA or HTML file.  The following example displays a message in the Output panel if the first item in the project cannot be tested: var item = fl.getProject().items[0];  if (!item.canTest()) {   fl.trace(item.name + &quot; cannot be tested!&quot;  }  fl.getProject(), project.canTestProject(), project.items, projectItem.test() projectItem.canTest()  Flash 8.  projectItem.canTest()  None.  A Boolean value specifying whether a project item can be tested.  Method; determines whether an item can be tested. An item can be tested if it is a FLA or HTML file.  The following example displays a message in the Output panel if the first item in the project cannot be tested: var item = fl.getProject().items[0];  if (!item.canTest()) {   fl.trace(item.name + &quot; cannot be tested!&quot;  }  fl.getProject(), project.canTestProject(), project.items, projectItem.test() projectItem.canTest()  Flash 8.  projectItem.canTest()  None.  A Boolean value specifying whether a project item can be tested.  Method; determines whether an item can be tested. An item can be tested if it is a FLA or HTML file.  The following example displays a message in the Output panel if the first item in the project cannot be tested: var item = fl.getProject().items[0];  if (!item.canTest()) {   fl.trace(item.name + &quot; cannot be tested!&quot;  }  fl.getProject(), project.canTestProject(), project.items, projectItem.test() projectItem.canTest()  Flash 8.  projectItem.canTest()  None.  A Boolean value specifying whether a project item can be tested.  Method; determines whether an item can be tested. An item can be tested if it is a FLA or HTML file.  The following example displays a message in the Output panel if the first item in the project cannot be tested: var item = fl.getProject().items[0];  if (!item.canTest()) {   fl.trace(item.name + &quot; cannot be tested!&quot;  }  fl.getProject(), project.canTestProject(), project.items, projectItem.test() " />
<page href="00004342.html" title="projectItem.displayName" text="projectItem.displayName  Flash 8.  projectItem.displayName  Read-only property; a string that specifies the name of a project item, such as &quot;file.fla&quot;.  The following example displays the names of all the files in the project in the Output panel: fl.trace( &quot;These are all the files in the project: &quot; var files = fl.getProject().items; for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].displayName + &quot; &quot;  }  fl.getProject(), project.items, projectItem.itemURI projectItem.displayName  Flash 8.  projectItem.displayName  Read-only property; a string that specifies the name of a project item, such as &quot;file.fla&quot;.  The following example displays the names of all the files in the project in the Output panel: fl.trace( &quot;These are all the files in the project: &quot; var files = fl.getProject().items; for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].displayName + &quot; &quot;  }  fl.getProject(), project.items, projectItem.itemURI projectItem.displayName  Flash 8.  projectItem.displayName  Read-only property; a string that specifies the name of a project item, such as &quot;file.fla&quot;.  The following example displays the names of all the files in the project in the Output panel: fl.trace( &quot;These are all the files in the project: &quot; var files = fl.getProject().items; for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].displayName + &quot; &quot;  }  fl.getProject(), project.items, projectItem.itemURI projectItem.displayName  Flash 8.  projectItem.displayName  Read-only property; a string that specifies the name of a project item, such as &quot;file.fla&quot;.  The following example displays the names of all the files in the project in the Output panel: fl.trace( &quot;These are all the files in the project: &quot; var files = fl.getProject().items; for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].displayName + &quot; &quot;  }  fl.getProject(), project.items, projectItem.itemURI " />
<page href="00004343.html" title="projectItem.isMissing" text="projectItem.isMissing  Flash 8.  projectItem.isMissing  Read-only property; a Boolean value that specifies whether a file is missing from the disk (for example, if the item has been moved, deleted, or renamed).  The following example displays a message in the Output panel that indicates whether a specific file is on the disk in the expected folder: var item = fl.getProject().findProjectItem(&quot;file:///C|/Projects/files/DynamicHighAscii.fla&quot;  fl.trace(&quot;DynamicHighAscii.fla is missing: &quot; + item.isMissing  fl.getProject(), project.findProjectItem(), project.items projectItem.isMissing  Flash 8.  projectItem.isMissing  Read-only property; a Boolean value that specifies whether a file is missing from the disk (for example, if the item has been moved, deleted, or renamed).  The following example displays a message in the Output panel that indicates whether a specific file is on the disk in the expected folder: var item = fl.getProject().findProjectItem(&quot;file:///C|/Projects/files/DynamicHighAscii.fla&quot;  fl.trace(&quot;DynamicHighAscii.fla is missing: &quot; + item.isMissing  fl.getProject(), project.findProjectItem(), project.items projectItem.isMissing  Flash 8.  projectItem.isMissing  Read-only property; a Boolean value that specifies whether a file is missing from the disk (for example, if the item has been moved, deleted, or renamed).  The following example displays a message in the Output panel that indicates whether a specific file is on the disk in the expected folder: var item = fl.getProject().findProjectItem(&quot;file:///C|/Projects/files/DynamicHighAscii.fla&quot;  fl.trace(&quot;DynamicHighAscii.fla is missing: &quot; + item.isMissing  fl.getProject(), project.findProjectItem(), project.items projectItem.isMissing  Flash 8.  projectItem.isMissing  Read-only property; a Boolean value that specifies whether a file is missing from the disk (for example, if the item has been moved, deleted, or renamed).  The following example displays a message in the Output panel that indicates whether a specific file is on the disk in the expected folder: var item = fl.getProject().findProjectItem(&quot;file:///C|/Projects/files/DynamicHighAscii.fla&quot;  fl.trace(&quot;DynamicHighAscii.fla is missing: &quot; + item.isMissing  fl.getProject(), project.findProjectItem(), project.items " />
<page href="00004344.html" title="projectItem.itemURI" text="projectItem.itemURI  Flash 8.  projectItem.itemURI  Read-only property; a string, specified as a file:///&#160;URI, that specifies the path and name of the project item. Folder items contain an empty string&#160;(&quot;&quot;).  The following example displays the path and name of each item in the project in the Output&#160;panel: files = fl.getProject().items;  for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].itemURI }  fl.getProject(), projectItem.displayName, project.items projectItem.itemURI  Flash 8.  projectItem.itemURI  Read-only property; a string, specified as a file:///&#160;URI, that specifies the path and name of the project item. Folder items contain an empty string&#160;(&quot;&quot;).  The following example displays the path and name of each item in the project in the Output&#160;panel: files = fl.getProject().items;  for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].itemURI }  fl.getProject(), projectItem.displayName, project.items projectItem.itemURI  Flash 8.  projectItem.itemURI  Read-only property; a string, specified as a file:///&#160;URI, that specifies the path and name of the project item. Folder items contain an empty string&#160;(&quot;&quot;).  The following example displays the path and name of each item in the project in the Output&#160;panel: files = fl.getProject().items;  for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].itemURI }  fl.getProject(), projectItem.displayName, project.items projectItem.itemURI  Flash 8.  projectItem.itemURI  Read-only property; a string, specified as a file:///&#160;URI, that specifies the path and name of the project item. Folder items contain an empty string&#160;(&quot;&quot;).  The following example displays the path and name of each item in the project in the Output&#160;panel: files = fl.getProject().items;  for (i = 0; i &lt; files.length; i++) {   fl.trace(files[i].itemURI }  fl.getProject(), projectItem.displayName, project.items " />
<page href="00004345.html" title="projectItem.publish()" text="projectItem.publish()  Flash 8.  projectItem.publish()  None.  A Boolean value of true if successful; false otherwise.  Method; publishes a project item. Only FLA files can be published.  The following example publishes all of the publishable items in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canPublish()) {   item.publish(   }  }  fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publishProfile projectItem.publish()  Flash 8.  projectItem.publish()  None.  A Boolean value of true if successful; false otherwise.  Method; publishes a project item. Only FLA files can be published.  The following example publishes all of the publishable items in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canPublish()) {   item.publish(   }  }  fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publishProfile projectItem.publish()  Flash 8.  projectItem.publish()  None.  A Boolean value of true if successful; false otherwise.  Method; publishes a project item. Only FLA files can be published.  The following example publishes all of the publishable items in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canPublish()) {   item.publish(   }  }  fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publishProfile projectItem.publish()  Flash 8.  projectItem.publish()  None.  A Boolean value of true if successful; false otherwise.  Method; publishes a project item. Only FLA files can be published.  The following example publishes all of the publishable items in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canPublish()) {   item.publish(   }  }  fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publishProfile " />
<page href="00004346.html" title="projectItem.publishProfile" text="projectItem.publishProfile  Flash 8.  projectItem.publishProfile  Property; a string that specifies the publish profile to use when publishing a project item (FLA file). The publish profile must be an existing profile in the item, or a subsequent call to projectItem.publish() will fail. See projectItem.publish(). If the item is not a FLA file, this property is an empty string&#160;(&quot;&quot;), and any attempts to set this property fail.  The following example sets the publish profile of all the items in the project to a specified profile that already exists in the item, and then publishes each item. If the profile doesn't exist in a file, the file isn't published. var items = fl.getProject().items;  for ( i = 0 ; i &lt; items.length ; i++ ) {   items[i].publishProfile = &quot;mySpecialProfile&quot;;   items[i].publish(  }   fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publish() projectItem.publishProfile  Flash 8.  projectItem.publishProfile  Property; a string that specifies the publish profile to use when publishing a project item (FLA file). The publish profile must be an existing profile in the item, or a subsequent call to projectItem.publish() will fail. See projectItem.publish(). If the item is not a FLA file, this property is an empty string&#160;(&quot;&quot;), and any attempts to set this property fail.  The following example sets the publish profile of all the items in the project to a specified profile that already exists in the item, and then publishes each item. If the profile doesn't exist in a file, the file isn't published. var items = fl.getProject().items;  for ( i = 0 ; i &lt; items.length ; i++ ) {   items[i].publishProfile = &quot;mySpecialProfile&quot;;   items[i].publish(  }   fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publish() projectItem.publishProfile  Flash 8.  projectItem.publishProfile  Property; a string that specifies the publish profile to use when publishing a project item (FLA file). The publish profile must be an existing profile in the item, or a subsequent call to projectItem.publish() will fail. See projectItem.publish(). If the item is not a FLA file, this property is an empty string&#160;(&quot;&quot;), and any attempts to set this property fail.  The following example sets the publish profile of all the items in the project to a specified profile that already exists in the item, and then publishes each item. If the profile doesn't exist in a file, the file isn't published. var items = fl.getProject().items;  for ( i = 0 ; i &lt; items.length ; i++ ) {   items[i].publishProfile = &quot;mySpecialProfile&quot;;   items[i].publish(  }   fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publish() projectItem.publishProfile  Flash 8.  projectItem.publishProfile  Property; a string that specifies the publish profile to use when publishing a project item (FLA file). The publish profile must be an existing profile in the item, or a subsequent call to projectItem.publish() will fail. See projectItem.publish(). If the item is not a FLA file, this property is an empty string&#160;(&quot;&quot;), and any attempts to set this property fail.  The following example sets the publish profile of all the items in the project to a specified profile that already exists in the item, and then publishes each item. If the profile doesn't exist in a file, the file isn't published. var items = fl.getProject().items;  for ( i = 0 ; i &lt; items.length ; i++ ) {   items[i].publishProfile = &quot;mySpecialProfile&quot;;   items[i].publish(  }   fl.getProject(), project.canPublishProject(), project.items, projectItem.canPublish(), projectItem.publish() " />
<page href="00004347.html" title="projectItem.test()" text="projectItem.test()  Flash 8.  projectItem.test()  None.  A Boolean value that indicates whether the item was successfully tested or not.  n Method; tests a project item. If the test operation fails because the item is not a FLA or HTML file, this method returns false.  The following example tests all the FLA and HTML files in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canTest()) {   item.test(   }  }   fl.getProject(), project.canTestProject(), project.items, projectItem.canTest()  projectItem.test()  Flash 8.  projectItem.test()  None.  A Boolean value that indicates whether the item was successfully tested or not.  n Method; tests a project item. If the test operation fails because the item is not a FLA or HTML file, this method returns false.  The following example tests all the FLA and HTML files in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canTest()) {   item.test(   }  }   fl.getProject(), project.canTestProject(), project.items, projectItem.canTest()  projectItem.test()  Flash 8.  projectItem.test()  None.  A Boolean value that indicates whether the item was successfully tested or not.  n Method; tests a project item. If the test operation fails because the item is not a FLA or HTML file, this method returns false.  The following example tests all the FLA and HTML files in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canTest()) {   item.test(   }  }   fl.getProject(), project.canTestProject(), project.items, projectItem.canTest()  projectItem.test()  Flash 8.  projectItem.test()  None.  A Boolean value that indicates whether the item was successfully tested or not.  n Method; tests a project item. If the test operation fails because the item is not a FLA or HTML file, this method returns false.  The following example tests all the FLA and HTML files in the project: for (var i in fl.getProject().items) {   var item = fl.getProject().items[i];   if (item.canTest()) {   item.test(   }  }   fl.getProject(), project.canTestProject(), project.items, projectItem.canTest()  " />
<page href="00004348.html" title="Rectangle object" text="Rectangle object Inheritance&#160;Element object &gt; Shape object &gt; Rectangle object  Flash CS3 Professional.  The Rectangle object is a shape that is drawn using the Rectangle Primitive tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Property summary for the Rectangle object In addition to the Shape object properties, you can use the following properties with the Rectangle object. To set the properties of a Rectangle object, use document.setRectangleObjectProperty(). Property Description RectangleObject.bottomLeftRadius  Read-only; a float value that sets the radius of the bottom-left corner of the Rectangle object. RectangleObject.bottomRightRadius  Read-only; a float value that sets the radius of the bottom-right corner of the Rectangle object. RectangleObject.lockFlag  Read-only; a Boolean value that determines whether different corners of the rectangle can have different radius values. RectangleObject.topLeftRadius  Read-only; a float value that sets the radius of all corners of the rectangle or that sets only the radius of the top-left corner of the Rectangle object. RectangleObject.topRightRadius  Read-only; a float value that sets the radius of the top-right corner of the Rectangle object. Rectangle object Inheritance&#160;Element object &gt; Shape object &gt; Rectangle object  Flash CS3 Professional.  The Rectangle object is a shape that is drawn using the Rectangle Primitive tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Property summary for the Rectangle object In addition to the Shape object properties, you can use the following properties with the Rectangle object. To set the properties of a Rectangle object, use document.setRectangleObjectProperty(). Property Description RectangleObject.bottomLeftRadius  Read-only; a float value that sets the radius of the bottom-left corner of the Rectangle object. RectangleObject.bottomRightRadius  Read-only; a float value that sets the radius of the bottom-right corner of the Rectangle object. RectangleObject.lockFlag  Read-only; a Boolean value that determines whether different corners of the rectangle can have different radius values. RectangleObject.topLeftRadius  Read-only; a float value that sets the radius of all corners of the rectangle or that sets only the radius of the top-left corner of the Rectangle object. RectangleObject.topRightRadius  Read-only; a float value that sets the radius of the top-right corner of the Rectangle object. Rectangle object Inheritance&#160;Element object &gt; Shape object &gt; Rectangle object  Flash CS3 Professional.  The Rectangle object is a shape that is drawn using the Rectangle Primitive tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Property summary for the Rectangle object In addition to the Shape object properties, you can use the following properties with the Rectangle object. To set the properties of a Rectangle object, use document.setRectangleObjectProperty(). Property Description RectangleObject.bottomLeftRadius  Read-only; a float value that sets the radius of the bottom-left corner of the Rectangle object. RectangleObject.bottomRightRadius  Read-only; a float value that sets the radius of the bottom-right corner of the Rectangle object. RectangleObject.lockFlag  Read-only; a Boolean value that determines whether different corners of the rectangle can have different radius values. RectangleObject.topLeftRadius  Read-only; a float value that sets the radius of all corners of the rectangle or that sets only the radius of the top-left corner of the Rectangle object. RectangleObject.topRightRadius  Read-only; a float value that sets the radius of the top-right corner of the Rectangle object. Rectangle object Inheritance&#160;Element object &gt; Shape object &gt; Rectangle object  Flash CS3 Professional.  The Rectangle object is a shape that is drawn using the Rectangle Primitive tool. To determine if an item is a Rectangle object, use shape.isRectangleObject. Property summary for the Rectangle object In addition to the Shape object properties, you can use the following properties with the Rectangle object. To set the properties of a Rectangle object, use document.setRectangleObjectProperty(). " />
<page href="00004349.html" title="RectangleObject.bottomLeftRadius " text="RectangleObject.bottomLeftRadius   Flash CS3 Professional.  RectangleObject.bottomLeftRadius  Read-only property; a float value that sets the radius of the bottom-left corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect.  To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.bottomLeftRadius   Flash CS3 Professional.  RectangleObject.bottomLeftRadius  Read-only property; a float value that sets the radius of the bottom-left corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect.  To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.bottomLeftRadius   Flash CS3 Professional.  RectangleObject.bottomLeftRadius  Read-only property; a float value that sets the radius of the bottom-left corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect.  To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.bottomLeftRadius   Flash CS3 Professional.  RectangleObject.bottomLeftRadius  Read-only property; a float value that sets the radius of the bottom-left corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect.  To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius " />
<page href="00004350.html" title="RectangleObject.bottomRightRadius " text="RectangleObject.bottomRightRadius   Flash CS3 Professional.  RectangleObject.bottomRightRadius  Read-only property; a float value that sets the radius of the bottom-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.bottomRightRadius   Flash CS3 Professional.  RectangleObject.bottomRightRadius  Read-only property; a float value that sets the radius of the bottom-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.bottomRightRadius   Flash CS3 Professional.  RectangleObject.bottomRightRadius  Read-only property; a float value that sets the radius of the bottom-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.bottomRightRadius   Flash CS3 Professional.  RectangleObject.bottomRightRadius  Read-only property; a float value that sets the radius of the bottom-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius, RectangleObject.topRightRadius " />
<page href="00004351.html" title="RectangleObject.lockFlag " text="RectangleObject.lockFlag   Flash CS3 Professional.  RectangleObject.lockFlag  Read-only property; a Boolean value that determines whether different corners of the rectangle can have different radius values. If this value is true, all corners have the value assigned to RectangleObject.topLeftRadius. If it is false, each corner radius can be set independently. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.lockFlag   Flash CS3 Professional.  RectangleObject.lockFlag  Read-only property; a Boolean value that determines whether different corners of the rectangle can have different radius values. If this value is true, all corners have the value assigned to RectangleObject.topLeftRadius. If it is false, each corner radius can be set independently. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.lockFlag   Flash CS3 Professional.  RectangleObject.lockFlag  Read-only property; a Boolean value that determines whether different corners of the rectangle can have different radius values. If this value is true, all corners have the value assigned to RectangleObject.topLeftRadius. If it is false, each corner radius can be set independently. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.topLeftRadius, RectangleObject.topRightRadius RectangleObject.lockFlag   Flash CS3 Professional.  RectangleObject.lockFlag  Read-only property; a Boolean value that determines whether different corners of the rectangle can have different radius values. If this value is true, all corners have the value assigned to RectangleObject.topLeftRadius. If it is false, each corner radius can be set independently. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.topLeftRadius, RectangleObject.topRightRadius " />
<page href="00004352.html" title="RectangleObject.topLeftRadius " text="RectangleObject.topLeftRadius   Flash CS3 Professional.  RectangleObject.topLeftRadius  Read-only property; a float value that sets the radius of all corners of the rectangle (if RectangleObject.lockFlag is true) or that sets only the radius of the top-left corner (if RectangleObject.lockFlag is false). To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topRightRadius RectangleObject.topLeftRadius   Flash CS3 Professional.  RectangleObject.topLeftRadius  Read-only property; a float value that sets the radius of all corners of the rectangle (if RectangleObject.lockFlag is true) or that sets only the radius of the top-left corner (if RectangleObject.lockFlag is false). To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topRightRadius RectangleObject.topLeftRadius   Flash CS3 Professional.  RectangleObject.topLeftRadius  Read-only property; a float value that sets the radius of all corners of the rectangle (if RectangleObject.lockFlag is true) or that sets only the radius of the top-left corner (if RectangleObject.lockFlag is false). To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topRightRadius RectangleObject.topLeftRadius   Flash CS3 Professional.  RectangleObject.topLeftRadius  Read-only property; a float value that sets the radius of all corners of the rectangle (if RectangleObject.lockFlag is true) or that sets only the radius of the top-left corner (if RectangleObject.lockFlag is false). To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topRightRadius " />
<page href="00004353.html" title="RectangleObject.topRightRadius " text="RectangleObject.topRightRadius   Flash CS3 Professional.  RectangleObject.topRightRadius  Read-only property; a float value that sets the radius of the top-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius RectangleObject.topRightRadius   Flash CS3 Professional.  RectangleObject.topRightRadius  Read-only property; a float value that sets the radius of the top-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius RectangleObject.topRightRadius   Flash CS3 Professional.  RectangleObject.topRightRadius  Read-only property; a float value that sets the radius of the top-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius RectangleObject.topRightRadius   Flash CS3 Professional.  RectangleObject.topRightRadius  Read-only property; a float value that sets the radius of the top-right corner of the Rectangle object. If RectangleObject.lockFlag is true, trying to set this value has no effect. To set this value, use document.setRectangleObjectProperty().  document.setRectangleObjectProperty(), RectangleObject.bottomLeftRadius, RectangleObject.bottomRightRadius, RectangleObject.lockFlag, RectangleObject.topLeftRadius " />
<page href="00004354.html" title="Screen object" text="Screen object  Flash MX 2004.  The Screen object represents a single screen in a slide or form document. This object contains properties related to the slide or form. For access to the array of all Screen objects in the document, use the following code:  fl.getDocumentDOM().screenOutline.screens Property summary for the Screen object The Screen object has the following properties: Properties Description screen.accName A string that is equivalent to the Name field in the Accessibility panel.  screen.childScreens  Read-only; the array of child screens for this screen. The array is empty if there are no child screens.  screen.description A string that is equivalent to the Description field in the Accessibility panel.  screen.forceSimple A Boolean value that enables and disables accessibility for the object's children. screen.hidden A Boolean value that specifies whether a screen is visible.  screen.instanceName  Read-only; a string that represents the instance name used to access the object from ActionScript.  screen.name  Read-only; a string that represents the name of the screen.  screen.nextScreen  Read-only; an object that represents the next peer screen in the parent's childScreens array. screen.parameters  Read-only; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  screen.parentScreen  Read-only; an object that represents the parent screen.  screen.prevScreen  Read-only; an object that represents the previous peer screen in the parent's childScreens array. screen.silent A Boolean value that specifies whether the object is accessible.  screen.tabIndex Equivalent to the Tab Index field in the Accessibility panel.  screen.timeline  Read-only; the Timeline object for the screen. See Timeline object. Screen object  Flash MX 2004.  The Screen object represents a single screen in a slide or form document. This object contains properties related to the slide or form. For access to the array of all Screen objects in the document, use the following code:  fl.getDocumentDOM().screenOutline.screens Property summary for the Screen object The Screen object has the following properties: Properties Description screen.accName A string that is equivalent to the Name field in the Accessibility panel.  screen.childScreens  Read-only; the array of child screens for this screen. The array is empty if there are no child screens.  screen.description A string that is equivalent to the Description field in the Accessibility panel.  screen.forceSimple A Boolean value that enables and disables accessibility for the object's children. screen.hidden A Boolean value that specifies whether a screen is visible.  screen.instanceName  Read-only; a string that represents the instance name used to access the object from ActionScript.  screen.name  Read-only; a string that represents the name of the screen.  screen.nextScreen  Read-only; an object that represents the next peer screen in the parent's childScreens array. screen.parameters  Read-only; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  screen.parentScreen  Read-only; an object that represents the parent screen.  screen.prevScreen  Read-only; an object that represents the previous peer screen in the parent's childScreens array. screen.silent A Boolean value that specifies whether the object is accessible.  screen.tabIndex Equivalent to the Tab Index field in the Accessibility panel.  screen.timeline  Read-only; the Timeline object for the screen. See Timeline object. Screen object  Flash MX 2004.  The Screen object represents a single screen in a slide or form document. This object contains properties related to the slide or form. For access to the array of all Screen objects in the document, use the following code:  fl.getDocumentDOM().screenOutline.screens Property summary for the Screen object The Screen object has the following properties: Properties Description screen.accName A string that is equivalent to the Name field in the Accessibility panel.  screen.childScreens  Read-only; the array of child screens for this screen. The array is empty if there are no child screens.  screen.description A string that is equivalent to the Description field in the Accessibility panel.  screen.forceSimple A Boolean value that enables and disables accessibility for the object's children. screen.hidden A Boolean value that specifies whether a screen is visible.  screen.instanceName  Read-only; a string that represents the instance name used to access the object from ActionScript.  screen.name  Read-only; a string that represents the name of the screen.  screen.nextScreen  Read-only; an object that represents the next peer screen in the parent's childScreens array. screen.parameters  Read-only; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  screen.parentScreen  Read-only; an object that represents the parent screen.  screen.prevScreen  Read-only; an object that represents the previous peer screen in the parent's childScreens array. screen.silent A Boolean value that specifies whether the object is accessible.  screen.tabIndex Equivalent to the Tab Index field in the Accessibility panel.  screen.timeline  Read-only; the Timeline object for the screen. See Timeline object. Screen object  Flash MX 2004.  The Screen object represents a single screen in a slide or form document. This object contains properties related to the slide or form. For access to the array of all Screen objects in the document, use the following code:  fl.getDocumentDOM().screenOutline.screens Property summary for the Screen object The Screen object has the following properties: " />
<page href="00004355.html" title="screen.accName" text="screen.accName  Flash MX 2004.  screen.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example stores the value of the name of the object in the theName variable:  var theName = fl.getDocumentDOM().screenOutline.screens[1].accName;  The following example sets the name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().screenOutline.screens[1].accName = &#39;Home Button&#39;;  screen.accName  Flash MX 2004.  screen.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example stores the value of the name of the object in the theName variable:  var theName = fl.getDocumentDOM().screenOutline.screens[1].accName;  The following example sets the name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().screenOutline.screens[1].accName = &#39;Home Button&#39;;  screen.accName  Flash MX 2004.  screen.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example stores the value of the name of the object in the theName variable:  var theName = fl.getDocumentDOM().screenOutline.screens[1].accName;  The following example sets the name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().screenOutline.screens[1].accName = &#39;Home Button&#39;;  screen.accName  Flash MX 2004.  screen.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud.   The following example stores the value of the name of the object in the theName variable:  var theName = fl.getDocumentDOM().screenOutline.screens[1].accName;  The following example sets the name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().screenOutline.screens[1].accName = &#39;Home Button&#39;;  " />
<page href="00004356.html" title="screen.childScreens" text="screen.childScreens  Flash MX 2004.  screen.childScreens  Read-only property; the array of child screens for this screen. The array is empty if there are no child screens.   The following example checks to see if the current document is a slide or form, and if it is, stores the array of child screens in the myChildren variable and displays their names in the Output panel:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.name   for (i in fl.getDocumentDOM().screenOutline.rootScreen.childScreens) {  myChildren.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.rootScreen.childScreens[i].name  }  fl.trace(&quot; The child screens of &quot;+myParent+&quot; are &quot;+myChildren+&quot;. &quot; } screen.childScreens  Flash MX 2004.  screen.childScreens  Read-only property; the array of child screens for this screen. The array is empty if there are no child screens.   The following example checks to see if the current document is a slide or form, and if it is, stores the array of child screens in the myChildren variable and displays their names in the Output panel:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.name   for (i in fl.getDocumentDOM().screenOutline.rootScreen.childScreens) {  myChildren.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.rootScreen.childScreens[i].name  }  fl.trace(&quot; The child screens of &quot;+myParent+&quot; are &quot;+myChildren+&quot;. &quot; } screen.childScreens  Flash MX 2004.  screen.childScreens  Read-only property; the array of child screens for this screen. The array is empty if there are no child screens.   The following example checks to see if the current document is a slide or form, and if it is, stores the array of child screens in the myChildren variable and displays their names in the Output panel:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.name   for (i in fl.getDocumentDOM().screenOutline.rootScreen.childScreens) {  myChildren.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.rootScreen.childScreens[i].name  }  fl.trace(&quot; The child screens of &quot;+myParent+&quot; are &quot;+myChildren+&quot;. &quot; } screen.childScreens  Flash MX 2004.  screen.childScreens  Read-only property; the array of child screens for this screen. The array is empty if there are no child screens.   The following example checks to see if the current document is a slide or form, and if it is, stores the array of child screens in the myChildren variable and displays their names in the Output panel:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.name   for (i in fl.getDocumentDOM().screenOutline.rootScreen.childScreens) {  myChildren.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.rootScreen.childScreens[i].name  }  fl.trace(&quot; The child screens of &quot;+myParent+&quot; are &quot;+myChildren+&quot;. &quot; } " />
<page href="00004357.html" title="screen.description" text="screen.description  Flash MX 2004.  screen.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example gets the description of the object and stores it in the theDescription variable:  var theDescription = fl.getDocumentDOM().screenOutline.screens[1].description; The following example sets the description of the object to &quot;This is Screen 1&quot;: fl.getDocumentDOM().screenOutline.screens[1].description = &quot;This is Screen 1&quot;  screen.description  Flash MX 2004.  screen.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example gets the description of the object and stores it in the theDescription variable:  var theDescription = fl.getDocumentDOM().screenOutline.screens[1].description; The following example sets the description of the object to &quot;This is Screen 1&quot;: fl.getDocumentDOM().screenOutline.screens[1].description = &quot;This is Screen 1&quot;  screen.description  Flash MX 2004.  screen.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example gets the description of the object and stores it in the theDescription variable:  var theDescription = fl.getDocumentDOM().screenOutline.screens[1].description; The following example sets the description of the object to &quot;This is Screen 1&quot;: fl.getDocumentDOM().screenOutline.screens[1].description = &quot;This is Screen 1&quot;  screen.description  Flash MX 2004.  screen.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example gets the description of the object and stores it in the theDescription variable:  var theDescription = fl.getDocumentDOM().screenOutline.screens[1].description; The following example sets the description of the object to &quot;This is Screen 1&quot;: fl.getDocumentDOM().screenOutline.screens[1].description = &quot;This is Screen 1&quot;  " />
<page href="00004358.html" title="screen.forceSimple" text="screen.forceSimple  Flash MX 2004.  screen.forceSimple  Property; a Boolean value that enables or disables accessibility for the object's children. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being deselected. If forceSimple is false, it is the same as the Make Child Object Accessible option being selected.   The following example stores the value of forceSimple in the areChildrenAccessible variable (a value of false means the children of the object are accessible):  var areChildrenAccessible = fl.getDocumentDOM().screenOutline.screens[1].forceSimple The following example makes the children of the object accessible: fl.getDocumentDOM().screenOutline.screens[1].forceSimple = false;  screen.forceSimple  Flash MX 2004.  screen.forceSimple  Property; a Boolean value that enables or disables accessibility for the object's children. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being deselected. If forceSimple is false, it is the same as the Make Child Object Accessible option being selected.   The following example stores the value of forceSimple in the areChildrenAccessible variable (a value of false means the children of the object are accessible):  var areChildrenAccessible = fl.getDocumentDOM().screenOutline.screens[1].forceSimple The following example makes the children of the object accessible: fl.getDocumentDOM().screenOutline.screens[1].forceSimple = false;  screen.forceSimple  Flash MX 2004.  screen.forceSimple  Property; a Boolean value that enables or disables accessibility for the object's children. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being deselected. If forceSimple is false, it is the same as the Make Child Object Accessible option being selected.   The following example stores the value of forceSimple in the areChildrenAccessible variable (a value of false means the children of the object are accessible):  var areChildrenAccessible = fl.getDocumentDOM().screenOutline.screens[1].forceSimple The following example makes the children of the object accessible: fl.getDocumentDOM().screenOutline.screens[1].forceSimple = false;  screen.forceSimple  Flash MX 2004.  screen.forceSimple  Property; a Boolean value that enables or disables accessibility for the object's children. This is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. That is, if forceSimple is true, it is the same as the Make Child Object Accessible option being deselected. If forceSimple is false, it is the same as the Make Child Object Accessible option being selected.   The following example stores the value of forceSimple in the areChildrenAccessible variable (a value of false means the children of the object are accessible):  var areChildrenAccessible = fl.getDocumentDOM().screenOutline.screens[1].forceSimple The following example makes the children of the object accessible: fl.getDocumentDOM().screenOutline.screens[1].forceSimple = false;  " />
<page href="00004359.html" title="screen.hidden" text="screen.hidden  Flash MX 2004.  screen.hidden  Property; a Boolean value that specifies whether the screen is visible. A screen with the hidden property set to true is not visible in any other screen.   The following example checks to see if the first screen in the outline is hidden and changes the visibility of the screen accordingly. Then, a message in the Output panel shows what the visibility of the screen was before the change: if (fl.getDocumentDOM().screenOutline.screens[0].hidden) {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false  fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;false&#39;&quot; }  else {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, true   fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;true&#39;&quot; } screen.hidden  Flash MX 2004.  screen.hidden  Property; a Boolean value that specifies whether the screen is visible. A screen with the hidden property set to true is not visible in any other screen.   The following example checks to see if the first screen in the outline is hidden and changes the visibility of the screen accordingly. Then, a message in the Output panel shows what the visibility of the screen was before the change: if (fl.getDocumentDOM().screenOutline.screens[0].hidden) {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false  fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;false&#39;&quot; }  else {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, true   fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;true&#39;&quot; } screen.hidden  Flash MX 2004.  screen.hidden  Property; a Boolean value that specifies whether the screen is visible. A screen with the hidden property set to true is not visible in any other screen.   The following example checks to see if the first screen in the outline is hidden and changes the visibility of the screen accordingly. Then, a message in the Output panel shows what the visibility of the screen was before the change: if (fl.getDocumentDOM().screenOutline.screens[0].hidden) {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false  fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;false&#39;&quot; }  else {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, true   fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;true&#39;&quot; } screen.hidden  Flash MX 2004.  screen.hidden  Property; a Boolean value that specifies whether the screen is visible. A screen with the hidden property set to true is not visible in any other screen.   The following example checks to see if the first screen in the outline is hidden and changes the visibility of the screen accordingly. Then, a message in the Output panel shows what the visibility of the screen was before the change: if (fl.getDocumentDOM().screenOutline.screens[0].hidden) {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false  fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;false&#39;&quot; }  else {  fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, true   fl.trace(fl.getDocumentDOM().screenOutline.screens[0].name+&quot; had its &#39;hidden&#39; property set to &#39;true&#39;&quot; } " />
<page href="00004360.html" title="screen.instanceName" text="screen.instanceName  Flash MX 2004.  screen.instanceName  Read-only property; a string that represents the instance name used to access the object from ActionScript.   The following example checks to see if the current document allows screens (because it is a slide or form). Then, it assigns the instanceName value of the first child screen in the array to the myInstanceName variable and opens the Output panel to show the instance name of the&#160;screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myInstanceName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].instanceName;  fl.trace(&quot; The instanceName is &quot;+myInstanceName+&quot;. &quot; } screen.instanceName  Flash MX 2004.  screen.instanceName  Read-only property; a string that represents the instance name used to access the object from ActionScript.   The following example checks to see if the current document allows screens (because it is a slide or form). Then, it assigns the instanceName value of the first child screen in the array to the myInstanceName variable and opens the Output panel to show the instance name of the&#160;screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myInstanceName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].instanceName;  fl.trace(&quot; The instanceName is &quot;+myInstanceName+&quot;. &quot; } screen.instanceName  Flash MX 2004.  screen.instanceName  Read-only property; a string that represents the instance name used to access the object from ActionScript.   The following example checks to see if the current document allows screens (because it is a slide or form). Then, it assigns the instanceName value of the first child screen in the array to the myInstanceName variable and opens the Output panel to show the instance name of the&#160;screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myInstanceName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].instanceName;  fl.trace(&quot; The instanceName is &quot;+myInstanceName+&quot;. &quot; } screen.instanceName  Flash MX 2004.  screen.instanceName  Read-only property; a string that represents the instance name used to access the object from ActionScript.   The following example checks to see if the current document allows screens (because it is a slide or form). Then, it assigns the instanceName value of the first child screen in the array to the myInstanceName variable and opens the Output panel to show the instance name of the&#160;screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myInstanceName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].instanceName;  fl.trace(&quot; The instanceName is &quot;+myInstanceName+&quot;. &quot; } " />
<page href="00004361.html" title="screen.name" text="screen.name  Flash MX 2004.  screen.name  Read-only property; a string that represents the name of the screen.   The following example checks to see if the current document allows screens (because it is a slide or form document). Then, it assigns the name value of the first child screen in the array to the myName variable and opens the Output panel to show the name of the screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  fl.trace(&quot;The name of the screen is &quot;+myName+&quot;. &quot; } screen.name  Flash MX 2004.  screen.name  Read-only property; a string that represents the name of the screen.   The following example checks to see if the current document allows screens (because it is a slide or form document). Then, it assigns the name value of the first child screen in the array to the myName variable and opens the Output panel to show the name of the screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  fl.trace(&quot;The name of the screen is &quot;+myName+&quot;. &quot; } screen.name  Flash MX 2004.  screen.name  Read-only property; a string that represents the name of the screen.   The following example checks to see if the current document allows screens (because it is a slide or form document). Then, it assigns the name value of the first child screen in the array to the myName variable and opens the Output panel to show the name of the screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  fl.trace(&quot;The name of the screen is &quot;+myName+&quot;. &quot; } screen.name  Flash MX 2004.  screen.name  Read-only property; a string that represents the name of the screen.   The following example checks to see if the current document allows screens (because it is a slide or form document). Then, it assigns the name value of the first child screen in the array to the myName variable and opens the Output panel to show the name of the screen:  var myChildren = new Array( if(fl.getDocumentDOM().allowScreens) {  var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  fl.trace(&quot;The name of the screen is &quot;+myName+&quot;. &quot; } " />
<page href="00004362.html" title="screen.nextScreen" text="screen.nextScreen  Flash MX 2004.  screen.nextScreen  Read-only property; an object that represents the next peer screen in the parent's childScreens array. That is, screen.nextScreen is found by moving down an array of child screens to the next screen in the array. See screen.prevScreen. If there isn't a peer screen, the value is null.  The following example first checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].nextScreen.name;  fl.trace(&quot; The next screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } screen.nextScreen  Flash MX 2004.  screen.nextScreen  Read-only property; an object that represents the next peer screen in the parent's childScreens array. That is, screen.nextScreen is found by moving down an array of child screens to the next screen in the array. See screen.prevScreen. If there isn't a peer screen, the value is null.  The following example first checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].nextScreen.name;  fl.trace(&quot; The next screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } screen.nextScreen  Flash MX 2004.  screen.nextScreen  Read-only property; an object that represents the next peer screen in the parent's childScreens array. That is, screen.nextScreen is found by moving down an array of child screens to the next screen in the array. See screen.prevScreen. If there isn't a peer screen, the value is null.  The following example first checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].nextScreen.name;  fl.trace(&quot; The next screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } screen.nextScreen  Flash MX 2004.  screen.nextScreen  Read-only property; an object that represents the next peer screen in the parent's childScreens array. That is, screen.nextScreen is found by moving down an array of child screens to the next screen in the array. See screen.prevScreen. If there isn't a peer screen, the value is null.  The following example first checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].nextScreen.name;  fl.trace(&quot; The next screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } " />
<page href="00004363.html" title="screen.parameters" text="screen.parameters  Flash MX 2004.  screen.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  The following example stores the parameters for the second screen in the outline to the parms variable and then assigns the &quot;some value&quot; value to the first property:  var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; parms[0].value = &quot;some value&quot;;  Parameter object screen.parameters  Flash MX 2004.  screen.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  The following example stores the parameters for the second screen in the outline to the parms variable and then assigns the &quot;some value&quot; value to the first property:  var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; parms[0].value = &quot;some value&quot;;  Parameter object screen.parameters  Flash MX 2004.  screen.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  The following example stores the parameters for the second screen in the outline to the parms variable and then assigns the &quot;some value&quot; value to the first property:  var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; parms[0].value = &quot;some value&quot;;  Parameter object screen.parameters  Flash MX 2004.  screen.parameters  Read-only property; an array of ActionScript 2.0 properties that are accessible from the screen Property inspector.  The following example stores the parameters for the second screen in the outline to the parms variable and then assigns the &quot;some value&quot; value to the first property:  var parms = fl.getDocumentDOM().screenOutline.screens[1].parameters; parms[0].value = &quot;some value&quot;;  Parameter object " />
<page href="00004364.html" title="screen.parentScreen" text="screen.parentScreen  Flash MX 2004.  screen.parentScreen  Read-only property; an object that represents the parent screen. If parentScreen is null, the screen is a top-level screen.   The following example stores the values for the childScreens and parentScreen properties in variables and then shows those values and their parent/child relationship in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].parentScreen.name;  fl.trace(&quot; The parent screen to &quot;+myCurrent+&quot; is &quot;+myParent+&quot;. &quot; } screen.parentScreen  Flash MX 2004.  screen.parentScreen  Read-only property; an object that represents the parent screen. If parentScreen is null, the screen is a top-level screen.   The following example stores the values for the childScreens and parentScreen properties in variables and then shows those values and their parent/child relationship in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].parentScreen.name;  fl.trace(&quot; The parent screen to &quot;+myCurrent+&quot; is &quot;+myParent+&quot;. &quot; } screen.parentScreen  Flash MX 2004.  screen.parentScreen  Read-only property; an object that represents the parent screen. If parentScreen is null, the screen is a top-level screen.   The following example stores the values for the childScreens and parentScreen properties in variables and then shows those values and their parent/child relationship in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].parentScreen.name;  fl.trace(&quot; The parent screen to &quot;+myCurrent+&quot; is &quot;+myParent+&quot;. &quot; } screen.parentScreen  Flash MX 2004.  screen.parentScreen  Read-only property; an object that represents the parent screen. If parentScreen is null, the screen is a top-level screen.   The following example stores the values for the childScreens and parentScreen properties in variables and then shows those values and their parent/child relationship in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myParent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].parentScreen.name;  fl.trace(&quot; The parent screen to &quot;+myCurrent+&quot; is &quot;+myParent+&quot;. &quot; } " />
<page href="00004365.html" title="screen.prevScreen" text="screen.prevScreen  Flash MX 2004.  screen.prevScreen  Read-only property; an object that represents the previous peer screen in the parent's childScreens array. If there isn't a peer screen, the value is null. See also screen.nextScreen.  The following example checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].prevScreen.name;  fl.trace(&quot; The previous screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } screen.prevScreen  Flash MX 2004.  screen.prevScreen  Read-only property; an object that represents the previous peer screen in the parent's childScreens array. If there isn't a peer screen, the value is null. See also screen.nextScreen.  The following example checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].prevScreen.name;  fl.trace(&quot; The previous screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } screen.prevScreen  Flash MX 2004.  screen.prevScreen  Read-only property; an object that represents the previous peer screen in the parent's childScreens array. If there isn't a peer screen, the value is null. See also screen.nextScreen.  The following example checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].prevScreen.name;  fl.trace(&quot; The previous screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } screen.prevScreen  Flash MX 2004.  screen.prevScreen  Read-only property; an object that represents the previous peer screen in the parent's childScreens array. If there isn't a peer screen, the value is null. See also screen.nextScreen.  The following example checks to see if the current document is a slide or form, and if it is, retrieves and shows the sequence of screens in the Output panel: if(fl.getDocumentDOM().allowScreens) {  var myCurrent = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].name;  var myNext = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[1].prevScreen.name;  fl.trace(&quot; The previous screen to &quot;+myCurrent+&quot; is &quot;+myNext+&quot;. &quot; } " />
<page href="00004366.html" title="screen.silent" text="screen.silent  Flash MX 2004.  screen.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, it is the same as having the Make Object Accessible option deselected in the Accessibility panel. If silent is false, it is the same as having the Make Object Accessible option selected in the Accessibility panel.  The following example retrieves the silent value of the object (a value of false means the object is accessible):  var isSilent = fl.getDocumentDOM().screenOutline.screens[1].silent; The following example sets the object to be accessible:  fl.getDocumentDOM().screenOutline.screens[1].silent = false; screen.silent  Flash MX 2004.  screen.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, it is the same as having the Make Object Accessible option deselected in the Accessibility panel. If silent is false, it is the same as having the Make Object Accessible option selected in the Accessibility panel.  The following example retrieves the silent value of the object (a value of false means the object is accessible):  var isSilent = fl.getDocumentDOM().screenOutline.screens[1].silent; The following example sets the object to be accessible:  fl.getDocumentDOM().screenOutline.screens[1].silent = false; screen.silent  Flash MX 2004.  screen.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, it is the same as having the Make Object Accessible option deselected in the Accessibility panel. If silent is false, it is the same as having the Make Object Accessible option selected in the Accessibility panel.  The following example retrieves the silent value of the object (a value of false means the object is accessible):  var isSilent = fl.getDocumentDOM().screenOutline.screens[1].silent; The following example sets the object to be accessible:  fl.getDocumentDOM().screenOutline.screens[1].silent = false; screen.silent  Flash MX 2004.  screen.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, it is the same as having the Make Object Accessible option deselected in the Accessibility panel. If silent is false, it is the same as having the Make Object Accessible option selected in the Accessibility panel.  The following example retrieves the silent value of the object (a value of false means the object is accessible):  var isSilent = fl.getDocumentDOM().screenOutline.screens[1].silent; The following example sets the object to be accessible:  fl.getDocumentDOM().screenOutline.screens[1].silent = false; " />
<page href="00004367.html" title="screen.tabIndex" text="screen.tabIndex  Flash MX 2004.  screen.tabIndex  Property; equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.   The following example gets the tab index of the object:  var theTabIndex = fl.getDocumentDOM().screenOutline.screens[1].tabIndex; The following example sets the tab index of the object to 1:  fl.getDocumentDOM().screenOutline.screens[1].tabIndex = 1; screen.tabIndex  Flash MX 2004.  screen.tabIndex  Property; equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.   The following example gets the tab index of the object:  var theTabIndex = fl.getDocumentDOM().screenOutline.screens[1].tabIndex; The following example sets the tab index of the object to 1:  fl.getDocumentDOM().screenOutline.screens[1].tabIndex = 1; screen.tabIndex  Flash MX 2004.  screen.tabIndex  Property; equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.   The following example gets the tab index of the object:  var theTabIndex = fl.getDocumentDOM().screenOutline.screens[1].tabIndex; The following example sets the tab index of the object to 1:  fl.getDocumentDOM().screenOutline.screens[1].tabIndex = 1; screen.tabIndex  Flash MX 2004.  screen.tabIndex  Property; equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.   The following example gets the tab index of the object:  var theTabIndex = fl.getDocumentDOM().screenOutline.screens[1].tabIndex; The following example sets the tab index of the object to 1:  fl.getDocumentDOM().screenOutline.screens[1].tabIndex = 1; " />
<page href="00004368.html" title="screen.timeline" text="screen.timeline  Flash MX 2004.  screen.timeline  Read-only property; the Timeline object for the screen.   The following example gets the screenOutline property of the current slide document, assigns the array of timeline properties for the first screen to myArray, and displays those properties in the Output panel: myArray = new Array( if(fl.getDocumentDOM().screenOutline) {  for(i in fl.getDocumentDOM().screenOutline.screens[0].timeline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline.screens[0].timeline[i]+&quot; &quot;) ;  }   fl.trace(&quot;Here are the properties of the screen named &quot;+ fl.getDocumentDOM().screenOutline.screens[0].name+&quot;: &quot;+myArray } screen.timeline  Flash MX 2004.  screen.timeline  Read-only property; the Timeline object for the screen.   The following example gets the screenOutline property of the current slide document, assigns the array of timeline properties for the first screen to myArray, and displays those properties in the Output panel: myArray = new Array( if(fl.getDocumentDOM().screenOutline) {  for(i in fl.getDocumentDOM().screenOutline.screens[0].timeline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline.screens[0].timeline[i]+&quot; &quot;) ;  }   fl.trace(&quot;Here are the properties of the screen named &quot;+ fl.getDocumentDOM().screenOutline.screens[0].name+&quot;: &quot;+myArray } screen.timeline  Flash MX 2004.  screen.timeline  Read-only property; the Timeline object for the screen.   The following example gets the screenOutline property of the current slide document, assigns the array of timeline properties for the first screen to myArray, and displays those properties in the Output panel: myArray = new Array( if(fl.getDocumentDOM().screenOutline) {  for(i in fl.getDocumentDOM().screenOutline.screens[0].timeline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline.screens[0].timeline[i]+&quot; &quot;) ;  }   fl.trace(&quot;Here are the properties of the screen named &quot;+ fl.getDocumentDOM().screenOutline.screens[0].name+&quot;: &quot;+myArray } screen.timeline  Flash MX 2004.  screen.timeline  Read-only property; the Timeline object for the screen.   The following example gets the screenOutline property of the current slide document, assigns the array of timeline properties for the first screen to myArray, and displays those properties in the Output panel: myArray = new Array( if(fl.getDocumentDOM().screenOutline) {  for(i in fl.getDocumentDOM().screenOutline.screens[0].timeline) {  myArray.push(&quot; &quot;+i+&quot; : &quot;+fl.getDocumentDOM().screenOutline.screens[0].timeline[i]+&quot; &quot;) ;  }   fl.trace(&quot;Here are the properties of the screen named &quot;+ fl.getDocumentDOM().screenOutline.screens[0].name+&quot;: &quot;+myArray } " />
<page href="00004369.html" title="ScreenOutline object" text="ScreenOutline object  Flash MX 2004.  The ScreenOutline object represents the group of screens in a slide or form document. The object is accessed by using fl.getDocumentDOM().screenOutline.  The ScreenOutline object exists only if the document is a slide or form document, so before accessing the property, use document.allowScreens() to verify that a Screens document exists, as shown in the following example: if(fl.getDocumentDOM().allowScreens) { var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(&quot;The name of the screen is &quot; + myName + &quot;. &quot; } Method summary for the ScreenOutline object You can use the following methods with the ScreenOutline object: Property summary for the ScreenOutline object You can use the following properties with the ScreenOutline object: Property Description screenOutline.currentScreen  A Screen object; the currently selected screen. screenOutline.rootScreen Read-only; the first screen in the screen outline.  screenOutline.screens  Read-only; the array of top-level Screen objects contained in the document (see Screen object). Method Description screenOutline.copyScreenFromFile() Inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. screenOutline.deleteScreen() Deletes the currently selected screen(s), or a specified screen, and the children of the screen(s). screenOutline.duplicateScreen() Duplicates the currently selected screen(s) or a specified screen. screenOutline.getSelectedScreens() Returns an array of Screen objects that are currently selected in the screen outline. screenOutline.insertNestedScreen() Inserts a nested screen of a specific type into a particular location in the screen outline. screenOutline.insertScreen() Inserts a new blank screen of a specified type into the document at a specified location. screenOutline.moveScreen() 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.renameScreen() Changes the screen with a specified name to a new&#160;name.  screenOutline.setCurrentScreen() Sets the current selection in the screen outline to the specified screen.  screenOutline.setScreenProperty() Sets the specified property with the specified value for the selected screens. screenOutline.setSelectedScreens() Selects the specified screens in the Screen Outline&#160;pane.  ScreenOutline object  Flash MX 2004.  The ScreenOutline object represents the group of screens in a slide or form document. The object is accessed by using fl.getDocumentDOM().screenOutline.  The ScreenOutline object exists only if the document is a slide or form document, so before accessing the property, use document.allowScreens() to verify that a Screens document exists, as shown in the following example: if(fl.getDocumentDOM().allowScreens) { var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(&quot;The name of the screen is &quot; + myName + &quot;. &quot; } Method summary for the ScreenOutline object You can use the following methods with the ScreenOutline object: Property summary for the ScreenOutline object You can use the following properties with the ScreenOutline object: Property Description screenOutline.currentScreen  A Screen object; the currently selected screen. screenOutline.rootScreen Read-only; the first screen in the screen outline.  screenOutline.screens  Read-only; the array of top-level Screen objects contained in the document (see Screen object). Method Description screenOutline.copyScreenFromFile() Inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. screenOutline.deleteScreen() Deletes the currently selected screen(s), or a specified screen, and the children of the screen(s). screenOutline.duplicateScreen() Duplicates the currently selected screen(s) or a specified screen. screenOutline.getSelectedScreens() Returns an array of Screen objects that are currently selected in the screen outline. screenOutline.insertNestedScreen() Inserts a nested screen of a specific type into a particular location in the screen outline. screenOutline.insertScreen() Inserts a new blank screen of a specified type into the document at a specified location. screenOutline.moveScreen() 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.renameScreen() Changes the screen with a specified name to a new&#160;name.  screenOutline.setCurrentScreen() Sets the current selection in the screen outline to the specified screen.  screenOutline.setScreenProperty() Sets the specified property with the specified value for the selected screens. screenOutline.setSelectedScreens() Selects the specified screens in the Screen Outline&#160;pane.  ScreenOutline object  Flash MX 2004.  The ScreenOutline object represents the group of screens in a slide or form document. The object is accessed by using fl.getDocumentDOM().screenOutline.  The ScreenOutline object exists only if the document is a slide or form document, so before accessing the property, use document.allowScreens() to verify that a Screens document exists, as shown in the following example: if(fl.getDocumentDOM().allowScreens) { var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(&quot;The name of the screen is &quot; + myName + &quot;. &quot; } Method summary for the ScreenOutline object You can use the following methods with the ScreenOutline object: Property summary for the ScreenOutline object You can use the following properties with the ScreenOutline object: Property Description screenOutline.currentScreen  A Screen object; the currently selected screen. screenOutline.rootScreen Read-only; the first screen in the screen outline.  screenOutline.screens  Read-only; the array of top-level Screen objects contained in the document (see Screen object). Method Description screenOutline.copyScreenFromFile() Inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. screenOutline.deleteScreen() Deletes the currently selected screen(s), or a specified screen, and the children of the screen(s). screenOutline.duplicateScreen() Duplicates the currently selected screen(s) or a specified screen. screenOutline.getSelectedScreens() Returns an array of Screen objects that are currently selected in the screen outline. screenOutline.insertNestedScreen() Inserts a nested screen of a specific type into a particular location in the screen outline. screenOutline.insertScreen() Inserts a new blank screen of a specified type into the document at a specified location. screenOutline.moveScreen() 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.renameScreen() Changes the screen with a specified name to a new&#160;name.  screenOutline.setCurrentScreen() Sets the current selection in the screen outline to the specified screen.  screenOutline.setScreenProperty() Sets the specified property with the specified value for the selected screens. screenOutline.setSelectedScreens() Selects the specified screens in the Screen Outline&#160;pane.  ScreenOutline object  Flash MX 2004.  The ScreenOutline object represents the group of screens in a slide or form document. The object is accessed by using fl.getDocumentDOM().screenOutline.  The ScreenOutline object exists only if the document is a slide or form document, so before accessing the property, use document.allowScreens() to verify that a Screens document exists, as shown in the following example: if(fl.getDocumentDOM().allowScreens) { var myName = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(&quot;The name of the screen is &quot; + myName + &quot;. &quot; } Method summary for the ScreenOutline object You can use the following methods with the ScreenOutline object: Property summary for the ScreenOutline object You can use the following properties with the ScreenOutline object: " />
<page href="00004370.html" title="screenOutline.copyScreenFromFile()" text="screenOutline.copyScreenFromFile()  Flash MX 2004. Usage screenOutline.copyScreenFromFile(fileURI [, screenName])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies a filename for the authoring file that contains the screens to copy into the document. screenName &#160;The name of the screen to copy. If the screenName parameter is present, Flash copies that screen and its children. If the screenName is not specified, Flash copies the whole document. This parameter is optional. Returns Nothing. If the file is not found or is not a valid FLA file, or if the specified screen is not found, an error is reported and the script is cancelled.  Method; inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. If more than one screen is selected, the screen(s) are inserted under the last selected screen, as its sibling.   The following example copies the &quot;slide1&quot; screen from the myTarget.fla file on the Desktop into the current document (substitute your user name for userName): fl.getDocumentDOM().screenOutline.copyScreenFromFile(&quot;file:///C|/Documents and Settings/userName/Desktop/myTarget.fla&quot;, &quot;slide1&quot;  screenOutline.copyScreenFromFile()  Flash MX 2004. Usage screenOutline.copyScreenFromFile(fileURI [, screenName])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies a filename for the authoring file that contains the screens to copy into the document. screenName &#160;The name of the screen to copy. If the screenName parameter is present, Flash copies that screen and its children. If the screenName is not specified, Flash copies the whole document. This parameter is optional. Returns Nothing. If the file is not found or is not a valid FLA file, or if the specified screen is not found, an error is reported and the script is cancelled.  Method; inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. If more than one screen is selected, the screen(s) are inserted under the last selected screen, as its sibling.   The following example copies the &quot;slide1&quot; screen from the myTarget.fla file on the Desktop into the current document (substitute your user name for userName): fl.getDocumentDOM().screenOutline.copyScreenFromFile(&quot;file:///C|/Documents and Settings/userName/Desktop/myTarget.fla&quot;, &quot;slide1&quot;  screenOutline.copyScreenFromFile()  Flash MX 2004. Usage screenOutline.copyScreenFromFile(fileURI [, screenName])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies a filename for the authoring file that contains the screens to copy into the document. screenName &#160;The name of the screen to copy. If the screenName parameter is present, Flash copies that screen and its children. If the screenName is not specified, Flash copies the whole document. This parameter is optional. Returns Nothing. If the file is not found or is not a valid FLA file, or if the specified screen is not found, an error is reported and the script is cancelled.  Method; inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. If more than one screen is selected, the screen(s) are inserted under the last selected screen, as its sibling.   The following example copies the &quot;slide1&quot; screen from the myTarget.fla file on the Desktop into the current document (substitute your user name for userName): fl.getDocumentDOM().screenOutline.copyScreenFromFile(&quot;file:///C|/Documents and Settings/userName/Desktop/myTarget.fla&quot;, &quot;slide1&quot;  screenOutline.copyScreenFromFile()  Flash MX 2004. Usage screenOutline.copyScreenFromFile(fileURI [, screenName])  fileURI &#160;A string, expressed as a file:///&#160;URI, that specifies a filename for the authoring file that contains the screens to copy into the document. screenName &#160;The name of the screen to copy. If the screenName parameter is present, Flash copies that screen and its children. If the screenName is not specified, Flash copies the whole document. This parameter is optional. Returns Nothing. If the file is not found or is not a valid FLA file, or if the specified screen is not found, an error is reported and the script is cancelled.  Method; inserts all the screens, or a named screen and its children, from a specified document under the currently selected screen. If more than one screen is selected, the screen(s) are inserted under the last selected screen, as its sibling.   The following example copies the &quot;slide1&quot; screen from the myTarget.fla file on the Desktop into the current document (substitute your user name for userName): fl.getDocumentDOM().screenOutline.copyScreenFromFile(&quot;file:///C|/Documents and Settings/userName/Desktop/myTarget.fla&quot;, &quot;slide1&quot;  " />
<page href="00004371.html" title="screenOutline.currentScreen" text="screenOutline.currentScreen  Flash MX 2004.  screenOutline.currentScreen  Property; a Screen object, the currently selected screen (see Screen object).  The following example stores the currentScreen object in the myScreen variable and then displays the name of that screen in the Output panel:  var myScreen = fl.getDocumentDOM().screenOutline.currentScreen; fl.trace(myScreen.name screenOutline.currentScreen  Flash MX 2004.  screenOutline.currentScreen  Property; a Screen object, the currently selected screen (see Screen object).  The following example stores the currentScreen object in the myScreen variable and then displays the name of that screen in the Output panel:  var myScreen = fl.getDocumentDOM().screenOutline.currentScreen; fl.trace(myScreen.name screenOutline.currentScreen  Flash MX 2004.  screenOutline.currentScreen  Property; a Screen object, the currently selected screen (see Screen object).  The following example stores the currentScreen object in the myScreen variable and then displays the name of that screen in the Output panel:  var myScreen = fl.getDocumentDOM().screenOutline.currentScreen; fl.trace(myScreen.name screenOutline.currentScreen  Flash MX 2004.  screenOutline.currentScreen  Property; a Screen object, the currently selected screen (see Screen object).  The following example stores the currentScreen object in the myScreen variable and then displays the name of that screen in the Output panel:  var myScreen = fl.getDocumentDOM().screenOutline.currentScreen; fl.trace(myScreen.name " />
<page href="00004372.html" title="screenOutline.deleteScreen()" text="screenOutline.deleteScreen()  Flash MX 2004. Usage screenOutline.deleteScreen([screenName])  screenName&#160;A string that specifies the name of the screen to be deleted. If you don't pass a value for screenName, the currently selected screen(s) and their children are deleted. This parameter is optional. Returns Nothing.   Method; deletes the currently selected screen(s), or a specified screen, and the children of the screen(s).   The following example removes the screen named apple and all its children: fl.getDocumentDOM().screenOutline.deleteScreen(&quot;apple&quot; screenOutline.deleteScreen()  Flash MX 2004. Usage screenOutline.deleteScreen([screenName])  screenName&#160;A string that specifies the name of the screen to be deleted. If you don't pass a value for screenName, the currently selected screen(s) and their children are deleted. This parameter is optional. Returns Nothing.   Method; deletes the currently selected screen(s), or a specified screen, and the children of the screen(s).   The following example removes the screen named apple and all its children: fl.getDocumentDOM().screenOutline.deleteScreen(&quot;apple&quot; screenOutline.deleteScreen()  Flash MX 2004. Usage screenOutline.deleteScreen([screenName])  screenName&#160;A string that specifies the name of the screen to be deleted. If you don't pass a value for screenName, the currently selected screen(s) and their children are deleted. This parameter is optional. Returns Nothing.   Method; deletes the currently selected screen(s), or a specified screen, and the children of the screen(s).   The following example removes the screen named apple and all its children: fl.getDocumentDOM().screenOutline.deleteScreen(&quot;apple&quot; screenOutline.deleteScreen()  Flash MX 2004. Usage screenOutline.deleteScreen([screenName])  screenName&#160;A string that specifies the name of the screen to be deleted. If you don't pass a value for screenName, the currently selected screen(s) and their children are deleted. This parameter is optional. Returns Nothing.   Method; deletes the currently selected screen(s), or a specified screen, and the children of the screen(s).   The following example removes the screen named apple and all its children: fl.getDocumentDOM().screenOutline.deleteScreen(&quot;apple&quot; " />
<page href="00004373.html" title="screenOutline.duplicateScreen()" text="screenOutline.duplicateScreen()  Flash MX 2004. Usage screenOutline.duplicateScreen([screenName])  screenName&#160;A string value that specifies the screen name to duplicate. If you don't pass a value for screenName, the currently selected screen(s) are duplicated. This parameter is optional. Returns A Boolean value: true if the screen is successfully duplicated; false otherwise.  Method; duplicates the currently selected screen(s) or a specified screen. The duplicate screens are given a default name by appending _copy to the original name, such as Screen_copy, Screen_copy2, and so on. If you duplicate multiple screens, the duplicates are placed directly below the selected screen that is lowest in the screen outline hierarchy.  The following example duplicates a screen named apple: fl.getDocumentDOM().screenOutline.duplicateScreen(&quot;apple&quot; screenOutline.duplicateScreen()  Flash MX 2004. Usage screenOutline.duplicateScreen([screenName])  screenName&#160;A string value that specifies the screen name to duplicate. If you don't pass a value for screenName, the currently selected screen(s) are duplicated. This parameter is optional. Returns A Boolean value: true if the screen is successfully duplicated; false otherwise.  Method; duplicates the currently selected screen(s) or a specified screen. The duplicate screens are given a default name by appending _copy to the original name, such as Screen_copy, Screen_copy2, and so on. If you duplicate multiple screens, the duplicates are placed directly below the selected screen that is lowest in the screen outline hierarchy.  The following example duplicates a screen named apple: fl.getDocumentDOM().screenOutline.duplicateScreen(&quot;apple&quot; screenOutline.duplicateScreen()  Flash MX 2004. Usage screenOutline.duplicateScreen([screenName])  screenName&#160;A string value that specifies the screen name to duplicate. If you don't pass a value for screenName, the currently selected screen(s) are duplicated. This parameter is optional. Returns A Boolean value: true if the screen is successfully duplicated; false otherwise.  Method; duplicates the currently selected screen(s) or a specified screen. The duplicate screens are given a default name by appending _copy to the original name, such as Screen_copy, Screen_copy2, and so on. If you duplicate multiple screens, the duplicates are placed directly below the selected screen that is lowest in the screen outline hierarchy.  The following example duplicates a screen named apple: fl.getDocumentDOM().screenOutline.duplicateScreen(&quot;apple&quot; screenOutline.duplicateScreen()  Flash MX 2004. Usage screenOutline.duplicateScreen([screenName])  screenName&#160;A string value that specifies the screen name to duplicate. If you don't pass a value for screenName, the currently selected screen(s) are duplicated. This parameter is optional. Returns A Boolean value: true if the screen is successfully duplicated; false otherwise.  Method; duplicates the currently selected screen(s) or a specified screen. The duplicate screens are given a default name by appending _copy to the original name, such as Screen_copy, Screen_copy2, and so on. If you duplicate multiple screens, the duplicates are placed directly below the selected screen that is lowest in the screen outline hierarchy.  The following example duplicates a screen named apple: fl.getDocumentDOM().screenOutline.duplicateScreen(&quot;apple&quot; " />
<page href="00004374.html" title="screenOutline.getSelectedScreens()" text="screenOutline.getSelectedScreens()  Flash MX 2004. Usage screenOutline.getSelectedScreens()  None.  Returns An array of selected Screen objects (see Screen object).  Method; returns an array of Screen objects that are currently selected in the screen outline.   The following example stores the selected Screen objects in the myArray variable and displays the screen names in the Output panel:  var myArray = fl.getDocumentDOM().screenOutline.getSelectedScreens( for (var i in myArray) {   fl.trace(myArray[i].name) } screenOutline.getSelectedScreens()  Flash MX 2004. Usage screenOutline.getSelectedScreens()  None.  Returns An array of selected Screen objects (see Screen object).  Method; returns an array of Screen objects that are currently selected in the screen outline.   The following example stores the selected Screen objects in the myArray variable and displays the screen names in the Output panel:  var myArray = fl.getDocumentDOM().screenOutline.getSelectedScreens( for (var i in myArray) {   fl.trace(myArray[i].name) } screenOutline.getSelectedScreens()  Flash MX 2004. Usage screenOutline.getSelectedScreens()  None.  Returns An array of selected Screen objects (see Screen object).  Method; returns an array of Screen objects that are currently selected in the screen outline.   The following example stores the selected Screen objects in the myArray variable and displays the screen names in the Output panel:  var myArray = fl.getDocumentDOM().screenOutline.getSelectedScreens( for (var i in myArray) {   fl.trace(myArray[i].name) } screenOutline.getSelectedScreens()  Flash MX 2004. Usage screenOutline.getSelectedScreens()  None.  Returns An array of selected Screen objects (see Screen object).  Method; returns an array of Screen objects that are currently selected in the screen outline.   The following example stores the selected Screen objects in the myArray variable and displays the screen names in the Output panel:  var myArray = fl.getDocumentDOM().screenOutline.getSelectedScreens( for (var i in myArray) {   fl.trace(myArray[i].name) } " />
<page href="00004375.html" title="screenOutline.insertNestedScreen()" text="screenOutline.insertNestedScreen()  Flash MX 2004. Usage screenOutline.insertNestedScreen([name [, referenceScreen &lt;br /&gt;[, screenTypeName]]])  name&#160;A string indicating the name of the new screen to insert. An empty name will insert a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen into which the new screen is inserted as a child. If this parameter is omitted, the new screen is inserted as a child of the currently selected screen. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new nested screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. If this parameter is omitted, the type is inherited from the parent screen. Returns A Screen object.   Method; inserts a nested screen of a specific type into a particular location in the screen outline.  The following example inserts slide2 as a child of slide1: fl.getDocumentDOM().screenOutline.insertNestedScreen(&quot;slide2&quot;, &quot;slide1&quot;, &quot;Slide&quot; screenOutline.insertNestedScreen()  Flash MX 2004. Usage screenOutline.insertNestedScreen([name [, referenceScreen &lt;br /&gt;[, screenTypeName]]])  name&#160;A string indicating the name of the new screen to insert. An empty name will insert a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen into which the new screen is inserted as a child. If this parameter is omitted, the new screen is inserted as a child of the currently selected screen. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new nested screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. If this parameter is omitted, the type is inherited from the parent screen. Returns A Screen object.   Method; inserts a nested screen of a specific type into a particular location in the screen outline.  The following example inserts slide2 as a child of slide1: fl.getDocumentDOM().screenOutline.insertNestedScreen(&quot;slide2&quot;, &quot;slide1&quot;, &quot;Slide&quot; screenOutline.insertNestedScreen()  Flash MX 2004. Usage screenOutline.insertNestedScreen([name [, referenceScreen &lt;br /&gt;[, screenTypeName]]])  name&#160;A string indicating the name of the new screen to insert. An empty name will insert a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen into which the new screen is inserted as a child. If this parameter is omitted, the new screen is inserted as a child of the currently selected screen. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new nested screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. If this parameter is omitted, the type is inherited from the parent screen. Returns A Screen object.   Method; inserts a nested screen of a specific type into a particular location in the screen outline.  The following example inserts slide2 as a child of slide1: fl.getDocumentDOM().screenOutline.insertNestedScreen(&quot;slide2&quot;, &quot;slide1&quot;, &quot;Slide&quot; screenOutline.insertNestedScreen()  Flash MX 2004. Usage screenOutline.insertNestedScreen([name [, referenceScreen &lt;br /&gt;[, screenTypeName]]])  name&#160;A string indicating the name of the new screen to insert. An empty name will insert a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen into which the new screen is inserted as a child. If this parameter is omitted, the new screen is inserted as a child of the currently selected screen. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new nested screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. If this parameter is omitted, the type is inherited from the parent screen. Returns A Screen object.   Method; inserts a nested screen of a specific type into a particular location in the screen outline.  The following example inserts slide2 as a child of slide1: fl.getDocumentDOM().screenOutline.insertNestedScreen(&quot;slide2&quot;, &quot;slide1&quot;, &quot;Slide&quot; " />
<page href="00004376.html" title="screenOutline.insertScreen()" text="screenOutline.insertScreen()  Flash MX 2004. Usage screenOutline.insertScreen([name [, referenceScreen [, screenTypeName]]])   name&#160;A string indicating the name of the new screen to insert. If this parameter is omitted, the method inserts a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen before the new screen. If this parameter is omitted, the new screen is inserted after the currently selected screen. If the referenceScreen parameter identifies a child screen, the new screen will be a peer of the child screen, and a child screen of the same parent. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. Returns  A Screen object.  Method; inserts a new blank screen of a specified type into the document at a specified location.   The following example inserts a form named slide2 after the screen named slide1: fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide2&quot;,&quot;slide1&quot;,&quot;Form&quot; The following example inserts a slide named slide4 after the screen slide3:  fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide4&quot;,&quot;slide3&quot;,&quot;Slide&quot; screenOutline.insertScreen()  Flash MX 2004. Usage screenOutline.insertScreen([name [, referenceScreen [, screenTypeName]]])   name&#160;A string indicating the name of the new screen to insert. If this parameter is omitted, the method inserts a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen before the new screen. If this parameter is omitted, the new screen is inserted after the currently selected screen. If the referenceScreen parameter identifies a child screen, the new screen will be a peer of the child screen, and a child screen of the same parent. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. Returns  A Screen object.  Method; inserts a new blank screen of a specified type into the document at a specified location.   The following example inserts a form named slide2 after the screen named slide1: fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide2&quot;,&quot;slide1&quot;,&quot;Form&quot; The following example inserts a slide named slide4 after the screen slide3:  fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide4&quot;,&quot;slide3&quot;,&quot;Slide&quot; screenOutline.insertScreen()  Flash MX 2004. Usage screenOutline.insertScreen([name [, referenceScreen [, screenTypeName]]])   name&#160;A string indicating the name of the new screen to insert. If this parameter is omitted, the method inserts a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen before the new screen. If this parameter is omitted, the new screen is inserted after the currently selected screen. If the referenceScreen parameter identifies a child screen, the new screen will be a peer of the child screen, and a child screen of the same parent. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. Returns  A Screen object.  Method; inserts a new blank screen of a specified type into the document at a specified location.   The following example inserts a form named slide2 after the screen named slide1: fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide2&quot;,&quot;slide1&quot;,&quot;Form&quot; The following example inserts a slide named slide4 after the screen slide3:  fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide4&quot;,&quot;slide3&quot;,&quot;Slide&quot; screenOutline.insertScreen()  Flash MX 2004. Usage screenOutline.insertScreen([name [, referenceScreen [, screenTypeName]]])   name&#160;A string indicating the name of the new screen to insert. If this parameter is omitted, the method inserts a screen with a default screen name, such as Slide&#160;n or Form&#160;n (where n is the first available unique number). This parameter is optional. referenceScreen &#160;A string indicating the name of the screen before the new screen. If this parameter is omitted, the new screen is inserted after the currently selected screen. If the referenceScreen parameter identifies a child screen, the new screen will be a peer of the child screen, and a child screen of the same parent. This parameter is optional. screenTypeName &#160;A string that specifies the screen type to attach to the new screen. The screen type and class name are set for this screen. Acceptable values are &quot;Form&quot; and &quot;Slide&quot;. This parameter is optional. Returns  A Screen object.  Method; inserts a new blank screen of a specified type into the document at a specified location.   The following example inserts a form named slide2 after the screen named slide1: fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide2&quot;,&quot;slide1&quot;,&quot;Form&quot; The following example inserts a slide named slide4 after the screen slide3:  fl.getDocumentDOM().screenOutline.insertScreen(&quot;slide4&quot;,&quot;slide3&quot;,&quot;Slide&quot; " />
<page href="00004377.html" title="screenOutline.moveScreen()" text="screenOutline.moveScreen()  Flash MX 2004. Usage screenOutline.moveScreen(screenToMove, referenceScreen, position)  screenToMove &#160;A string that is the screen name to move.  referenceScreen &#160;A string that specifies the screen near which screenToMove will be&#160;placed. position &#160;A string that specifies where to move the screen in relation to referenceScreen. Acceptable values are &quot;before&quot;, &quot;after&quot;, &quot;firstChild&quot;, and &quot;lastChild&quot;.  Returns A Boolean value: true if the move is successful; false otherwise.  Method; 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.   The following example moves screen slide1 to be the first child of slide2: fl.getDocumentDOM().screenOutline.moveScreen(&quot;slide1&quot;, &quot;slide2&quot;, &quot;firstChild&quot; screenOutline.moveScreen()  Flash MX 2004. Usage screenOutline.moveScreen(screenToMove, referenceScreen, position)  screenToMove &#160;A string that is the screen name to move.  referenceScreen &#160;A string that specifies the screen near which screenToMove will be&#160;placed. position &#160;A string that specifies where to move the screen in relation to referenceScreen. Acceptable values are &quot;before&quot;, &quot;after&quot;, &quot;firstChild&quot;, and &quot;lastChild&quot;.  Returns A Boolean value: true if the move is successful; false otherwise.  Method; 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.   The following example moves screen slide1 to be the first child of slide2: fl.getDocumentDOM().screenOutline.moveScreen(&quot;slide1&quot;, &quot;slide2&quot;, &quot;firstChild&quot; screenOutline.moveScreen()  Flash MX 2004. Usage screenOutline.moveScreen(screenToMove, referenceScreen, position)  screenToMove &#160;A string that is the screen name to move.  referenceScreen &#160;A string that specifies the screen near which screenToMove will be&#160;placed. position &#160;A string that specifies where to move the screen in relation to referenceScreen. Acceptable values are &quot;before&quot;, &quot;after&quot;, &quot;firstChild&quot;, and &quot;lastChild&quot;.  Returns A Boolean value: true if the move is successful; false otherwise.  Method; 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.   The following example moves screen slide1 to be the first child of slide2: fl.getDocumentDOM().screenOutline.moveScreen(&quot;slide1&quot;, &quot;slide2&quot;, &quot;firstChild&quot; screenOutline.moveScreen()  Flash MX 2004. Usage screenOutline.moveScreen(screenToMove, referenceScreen, position)  screenToMove &#160;A string that is the screen name to move.  referenceScreen &#160;A string that specifies the screen near which screenToMove will be&#160;placed. position &#160;A string that specifies where to move the screen in relation to referenceScreen. Acceptable values are &quot;before&quot;, &quot;after&quot;, &quot;firstChild&quot;, and &quot;lastChild&quot;.  Returns A Boolean value: true if the move is successful; false otherwise.  Method; 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.   The following example moves screen slide1 to be the first child of slide2: fl.getDocumentDOM().screenOutline.moveScreen(&quot;slide1&quot;, &quot;slide2&quot;, &quot;firstChild&quot; " />
<page href="00004378.html" title="screenOutline.renameScreen()" text="screenOutline.renameScreen()  Flash MX 2004. Usage screenOutline.renameScreen(newScreenName [, oldScreenName&lt;br /&gt;[, bDisplayError]])  newScreenName &#160;A string that specifies the new name of the screen  oldScreenName &#160;A string that specifies the name of the existing screen to change. If not specified, the name of the currently selected screen changes. This parameter is optional. bDisplayError &#160;A Boolean value that, if set to true, shows an error message if an error occurs--for example, if a screen with the same name as the value passed to newScreenName already exists. The default value is false.  Returns  A Boolean value: true if the renaming is successful; false otherwise.   Method; changes the screen with a specified name to a new name.   The following example changes the name of slide1 to Intro: fl.getDocumentDOM().screenOutline.renameScreen(&quot;Intro&quot;, &quot;slide1&quot; screenOutline.renameScreen()  Flash MX 2004. Usage screenOutline.renameScreen(newScreenName [, oldScreenName&lt;br /&gt;[, bDisplayError]])  newScreenName &#160;A string that specifies the new name of the screen  oldScreenName &#160;A string that specifies the name of the existing screen to change. If not specified, the name of the currently selected screen changes. This parameter is optional. bDisplayError &#160;A Boolean value that, if set to true, shows an error message if an error occurs--for example, if a screen with the same name as the value passed to newScreenName already exists. The default value is false.  Returns  A Boolean value: true if the renaming is successful; false otherwise.   Method; changes the screen with a specified name to a new name.   The following example changes the name of slide1 to Intro: fl.getDocumentDOM().screenOutline.renameScreen(&quot;Intro&quot;, &quot;slide1&quot; screenOutline.renameScreen()  Flash MX 2004. Usage screenOutline.renameScreen(newScreenName [, oldScreenName&lt;br /&gt;[, bDisplayError]])  newScreenName &#160;A string that specifies the new name of the screen  oldScreenName &#160;A string that specifies the name of the existing screen to change. If not specified, the name of the currently selected screen changes. This parameter is optional. bDisplayError &#160;A Boolean value that, if set to true, shows an error message if an error occurs--for example, if a screen with the same name as the value passed to newScreenName already exists. The default value is false.  Returns  A Boolean value: true if the renaming is successful; false otherwise.   Method; changes the screen with a specified name to a new name.   The following example changes the name of slide1 to Intro: fl.getDocumentDOM().screenOutline.renameScreen(&quot;Intro&quot;, &quot;slide1&quot; screenOutline.renameScreen()  Flash MX 2004. Usage screenOutline.renameScreen(newScreenName [, oldScreenName&lt;br /&gt;[, bDisplayError]])  newScreenName &#160;A string that specifies the new name of the screen  oldScreenName &#160;A string that specifies the name of the existing screen to change. If not specified, the name of the currently selected screen changes. This parameter is optional. bDisplayError &#160;A Boolean value that, if set to true, shows an error message if an error occurs--for example, if a screen with the same name as the value passed to newScreenName already exists. The default value is false.  Returns  A Boolean value: true if the renaming is successful; false otherwise.   Method; changes the screen with a specified name to a new name.   The following example changes the name of slide1 to Intro: fl.getDocumentDOM().screenOutline.renameScreen(&quot;Intro&quot;, &quot;slide1&quot; " />
<page href="00004379.html" title="screenOutline.rootScreen" text="screenOutline.rootScreen  Flash MX 2004.  screenOutline.rootScreen  Read-only property; the first screen in the screen outline. You can use screenOutline.rootScreen as a shortcut for screenOutline.screens[0].   The following example displays the name of the first child of the first screen in the screen&#160;outline:  var n = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(n screenOutline.rootScreen  Flash MX 2004.  screenOutline.rootScreen  Read-only property; the first screen in the screen outline. You can use screenOutline.rootScreen as a shortcut for screenOutline.screens[0].   The following example displays the name of the first child of the first screen in the screen&#160;outline:  var n = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(n screenOutline.rootScreen  Flash MX 2004.  screenOutline.rootScreen  Read-only property; the first screen in the screen outline. You can use screenOutline.rootScreen as a shortcut for screenOutline.screens[0].   The following example displays the name of the first child of the first screen in the screen&#160;outline:  var n = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(n screenOutline.rootScreen  Flash MX 2004.  screenOutline.rootScreen  Read-only property; the first screen in the screen outline. You can use screenOutline.rootScreen as a shortcut for screenOutline.screens[0].   The following example displays the name of the first child of the first screen in the screen&#160;outline:  var n = fl.getDocumentDOM().screenOutline.rootScreen.childScreens[0].name; fl.trace(n " />
<page href="00004380.html" title="screenOutline.screens" text="screenOutline.screens  Flash MX 2004.  screenOutline.screens  Read-only property; the array of top-level Screen objects contained in the document (see Screen object).  The following example stores the array of Screen objects in the myArray variable and then displays their names in the Output panel:  var myArray = new Array( if(fl.getDocumentDOM().allowScreens) { for(var i in fl.getDocumentDOM().screenOutline.screens) {  myArray.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.screens[i].name } fl.trace(2&quot;The screens array contains objects whose names are: &quot;+myArray+&quot;. &quot; } screenOutline.screens  Flash MX 2004.  screenOutline.screens  Read-only property; the array of top-level Screen objects contained in the document (see Screen object).  The following example stores the array of Screen objects in the myArray variable and then displays their names in the Output panel:  var myArray = new Array( if(fl.getDocumentDOM().allowScreens) { for(var i in fl.getDocumentDOM().screenOutline.screens) {  myArray.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.screens[i].name } fl.trace(2&quot;The screens array contains objects whose names are: &quot;+myArray+&quot;. &quot; } screenOutline.screens  Flash MX 2004.  screenOutline.screens  Read-only property; the array of top-level Screen objects contained in the document (see Screen object).  The following example stores the array of Screen objects in the myArray variable and then displays their names in the Output panel:  var myArray = new Array( if(fl.getDocumentDOM().allowScreens) { for(var i in fl.getDocumentDOM().screenOutline.screens) {  myArray.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.screens[i].name } fl.trace(2&quot;The screens array contains objects whose names are: &quot;+myArray+&quot;. &quot; } screenOutline.screens  Flash MX 2004.  screenOutline.screens  Read-only property; the array of top-level Screen objects contained in the document (see Screen object).  The following example stores the array of Screen objects in the myArray variable and then displays their names in the Output panel:  var myArray = new Array( if(fl.getDocumentDOM().allowScreens) { for(var i in fl.getDocumentDOM().screenOutline.screens) {  myArray.push(&quot; &quot;+fl.getDocumentDOM().screenOutline.screens[i].name } fl.trace(2&quot;The screens array contains objects whose names are: &quot;+myArray+&quot;. &quot; } " />
<page href="00004381.html" title="screenOutline.setCurrentScreen()" text="screenOutline.setCurrentScreen()  Flash MX 2004. Usage screenOutline.setCurrentScreen(name)  name &#160;A string that specifies the name screen which should become the currently selected screen. If the screen is a child of another screen, you do not need to indicate a path or hierarchy. Returns  Nothing.   Method; sets the current selection in the screen outline to the specified screen.  The following example sets the current screen to the screen named ChildOfSlide_1: fl.getDocumentDOM().screenOutline.setCurrentScreen(&quot;ChildOfSlide_1&quot; screenOutline.setCurrentScreen()  Flash MX 2004. Usage screenOutline.setCurrentScreen(name)  name &#160;A string that specifies the name screen which should become the currently selected screen. If the screen is a child of another screen, you do not need to indicate a path or hierarchy. Returns  Nothing.   Method; sets the current selection in the screen outline to the specified screen.  The following example sets the current screen to the screen named ChildOfSlide_1: fl.getDocumentDOM().screenOutline.setCurrentScreen(&quot;ChildOfSlide_1&quot; screenOutline.setCurrentScreen()  Flash MX 2004. Usage screenOutline.setCurrentScreen(name)  name &#160;A string that specifies the name screen which should become the currently selected screen. If the screen is a child of another screen, you do not need to indicate a path or hierarchy. Returns  Nothing.   Method; sets the current selection in the screen outline to the specified screen.  The following example sets the current screen to the screen named ChildOfSlide_1: fl.getDocumentDOM().screenOutline.setCurrentScreen(&quot;ChildOfSlide_1&quot; screenOutline.setCurrentScreen()  Flash MX 2004. Usage screenOutline.setCurrentScreen(name)  name &#160;A string that specifies the name screen which should become the currently selected screen. If the screen is a child of another screen, you do not need to indicate a path or hierarchy. Returns  Nothing.   Method; sets the current selection in the screen outline to the specified screen.  The following example sets the current screen to the screen named ChildOfSlide_1: fl.getDocumentDOM().screenOutline.setCurrentScreen(&quot;ChildOfSlide_1&quot; " />
<page href="00004382.html" title="screenOutline.setScreenProperty()" text="screenOutline.setScreenProperty()  Flash MX 2004. Usage screenOutline.setScreenProperty(property, value)  property &#160;A string that specifies the property to set.  value &#160;The new value for the property. The type of value depends on the property being&#160;set.  For a list of available properties and values, see Property summary for the Screen object. Returns  Nothing.   Method; sets the specified property with the specified value for the selected screens.   The following example changes the visibility of the currently selected screens from hidden to visible: fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false screenOutline.setScreenProperty()  Flash MX 2004. Usage screenOutline.setScreenProperty(property, value)  property &#160;A string that specifies the property to set.  value &#160;The new value for the property. The type of value depends on the property being&#160;set.  For a list of available properties and values, see Property summary for the Screen object. Returns  Nothing.   Method; sets the specified property with the specified value for the selected screens.   The following example changes the visibility of the currently selected screens from hidden to visible: fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false screenOutline.setScreenProperty()  Flash MX 2004. Usage screenOutline.setScreenProperty(property, value)  property &#160;A string that specifies the property to set.  value &#160;The new value for the property. The type of value depends on the property being&#160;set.  For a list of available properties and values, see Property summary for the Screen object. Returns  Nothing.   Method; sets the specified property with the specified value for the selected screens.   The following example changes the visibility of the currently selected screens from hidden to visible: fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false screenOutline.setScreenProperty()  Flash MX 2004. Usage screenOutline.setScreenProperty(property, value)  property &#160;A string that specifies the property to set.  value &#160;The new value for the property. The type of value depends on the property being&#160;set.  For a list of available properties and values, see Property summary for the Screen object. Returns  Nothing.   Method; sets the specified property with the specified value for the selected screens.   The following example changes the visibility of the currently selected screens from hidden to visible: fl.getDocumentDOM().screenOutline.setScreenProperty(&quot;hidden&quot;, false " />
<page href="00004383.html" title="screenOutline.setSelectedScreens()" text="screenOutline.setSelectedScreens()  Flash MX 2004. Usage screenOutline.setSelectedScreens(selection [, bReplaceCurrentSelection])  selection &#160;An array of screen names to be selected in the screen outline. bReplaceCurrentSelection &#160;A Boolean value that, if true, lets you deselect the current selection. The default value is true. If false, Flash extends the current selection to include the specified screens. This parameter is optional. Returns  Nothing.   Method; selects the specified screens in the screen outline. If multiple screens are specified, the screen with the last index value of the selection array is focused on the Stage.   The following example deselects any currently selected screens, and then selects screens slide1, slide2, slide3, and slide4 in the screen outline: myArray = new Array(&quot;slide1&quot;, &quot;slide2&quot;, &quot;slide3&quot;, &quot;slide4&quot; fl.getDocumentDOM().screenOutline.setSelectedScreens(myArray, true screenOutline.setSelectedScreens()  Flash MX 2004. Usage screenOutline.setSelectedScreens(selection [, bReplaceCurrentSelection])  selection &#160;An array of screen names to be selected in the screen outline. bReplaceCurrentSelection &#160;A Boolean value that, if true, lets you deselect the current selection. The default value is true. If false, Flash extends the current selection to include the specified screens. This parameter is optional. Returns  Nothing.   Method; selects the specified screens in the screen outline. If multiple screens are specified, the screen with the last index value of the selection array is focused on the Stage.   The following example deselects any currently selected screens, and then selects screens slide1, slide2, slide3, and slide4 in the screen outline: myArray = new Array(&quot;slide1&quot;, &quot;slide2&quot;, &quot;slide3&quot;, &quot;slide4&quot; fl.getDocumentDOM().screenOutline.setSelectedScreens(myArray, true screenOutline.setSelectedScreens()  Flash MX 2004. Usage screenOutline.setSelectedScreens(selection [, bReplaceCurrentSelection])  selection &#160;An array of screen names to be selected in the screen outline. bReplaceCurrentSelection &#160;A Boolean value that, if true, lets you deselect the current selection. The default value is true. If false, Flash extends the current selection to include the specified screens. This parameter is optional. Returns  Nothing.   Method; selects the specified screens in the screen outline. If multiple screens are specified, the screen with the last index value of the selection array is focused on the Stage.   The following example deselects any currently selected screens, and then selects screens slide1, slide2, slide3, and slide4 in the screen outline: myArray = new Array(&quot;slide1&quot;, &quot;slide2&quot;, &quot;slide3&quot;, &quot;slide4&quot; fl.getDocumentDOM().screenOutline.setSelectedScreens(myArray, true screenOutline.setSelectedScreens()  Flash MX 2004. Usage screenOutline.setSelectedScreens(selection [, bReplaceCurrentSelection])  selection &#160;An array of screen names to be selected in the screen outline. bReplaceCurrentSelection &#160;A Boolean value that, if true, lets you deselect the current selection. The default value is true. If false, Flash extends the current selection to include the specified screens. This parameter is optional. Returns  Nothing.   Method; selects the specified screens in the screen outline. If multiple screens are specified, the screen with the last index value of the selection array is focused on the Stage.   The following example deselects any currently selected screens, and then selects screens slide1, slide2, slide3, and slide4 in the screen outline: myArray = new Array(&quot;slide1&quot;, &quot;slide2&quot;, &quot;slide3&quot;, &quot;slide4&quot; fl.getDocumentDOM().screenOutline.setSelectedScreens(myArray, true " />
<page href="00004384.html" title="Shape object" text="Shape object Inheritance&#160;Element object &gt; Shape object  Flash MX 2004.  The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs when manipulating or creating geometry on the Stage. This control is necessary so that scripts can create useful effects and other drawing commands (see Element object). All Shape methods and properties that change a shape or any of its subordinate parts must be placed between shape.beginEdit() and shape.endEdit() calls to function correctly. Method summary for the Shape object In addition to the Element object methods, you can use the following methods with the Shape&#160;object: Property summary for the Shape object In addition to the Element object properties, the following properties are available for the Shape&#160;object: Property Description shape.contours  Read-only; an array of Contour objects for the shape (see Contour object).  shape.edges Read-only; an array of Edge objects (see Edge object).  shape.isDrawingObject Read-only; if true, the shape is a drawing object. shape.isGroup  Read-only; if true, the shape is a group.  shape.isOvalObject Read-only; if true, the shape is a primitive Oval object (was created using the Oval tool). shape.isRectangleObject Read-only; if true, the shape is a primitive Rectangle object (was created using the Rectangle tool). shape.vertices  Read-only; an array of Vertex objects (see Vertex object).  Method Description shape.beginEdit() Defines the start of an edit session. shape.deleteEdge() Deletes the specified edge. shape.endEdit() Defines the end of an edit session for the shape. Shape object Inheritance&#160;Element object &gt; Shape object  Flash MX 2004.  The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs when manipulating or creating geometry on the Stage. This control is necessary so that scripts can create useful effects and other drawing commands (see Element object). All Shape methods and properties that change a shape or any of its subordinate parts must be placed between shape.beginEdit() and shape.endEdit() calls to function correctly. Method summary for the Shape object In addition to the Element object methods, you can use the following methods with the Shape&#160;object: Property summary for the Shape object In addition to the Element object properties, the following properties are available for the Shape&#160;object: Property Description shape.contours  Read-only; an array of Contour objects for the shape (see Contour object).  shape.edges Read-only; an array of Edge objects (see Edge object).  shape.isDrawingObject Read-only; if true, the shape is a drawing object. shape.isGroup  Read-only; if true, the shape is a group.  shape.isOvalObject Read-only; if true, the shape is a primitive Oval object (was created using the Oval tool). shape.isRectangleObject Read-only; if true, the shape is a primitive Rectangle object (was created using the Rectangle tool). shape.vertices  Read-only; an array of Vertex objects (see Vertex object).  Method Description shape.beginEdit() Defines the start of an edit session. shape.deleteEdge() Deletes the specified edge. shape.endEdit() Defines the end of an edit session for the shape. Shape object Inheritance&#160;Element object &gt; Shape object  Flash MX 2004.  The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs when manipulating or creating geometry on the Stage. This control is necessary so that scripts can create useful effects and other drawing commands (see Element object). All Shape methods and properties that change a shape or any of its subordinate parts must be placed between shape.beginEdit() and shape.endEdit() calls to function correctly. Method summary for the Shape object In addition to the Element object methods, you can use the following methods with the Shape&#160;object: Property summary for the Shape object In addition to the Element object properties, the following properties are available for the Shape&#160;object: Property Description shape.contours  Read-only; an array of Contour objects for the shape (see Contour object).  shape.edges Read-only; an array of Edge objects (see Edge object).  shape.isDrawingObject Read-only; if true, the shape is a drawing object. shape.isGroup  Read-only; if true, the shape is a group.  shape.isOvalObject Read-only; if true, the shape is a primitive Oval object (was created using the Oval tool). shape.isRectangleObject Read-only; if true, the shape is a primitive Rectangle object (was created using the Rectangle tool). shape.vertices  Read-only; an array of Vertex objects (see Vertex object).  Method Description shape.beginEdit() Defines the start of an edit session. shape.deleteEdge() Deletes the specified edge. shape.endEdit() Defines the end of an edit session for the shape. Shape object Inheritance&#160;Element object &gt; Shape object  Flash MX 2004.  The Shape object is a subclass of the Element object. The Shape object provides more precise control than the drawing APIs when manipulating or creating geometry on the Stage. This control is necessary so that scripts can create useful effects and other drawing commands (see Element object). All Shape methods and properties that change a shape or any of its subordinate parts must be placed between shape.beginEdit() and shape.endEdit() calls to function correctly. Method summary for the Shape object In addition to the Element object methods, you can use the following methods with the Shape&#160;object: Property summary for the Shape object In addition to the Element object properties, the following properties are available for the Shape&#160;object: " />
<page href="00004385.html" title="shape.beginEdit()" text="shape.beginEdit()  Flash MX 2004. Usage shape.beginEdit()  None.  Returns Nothing.   Method; defines the start of an edit session. You must use this method before issuing any commands that change the Shape object or any of its subordinate parts.   The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.beginEdit()  Flash MX 2004. Usage shape.beginEdit()  None.  Returns Nothing.   Method; defines the start of an edit session. You must use this method before issuing any commands that change the Shape object or any of its subordinate parts.   The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.beginEdit()  Flash MX 2004. Usage shape.beginEdit()  None.  Returns Nothing.   Method; defines the start of an edit session. You must use this method before issuing any commands that change the Shape object or any of its subordinate parts.   The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.beginEdit()  Flash MX 2004. Usage shape.beginEdit()  None.  Returns Nothing.   Method; defines the start of an edit session. You must use this method before issuing any commands that change the Shape object or any of its subordinate parts.   The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( " />
<page href="00004386.html" title="shape.contours" text="shape.contours  Flash MX 2004.  shape.contours  Read-only property; an array of Contour objects for the shape (see Contour object).   The following example stores the first contour in the contours array in the c variable and then stores the HalfEdge object of that contour in the he variable: var c = fl.getDocumentDOM().selection[0].contours[0]; var he = c.getHalfEdge( shape.contours  Flash MX 2004.  shape.contours  Read-only property; an array of Contour objects for the shape (see Contour object).   The following example stores the first contour in the contours array in the c variable and then stores the HalfEdge object of that contour in the he variable: var c = fl.getDocumentDOM().selection[0].contours[0]; var he = c.getHalfEdge( shape.contours  Flash MX 2004.  shape.contours  Read-only property; an array of Contour objects for the shape (see Contour object).   The following example stores the first contour in the contours array in the c variable and then stores the HalfEdge object of that contour in the he variable: var c = fl.getDocumentDOM().selection[0].contours[0]; var he = c.getHalfEdge( shape.contours  Flash MX 2004.  shape.contours  Read-only property; an array of Contour objects for the shape (see Contour object).   The following example stores the first contour in the contours array in the c variable and then stores the HalfEdge object of that contour in the he variable: var c = fl.getDocumentDOM().selection[0].contours[0]; var he = c.getHalfEdge( " />
<page href="00004387.html" title="shape.deleteEdge()" text="shape.deleteEdge()  Flash MX 2004. Usage shape.deleteEdge(index)  index &#160;A zero-based index that specifies the edge to delete from the shape.edges array. This method changes the length of the shape.edges array.  Returns Nothing.   Method; deletes the specified edge. You must call shape.beginEdit() before using this method.   The following example takes the currently selected shape and removes the first edge in the edge array: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.deleteEdge()  Flash MX 2004. Usage shape.deleteEdge(index)  index &#160;A zero-based index that specifies the edge to delete from the shape.edges array. This method changes the length of the shape.edges array.  Returns Nothing.   Method; deletes the specified edge. You must call shape.beginEdit() before using this method.   The following example takes the currently selected shape and removes the first edge in the edge array: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.deleteEdge()  Flash MX 2004. Usage shape.deleteEdge(index)  index &#160;A zero-based index that specifies the edge to delete from the shape.edges array. This method changes the length of the shape.edges array.  Returns Nothing.   Method; deletes the specified edge. You must call shape.beginEdit() before using this method.   The following example takes the currently selected shape and removes the first edge in the edge array: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.deleteEdge()  Flash MX 2004. Usage shape.deleteEdge(index)  index &#160;A zero-based index that specifies the edge to delete from the shape.edges array. This method changes the length of the shape.edges array.  Returns Nothing.   Method; deletes the specified edge. You must call shape.beginEdit() before using this method.   The following example takes the currently selected shape and removes the first edge in the edge array: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( " />
<page href="00004388.html" title="shape.edges" text="shape.edges  Flash MX 2004.  shape.edges  Read-only property; an array of Edge objects (see Edge object).  shape.edges  Flash MX 2004.  shape.edges  Read-only property; an array of Edge objects (see Edge object).  shape.edges  Flash MX 2004.  shape.edges  Read-only property; an array of Edge objects (see Edge object).  shape.edges  Flash MX 2004.  shape.edges  Read-only property; an array of Edge objects (see Edge object).  " />
<page href="00004389.html" title="shape.endEdit()" text="shape.endEdit()  Flash MX 2004. Usage shape.endEdit()  None.  Returns  Nothing.   Method; defines the end of an edit session for the shape. All changes made to the Shape object or any of its subordinate parts will be applied to the shape. You must use this method after issuing any commands that change the Shape object or any of its subordinate parts.  The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.endEdit()  Flash MX 2004. Usage shape.endEdit()  None.  Returns  Nothing.   Method; defines the end of an edit session for the shape. All changes made to the Shape object or any of its subordinate parts will be applied to the shape. You must use this method after issuing any commands that change the Shape object or any of its subordinate parts.  The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.endEdit()  Flash MX 2004. Usage shape.endEdit()  None.  Returns  Nothing.   Method; defines the end of an edit session for the shape. All changes made to the Shape object or any of its subordinate parts will be applied to the shape. You must use this method after issuing any commands that change the Shape object or any of its subordinate parts.  The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( shape.endEdit()  Flash MX 2004. Usage shape.endEdit()  None.  Returns  Nothing.   Method; defines the end of an edit session for the shape. All changes made to the Shape object or any of its subordinate parts will be applied to the shape. You must use this method after issuing any commands that change the Shape object or any of its subordinate parts.  The following example takes the currently selected shape and removes the first edge in the edge array from it: var shape = fl.getDocumentDOM().selection[0];  shape.beginEdit(  shape.deleteEdge(0  shape.endEdit( " />
<page href="00004390.html" title="shape.isDrawingObject" text="shape.isDrawingObject  Flash 8.  shape.isDrawingObject  Read-only property; if true, the shape is a drawing object.   The following example stores the first selected item object in the sel variable and then uses the element.elementType and shape.isDrawingObject properties to determine if the selected item is a drawing object: var sel = fl.getDocumentDOM().selection[0];  var shapeDrawingObject = (sel.elementType == &quot;shape&quot;) &amp;&amp; sel.isDrawingObject;  fl.trace(shapeDrawingObject  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isGroup shape.isDrawingObject  Flash 8.  shape.isDrawingObject  Read-only property; if true, the shape is a drawing object.   The following example stores the first selected item object in the sel variable and then uses the element.elementType and shape.isDrawingObject properties to determine if the selected item is a drawing object: var sel = fl.getDocumentDOM().selection[0];  var shapeDrawingObject = (sel.elementType == &quot;shape&quot;) &amp;&amp; sel.isDrawingObject;  fl.trace(shapeDrawingObject  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isGroup shape.isDrawingObject  Flash 8.  shape.isDrawingObject  Read-only property; if true, the shape is a drawing object.   The following example stores the first selected item object in the sel variable and then uses the element.elementType and shape.isDrawingObject properties to determine if the selected item is a drawing object: var sel = fl.getDocumentDOM().selection[0];  var shapeDrawingObject = (sel.elementType == &quot;shape&quot;) &amp;&amp; sel.isDrawingObject;  fl.trace(shapeDrawingObject  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isGroup shape.isDrawingObject  Flash 8.  shape.isDrawingObject  Read-only property; if true, the shape is a drawing object.   The following example stores the first selected item object in the sel variable and then uses the element.elementType and shape.isDrawingObject properties to determine if the selected item is a drawing object: var sel = fl.getDocumentDOM().selection[0];  var shapeDrawingObject = (sel.elementType == &quot;shape&quot;) &amp;&amp; sel.isDrawingObject;  fl.trace(shapeDrawingObject  document.crop(), document.deleteEnvelope(), document.intersect(), document.punch(), document.union(), shape.isGroup " />
<page href="00004391.html" title="shape.isGroup" text="shape.isGroup  Flash MX 2004.  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 == &quot;shape&quot;) &amp;&amp; sel.isGroup; fl.trace(shapeGroup  shape.isDrawingObject shape.isGroup  Flash MX 2004.  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 == &quot;shape&quot;) &amp;&amp; sel.isGroup; fl.trace(shapeGroup  shape.isDrawingObject shape.isGroup  Flash MX 2004.  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 == &quot;shape&quot;) &amp;&amp; sel.isGroup; fl.trace(shapeGroup  shape.isDrawingObject shape.isGroup  Flash MX 2004.  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 == &quot;shape&quot;) &amp;&amp; sel.isGroup; fl.trace(shapeGroup  shape.isDrawingObject " />
<page href="00004392.html" title="shape.isOvalObject" text="shape.isOvalObject  Flash CS3 Professional.  shape.isOvalObject  Read-only property; if true, the shape is a primitive Oval object (was created using the Oval Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Oval object, and &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isOvalObject   shape.isRectangleObject shape.isOvalObject  Flash CS3 Professional.  shape.isOvalObject  Read-only property; if true, the shape is a primitive Oval object (was created using the Oval Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Oval object, and &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isOvalObject   shape.isRectangleObject shape.isOvalObject  Flash CS3 Professional.  shape.isOvalObject  Read-only property; if true, the shape is a primitive Oval object (was created using the Oval Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Oval object, and &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isOvalObject   shape.isRectangleObject shape.isOvalObject  Flash CS3 Professional.  shape.isOvalObject  Read-only property; if true, the shape is a primitive Oval object (was created using the Oval Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Oval object, and &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isOvalObject   shape.isRectangleObject " />
<page href="00004393.html" title="shape.isRectangleObject" text="shape.isRectangleObject  Flash CS3 Professional.  shape.isRectangleObject  Read-only property; if true, the shape is a primitive Rectangle object (was created using the Rectangle Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Rectangle object, &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isRectangleObject   shape.isOvalObject shape.isRectangleObject  Flash CS3 Professional.  shape.isRectangleObject  Read-only property; if true, the shape is a primitive Rectangle object (was created using the Rectangle Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Rectangle object, &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isRectangleObject   shape.isOvalObject shape.isRectangleObject  Flash CS3 Professional.  shape.isRectangleObject  Read-only property; if true, the shape is a primitive Rectangle object (was created using the Rectangle Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Rectangle object, &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isRectangleObject   shape.isOvalObject shape.isRectangleObject  Flash CS3 Professional.  shape.isRectangleObject  Read-only property; if true, the shape is a primitive Rectangle object (was created using the Rectangle Primitive tool).   The following example displays &quot;true&quot; if the first selected item is a primitive Rectangle object, &quot;false&quot; if it is not: var sel = fl.getDocumentDOM().selection[0];  fl.trace(sel.isRectangleObject   shape.isOvalObject " />
<page href="00004394.html" title="shape.vertices" text="shape.vertices  Flash MX 2004.  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(&quot;The shape has &quot; + someShape.vertices.length + &quot; vertices.&quot;   shape.vertices  Flash MX 2004.  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(&quot;The shape has &quot; + someShape.vertices.length + &quot; vertices.&quot;   shape.vertices  Flash MX 2004.  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(&quot;The shape has &quot; + someShape.vertices.length + &quot; vertices.&quot;   shape.vertices  Flash MX 2004.  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(&quot;The shape has &quot; + someShape.vertices.length + &quot; vertices.&quot;   " />
<page href="00004395.html" title="SoundItem object" text="SoundItem object Inheritance&#160;Item object &gt; SoundItem object  Flash MX 2004.  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&#160;object:  Property Description soundItem.bitRate A string that specifies the bit rate of a sound in the library. Available only for the MP3 compression type.  soundItem.bits A string that specifies the bits value for a sound in the library that has ADPCM compression. soundItem.compressionType A string that specifies the compression type for a sound in the library.  soundItem.convertStereoToMono A Boolean value available only for MP3 and Raw compression types.  soundItem.quality A string that specifies the playback quality of a sound in the library. Available only for MP3 compression type.  soundItem.sampleRate A string that specifies the sample rate for the audio clip. soundItem.useImportedMP3Quality A Boolean value; if true, all other properties are ignored, and the imported MP3 quality is used.  SoundItem object Inheritance&#160;Item object &gt; SoundItem object  Flash MX 2004.  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&#160;object:  Property Description soundItem.bitRate A string that specifies the bit rate of a sound in the library. Available only for the MP3 compression type.  soundItem.bits A string that specifies the bits value for a sound in the library that has ADPCM compression. soundItem.compressionType A string that specifies the compression type for a sound in the library.  soundItem.convertStereoToMono A Boolean value available only for MP3 and Raw compression types.  soundItem.quality A string that specifies the playback quality of a sound in the library. Available only for MP3 compression type.  soundItem.sampleRate A string that specifies the sample rate for the audio clip. soundItem.useImportedMP3Quality A Boolean value; if true, all other properties are ignored, and the imported MP3 quality is used.  SoundItem object Inheritance&#160;Item object &gt; SoundItem object  Flash MX 2004.  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&#160;object:  Property Description soundItem.bitRate A string that specifies the bit rate of a sound in the library. Available only for the MP3 compression type.  soundItem.bits A string that specifies the bits value for a sound in the library that has ADPCM compression. soundItem.compressionType A string that specifies the compression type for a sound in the library.  soundItem.convertStereoToMono A Boolean value available only for MP3 and Raw compression types.  soundItem.quality A string that specifies the playback quality of a sound in the library. Available only for MP3 compression type.  soundItem.sampleRate A string that specifies the sample rate for the audio clip. soundItem.useImportedMP3Quality A Boolean value; if true, all other properties are ignored, and the imported MP3 quality is used.  SoundItem object Inheritance&#160;Item object &gt; SoundItem object  Flash MX 2004.  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&#160;object:  " />
<page href="00004396.html" title="soundItem.bitRate" text="soundItem.bitRate  Flash MX 2004.  soundItem.bitRate  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 &quot;8&#160;kbps&quot;, &quot;16&#160;kbps&quot;, &quot;20&#160;kbps&quot;, &quot;24&#160;kbps&quot;, &quot;32&#160;kbps&quot;, &quot;48&#160;kbps&quot;, &quot;56&#160;kbps&quot;, &quot;64&#160;kbps&quot;, &quot;80&#160;kbps&quot;, &quot;112&#160;kbps&quot;, &quot;128&#160;kbps&quot;, and &quot;160&#160;kbps&quot;. Stereo sounds exported at 8 or 16 Kbps are converted to mono. The property is undefined for other compression types.  The following example displays the bitRate value in the Output panel if the specified item in the library has MP3 compression type: alert(fl.getDocumentDOM().library.items[0].bitRate  soundItem.compressionType, soundItem.convertStereoToMono   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.bitRate  Flash MX 2004.  soundItem.bitRate  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 &quot;8&#160;kbps&quot;, &quot;16&#160;kbps&quot;, &quot;20&#160;kbps&quot;, &quot;24&#160;kbps&quot;, &quot;32&#160;kbps&quot;, &quot;48&#160;kbps&quot;, &quot;56&#160;kbps&quot;, &quot;64&#160;kbps&quot;, &quot;80&#160;kbps&quot;, &quot;112&#160;kbps&quot;, &quot;128&#160;kbps&quot;, and &quot;160&#160;kbps&quot;. Stereo sounds exported at 8 or 16 Kbps are converted to mono. The property is undefined for other compression types.  The following example displays the bitRate value in the Output panel if the specified item in the library has MP3 compression type: alert(fl.getDocumentDOM().library.items[0].bitRate  soundItem.compressionType, soundItem.convertStereoToMono   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.bitRate  Flash MX 2004.  soundItem.bitRate  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 &quot;8&#160;kbps&quot;, &quot;16&#160;kbps&quot;, &quot;20&#160;kbps&quot;, &quot;24&#160;kbps&quot;, &quot;32&#160;kbps&quot;, &quot;48&#160;kbps&quot;, &quot;56&#160;kbps&quot;, &quot;64&#160;kbps&quot;, &quot;80&#160;kbps&quot;, &quot;112&#160;kbps&quot;, &quot;128&#160;kbps&quot;, and &quot;160&#160;kbps&quot;. Stereo sounds exported at 8 or 16 Kbps are converted to mono. The property is undefined for other compression types.  The following example displays the bitRate value in the Output panel if the specified item in the library has MP3 compression type: alert(fl.getDocumentDOM().library.items[0].bitRate  soundItem.compressionType, soundItem.convertStereoToMono   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.bitRate  Flash MX 2004.  soundItem.bitRate  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 &quot;8&#160;kbps&quot;, &quot;16&#160;kbps&quot;, &quot;20&#160;kbps&quot;, &quot;24&#160;kbps&quot;, &quot;32&#160;kbps&quot;, &quot;48&#160;kbps&quot;, &quot;56&#160;kbps&quot;, &quot;64&#160;kbps&quot;, &quot;80&#160;kbps&quot;, &quot;112&#160;kbps&quot;, &quot;128&#160;kbps&quot;, and &quot;160&#160;kbps&quot;. Stereo sounds exported at 8 or 16 Kbps are converted to mono. The property is undefined for other compression types.  The following example displays the bitRate value in the Output panel if the specified item in the library has MP3 compression type: alert(fl.getDocumentDOM().library.items[0].bitRate  soundItem.compressionType, soundItem.convertStereoToMono " />
<page href="00004397.html" title="soundItem.bits" text="soundItem.bits  Flash MX 2004.  soundItem.bits  Property; a string that specifies the bits value for a sound in the library that has ADPCM compression. Acceptable values are &quot;2&#160;bit&quot;, &quot;3&#160;bit&quot;, &quot;4&#160;bit&quot;, and &quot;5&#160;bit&quot;.  The following example displays the bits value in the Output panel if the currently selected item in the library has ADPCM compression type: alert(fl.getDocumentDOM().library.items[0].bits  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.bits  Flash MX 2004.  soundItem.bits  Property; a string that specifies the bits value for a sound in the library that has ADPCM compression. Acceptable values are &quot;2&#160;bit&quot;, &quot;3&#160;bit&quot;, &quot;4&#160;bit&quot;, and &quot;5&#160;bit&quot;.  The following example displays the bits value in the Output panel if the currently selected item in the library has ADPCM compression type: alert(fl.getDocumentDOM().library.items[0].bits  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.bits  Flash MX 2004.  soundItem.bits  Property; a string that specifies the bits value for a sound in the library that has ADPCM compression. Acceptable values are &quot;2&#160;bit&quot;, &quot;3&#160;bit&quot;, &quot;4&#160;bit&quot;, and &quot;5&#160;bit&quot;.  The following example displays the bits value in the Output panel if the currently selected item in the library has ADPCM compression type: alert(fl.getDocumentDOM().library.items[0].bits  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.bits  Flash MX 2004.  soundItem.bits  Property; a string that specifies the bits value for a sound in the library that has ADPCM compression. Acceptable values are &quot;2&#160;bit&quot;, &quot;3&#160;bit&quot;, &quot;4&#160;bit&quot;, and &quot;5&#160;bit&quot;.  The following example displays the bits value in the Output panel if the currently selected item in the library has ADPCM compression type: alert(fl.getDocumentDOM().library.items[0].bits  soundItem.compressionType " />
<page href="00004398.html" title="soundItem.compressionType" text="soundItem.compressionType  Flash MX 2004.  soundItem.compressionType  Property; a string that specifies that compression type for a sound in the library. Acceptable values are &quot;Default&quot;, &quot;ADPCM&quot;, &quot;MP3&quot;, &quot;Raw&quot;, and &quot;Speech&quot;.   The following example changes an item in the library to compression type Raw: fl.getDocumentDOM().library.items[0].compressionType = &quot;Raw&quot;; The following example changes a selected item's compression type to Speech: fl.getDocumentDOM().library.getSelectedItems()[0].compressionType = &quot;Speech&quot;;   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.compressionType  Flash MX 2004.  soundItem.compressionType  Property; a string that specifies that compression type for a sound in the library. Acceptable values are &quot;Default&quot;, &quot;ADPCM&quot;, &quot;MP3&quot;, &quot;Raw&quot;, and &quot;Speech&quot;.   The following example changes an item in the library to compression type Raw: fl.getDocumentDOM().library.items[0].compressionType = &quot;Raw&quot;; The following example changes a selected item's compression type to Speech: fl.getDocumentDOM().library.getSelectedItems()[0].compressionType = &quot;Speech&quot;;   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.compressionType  Flash MX 2004.  soundItem.compressionType  Property; a string that specifies that compression type for a sound in the library. Acceptable values are &quot;Default&quot;, &quot;ADPCM&quot;, &quot;MP3&quot;, &quot;Raw&quot;, and &quot;Speech&quot;.   The following example changes an item in the library to compression type Raw: fl.getDocumentDOM().library.items[0].compressionType = &quot;Raw&quot;; The following example changes a selected item's compression type to Speech: fl.getDocumentDOM().library.getSelectedItems()[0].compressionType = &quot;Speech&quot;;   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.compressionType  Flash MX 2004.  soundItem.compressionType  Property; a string that specifies that compression type for a sound in the library. Acceptable values are &quot;Default&quot;, &quot;ADPCM&quot;, &quot;MP3&quot;, &quot;Raw&quot;, and &quot;Speech&quot;.   The following example changes an item in the library to compression type Raw: fl.getDocumentDOM().library.items[0].compressionType = &quot;Raw&quot;; The following example changes a selected item's compression type to Speech: fl.getDocumentDOM().library.getSelectedItems()[0].compressionType = &quot;Speech&quot;; " />
<page href="00004399.html" title="soundItem.convertStereoToMono" text="soundItem.convertStereoToMono  Flash MX 2004.  soundItem.convertStereoToMono  Property; a Boolean value available only for MP3 and Raw compression types. Setting this to true converts a stereo sound to mono; false leaves it as stereo. For MP3 compression type, if soundItem.bitRate is less than 20 Kbps, this property is ignored and forced to true (see soundItem.bitRate).  The following example converts an item in the library to mono only if the item has MP3 or Raw compression type: fl.getDocumentDOM().library.items[0].convertStereoToMono = true;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.convertStereoToMono  Flash MX 2004.  soundItem.convertStereoToMono  Property; a Boolean value available only for MP3 and Raw compression types. Setting this to true converts a stereo sound to mono; false leaves it as stereo. For MP3 compression type, if soundItem.bitRate is less than 20 Kbps, this property is ignored and forced to true (see soundItem.bitRate).  The following example converts an item in the library to mono only if the item has MP3 or Raw compression type: fl.getDocumentDOM().library.items[0].convertStereoToMono = true;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.convertStereoToMono  Flash MX 2004.  soundItem.convertStereoToMono  Property; a Boolean value available only for MP3 and Raw compression types. Setting this to true converts a stereo sound to mono; false leaves it as stereo. For MP3 compression type, if soundItem.bitRate is less than 20 Kbps, this property is ignored and forced to true (see soundItem.bitRate).  The following example converts an item in the library to mono only if the item has MP3 or Raw compression type: fl.getDocumentDOM().library.items[0].convertStereoToMono = true;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.convertStereoToMono  Flash MX 2004.  soundItem.convertStereoToMono  Property; a Boolean value available only for MP3 and Raw compression types. Setting this to true converts a stereo sound to mono; false leaves it as stereo. For MP3 compression type, if soundItem.bitRate is less than 20 Kbps, this property is ignored and forced to true (see soundItem.bitRate).  The following example converts an item in the library to mono only if the item has MP3 or Raw compression type: fl.getDocumentDOM().library.items[0].convertStereoToMono = true;  soundItem.compressionType " />
<page href="00004400.html" title="soundItem.quality" text="soundItem.quality  Flash MX 2004.  soundItem.quality  Property; a string that specifies the playback quality of a sound in the library. This property is available only for MP3 compression type. Acceptable values are &quot;Fast&quot;, &quot;Medium&quot;, and &quot;Best&quot;.   The following example sets the playback quality of an item in the library to Best if the item has MP3 compression type: fl.getDocumentDOM().library.items[0].quality = &quot;Best&quot;;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.quality  Flash MX 2004.  soundItem.quality  Property; a string that specifies the playback quality of a sound in the library. This property is available only for MP3 compression type. Acceptable values are &quot;Fast&quot;, &quot;Medium&quot;, and &quot;Best&quot;.   The following example sets the playback quality of an item in the library to Best if the item has MP3 compression type: fl.getDocumentDOM().library.items[0].quality = &quot;Best&quot;;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.quality  Flash MX 2004.  soundItem.quality  Property; a string that specifies the playback quality of a sound in the library. This property is available only for MP3 compression type. Acceptable values are &quot;Fast&quot;, &quot;Medium&quot;, and &quot;Best&quot;.   The following example sets the playback quality of an item in the library to Best if the item has MP3 compression type: fl.getDocumentDOM().library.items[0].quality = &quot;Best&quot;;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.quality  Flash MX 2004.  soundItem.quality  Property; a string that specifies the playback quality of a sound in the library. This property is available only for MP3 compression type. Acceptable values are &quot;Fast&quot;, &quot;Medium&quot;, and &quot;Best&quot;.   The following example sets the playback quality of an item in the library to Best if the item has MP3 compression type: fl.getDocumentDOM().library.items[0].quality = &quot;Best&quot;;  soundItem.compressionType " />
<page href="00004401.html" title="soundItem.sampleRate" text="soundItem.sampleRate  Flash MX 2004.  soundItem.sampleRate  Property; a string that specifies the sample rate for the audio clip. This property is available only for ADPCM, Raw, and Speech compression types. Acceptable values are &quot;5&#160;kHz&quot;, &quot;11&#160;kHz&quot;, &quot;22&#160;kHz&quot;, and &quot;44&#160;kHz&quot;.   The following example sets the sample rate of an item in the library to 5 kHz if the item has ADPCM, Raw, or Speech compression type:  fl.getDocumentDOM().library.items[0].sampleRate = &quot;5 kHz&quot;;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.sampleRate  Flash MX 2004.  soundItem.sampleRate  Property; a string that specifies the sample rate for the audio clip. This property is available only for ADPCM, Raw, and Speech compression types. Acceptable values are &quot;5&#160;kHz&quot;, &quot;11&#160;kHz&quot;, &quot;22&#160;kHz&quot;, and &quot;44&#160;kHz&quot;.   The following example sets the sample rate of an item in the library to 5 kHz if the item has ADPCM, Raw, or Speech compression type:  fl.getDocumentDOM().library.items[0].sampleRate = &quot;5 kHz&quot;;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.sampleRate  Flash MX 2004.  soundItem.sampleRate  Property; a string that specifies the sample rate for the audio clip. This property is available only for ADPCM, Raw, and Speech compression types. Acceptable values are &quot;5&#160;kHz&quot;, &quot;11&#160;kHz&quot;, &quot;22&#160;kHz&quot;, and &quot;44&#160;kHz&quot;.   The following example sets the sample rate of an item in the library to 5 kHz if the item has ADPCM, Raw, or Speech compression type:  fl.getDocumentDOM().library.items[0].sampleRate = &quot;5 kHz&quot;;  soundItem.compressionType   If you want to specify a value for this property, set soundItem.useImportedMP3Quality to false. soundItem.sampleRate  Flash MX 2004.  soundItem.sampleRate  Property; a string that specifies the sample rate for the audio clip. This property is available only for ADPCM, Raw, and Speech compression types. Acceptable values are &quot;5&#160;kHz&quot;, &quot;11&#160;kHz&quot;, &quot;22&#160;kHz&quot;, and &quot;44&#160;kHz&quot;.   The following example sets the sample rate of an item in the library to 5 kHz if the item has ADPCM, Raw, or Speech compression type:  fl.getDocumentDOM().library.items[0].sampleRate = &quot;5 kHz&quot;;  soundItem.compressionType " />
<page href="00004402.html" title="soundItem.useImportedMP3Quality" text="soundItem.useImportedMP3Quality  Flash MX 2004.  soundItem.useImportedMP3Quality  Property; a Boolean value. If true, all other properties are ignored, and the imported MP3 quality is used.   The following example sets an item in the library to use the imported MP3 quality: fl.getDocumentDOM().library.items[0].useImportedMP3Quality = true;  soundItem.compressionType soundItem.useImportedMP3Quality  Flash MX 2004.  soundItem.useImportedMP3Quality  Property; a Boolean value. If true, all other properties are ignored, and the imported MP3 quality is used.   The following example sets an item in the library to use the imported MP3 quality: fl.getDocumentDOM().library.items[0].useImportedMP3Quality = true;  soundItem.compressionType soundItem.useImportedMP3Quality  Flash MX 2004.  soundItem.useImportedMP3Quality  Property; a Boolean value. If true, all other properties are ignored, and the imported MP3 quality is used.   The following example sets an item in the library to use the imported MP3 quality: fl.getDocumentDOM().library.items[0].useImportedMP3Quality = true;  soundItem.compressionType soundItem.useImportedMP3Quality  Flash MX 2004.  soundItem.useImportedMP3Quality  Property; a Boolean value. If true, all other properties are ignored, and the imported MP3 quality is used.   The following example sets an item in the library to use the imported MP3 quality: fl.getDocumentDOM().library.items[0].useImportedMP3Quality = true;  soundItem.compressionType " />
<page href="00004403.html" title="Stroke object" text="Stroke object  Flash MX 2004.  The Stroke object contains all the settings for a stroke, including the custom settings. This object represents the information contained in the Property inspector. Using the Stroke object together with the document.setCustomStroke() method, you can change the stroke settings for the Tools panel, the Property inspector, and the current selection. You can also get the stroke settings of the Tools panel and Property inspector, or of the current selection, by using the document.getCustomStroke() method. This object always has the following four properties: style, thickness, color, and breakAtCorners. (In Flash&#160;CS3, the breakAtCorners property is deprecated in favor of stroke.joinType.) Other properties can be set, depending on the value of the stroke.style property. Property summary for the Stroke object The following properties are available for the Stroke object:  Property Description stroke.breakAtCorners A Boolean value, same as the Sharp Corners setting in the custom Stroke Style dialog box.  stroke.capType A string that specifies the type of cap for the stroke. stroke.color A string, hexadecimal value, or integer that represents the stroke color.  stroke.curve A string that specifies the type of hatching for the stroke. stroke.dash1 An integer that specifies the lengths of the solid part of a dashed line. stroke.dash2 An integer that specifies the lengths of the blank part of a dashed line.  stroke.density A string that specifies the density of a stippled line.  stroke.dotSize A string that specifies the dot size of a stippled line.  stroke.dotSpace An integer that specifies the spacing between dots in a dotted&#160;line. stroke.hatchThickness A string that specifies the thickness of a hatch line.  stroke.jiggle A string that specifies the jiggle property of a hatched line.  stroke.joinType A string that specifies the type of join for the stroke. stroke.length A string that specifies the length of a hatch line.  stroke.miterLimit A float value that specifies the angle above which the tip of the miter will be truncated by a segment. stroke.pattern A string that specifies the pattern of a ragged line.  stroke.rotate A string that specifies the rotation of a hatch line. stroke.scaleType A string that specifies the type of scale to be applied to the stroke.  stroke.shapeFill A Fill object that represents the fill settings of the stroke. stroke.space A string that specifies the spacing of a hatched line.  stroke.strokeHinting A Boolean value that specifies whether stroke hinting is set on the stroke. stroke.style A string that describes the stroke style.  stroke.thickness An integer that specifies the stroke size. stroke.variation A string that specifies the variation of a stippled line.  stroke.waveHeight A string that specifies the wave height of a ragged line.  stroke.waveLength A string that specifies the wave length of a ragged line.  Stroke object  Flash MX 2004.  The Stroke object contains all the settings for a stroke, including the custom settings. This object represents the information contained in the Property inspector. Using the Stroke object together with the document.setCustomStroke() method, you can change the stroke settings for the Tools panel, the Property inspector, and the current selection. You can also get the stroke settings of the Tools panel and Property inspector, or of the current selection, by using the document.getCustomStroke() method. This object always has the following four properties: style, thickness, color, and breakAtCorners. (In Flash&#160;CS3, the breakAtCorners property is deprecated in favor of stroke.joinType.) Other properties can be set, depending on the value of the stroke.style property. Property summary for the Stroke object The following properties are available for the Stroke object:  Property Description stroke.breakAtCorners A Boolean value, same as the Sharp Corners setting in the custom Stroke Style dialog box.  stroke.capType A string that specifies the type of cap for the stroke. stroke.color A string, hexadecimal value, or integer that represents the stroke color.  stroke.curve A string that specifies the type of hatching for the stroke. stroke.dash1 An integer that specifies the lengths of the solid part of a dashed line. stroke.dash2 An integer that specifies the lengths of the blank part of a dashed line.  stroke.density A string that specifies the density of a stippled line.  stroke.dotSize A string that specifies the dot size of a stippled line.  stroke.dotSpace An integer that specifies the spacing between dots in a dotted&#160;line. stroke.hatchThickness A string that specifies the thickness of a hatch line.  stroke.jiggle A string that specifies the jiggle property of a hatched line.  stroke.joinType A string that specifies the type of join for the stroke. stroke.length A string that specifies the length of a hatch line.  stroke.miterLimit A float value that specifies the angle above which the tip of the miter will be truncated by a segment. stroke.pattern A string that specifies the pattern of a ragged line.  stroke.rotate A string that specifies the rotation of a hatch line. stroke.scaleType A string that specifies the type of scale to be applied to the stroke.  stroke.shapeFill A Fill object that represents the fill settings of the stroke. stroke.space A string that specifies the spacing of a hatched line.  stroke.strokeHinting A Boolean value that specifies whether stroke hinting is set on the stroke. stroke.style A string that describes the stroke style.  stroke.thickness An integer that specifies the stroke size. stroke.variation A string that specifies the variation of a stippled line.  stroke.waveHeight A string that specifies the wave height of a ragged line.  stroke.waveLength A string that specifies the wave length of a ragged line.  Stroke object  Flash MX 2004.  The Stroke object contains all the settings for a stroke, including the custom settings. This object represents the information contained in the Property inspector. Using the Stroke object together with the document.setCustomStroke() method, you can change the stroke settings for the Tools panel, the Property inspector, and the current selection. You can also get the stroke settings of the Tools panel and Property inspector, or of the current selection, by using the document.getCustomStroke() method. This object always has the following four properties: style, thickness, color, and breakAtCorners. (In Flash&#160;CS3, the breakAtCorners property is deprecated in favor of stroke.joinType.) Other properties can be set, depending on the value of the stroke.style property. Property summary for the Stroke object The following properties are available for the Stroke object:  Property Description stroke.breakAtCorners A Boolean value, same as the Sharp Corners setting in the custom Stroke Style dialog box.  stroke.capType A string that specifies the type of cap for the stroke. stroke.color A string, hexadecimal value, or integer that represents the stroke color.  stroke.curve A string that specifies the type of hatching for the stroke. stroke.dash1 An integer that specifies the lengths of the solid part of a dashed line. stroke.dash2 An integer that specifies the lengths of the blank part of a dashed line.  stroke.density A string that specifies the density of a stippled line.  stroke.dotSize A string that specifies the dot size of a stippled line.  stroke.dotSpace An integer that specifies the spacing between dots in a dotted&#160;line. stroke.hatchThickness A string that specifies the thickness of a hatch line.  stroke.jiggle A string that specifies the jiggle property of a hatched line.  stroke.joinType A string that specifies the type of join for the stroke. stroke.length A string that specifies the length of a hatch line.  stroke.miterLimit A float value that specifies the angle above which the tip of the miter will be truncated by a segment. stroke.pattern A string that specifies the pattern of a ragged line.  stroke.rotate A string that specifies the rotation of a hatch line. stroke.scaleType A string that specifies the type of scale to be applied to the stroke.  stroke.shapeFill A Fill object that represents the fill settings of the stroke. stroke.space A string that specifies the spacing of a hatched line.  stroke.strokeHinting A Boolean value that specifies whether stroke hinting is set on the stroke. stroke.style A string that describes the stroke style.  stroke.thickness An integer that specifies the stroke size. stroke.variation A string that specifies the variation of a stippled line.  stroke.waveHeight A string that specifies the wave height of a ragged line.  stroke.waveLength A string that specifies the wave length of a ragged line.  Stroke object  Flash MX 2004.  The Stroke object contains all the settings for a stroke, including the custom settings. This object represents the information contained in the Property inspector. Using the Stroke object together with the document.setCustomStroke() method, you can change the stroke settings for the Tools panel, the Property inspector, and the current selection. You can also get the stroke settings of the Tools panel and Property inspector, or of the current selection, by using the document.getCustomStroke() method. This object always has the following four properties: style, thickness, color, and breakAtCorners. (In Flash&#160;CS3, the breakAtCorners property is deprecated in favor of stroke.joinType.) Other properties can be set, depending on the value of the stroke.style property. Property summary for the Stroke object The following properties are available for the Stroke object:  " />
<page href="00004404.html" title="stroke.breakAtCorners" text="stroke.breakAtCorners  Flash MX 2004. Deprecated in Flash&#160;CS3 in favor of stroke.joinType.  stroke.breakAtCorners  Property; a Boolean value. This property is the same as the Sharp Corners setting in the custom Stroke Style dialog box.   The following example sets the breakAtCorners property to true:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.breakAtCorners = true;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.breakAtCorners  Flash MX 2004. Deprecated in Flash&#160;CS3 in favor of stroke.joinType.  stroke.breakAtCorners  Property; a Boolean value. This property is the same as the Sharp Corners setting in the custom Stroke Style dialog box.   The following example sets the breakAtCorners property to true:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.breakAtCorners = true;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.breakAtCorners  Flash MX 2004. Deprecated in Flash&#160;CS3 in favor of stroke.joinType.  stroke.breakAtCorners  Property; a Boolean value. This property is the same as the Sharp Corners setting in the custom Stroke Style dialog box.   The following example sets the breakAtCorners property to true:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.breakAtCorners = true;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.breakAtCorners  Flash MX 2004. Deprecated in Flash&#160;CS3 in favor of stroke.joinType.  stroke.breakAtCorners  Property; a Boolean value. This property is the same as the Sharp Corners setting in the custom Stroke Style dialog box.   The following example sets the breakAtCorners property to true:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.breakAtCorners = true;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004405.html" title="stroke.capType" text="stroke.capType  Flash 8.  stroke.capType  Property; a string that specifies the type of cap for the stroke. Acceptable values are &quot;none&quot;, &quot;round&quot;, and &quot;square&quot;.  The following example sets the stroke cap type to &quot;round&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.capType = &quot;round&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.capType  Flash 8.  stroke.capType  Property; a string that specifies the type of cap for the stroke. Acceptable values are &quot;none&quot;, &quot;round&quot;, and &quot;square&quot;.  The following example sets the stroke cap type to &quot;round&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.capType = &quot;round&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.capType  Flash 8.  stroke.capType  Property; a string that specifies the type of cap for the stroke. Acceptable values are &quot;none&quot;, &quot;round&quot;, and &quot;square&quot;.  The following example sets the stroke cap type to &quot;round&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.capType = &quot;round&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.capType  Flash 8.  stroke.capType  Property; a string that specifies the type of cap for the stroke. Acceptable values are &quot;none&quot;, &quot;round&quot;, and &quot;square&quot;.  The following example sets the stroke cap type to &quot;round&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.capType = &quot;round&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  " />
<page href="00004406.html" title="stroke.color" text="stroke.color  Flash MX 2004. In Flash&#160;8 and later, this property is deprecated in favor of stroke.shapeFill.color.   stroke.color  Property; the color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the stroke color:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.color = &quot;#000000&quot;; fl.getDocumentDOM().setCustomStroke(myStroke  stroke.shapeFill stroke.color  Flash MX 2004. In Flash&#160;8 and later, this property is deprecated in favor of stroke.shapeFill.color.   stroke.color  Property; the color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the stroke color:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.color = &quot;#000000&quot;; fl.getDocumentDOM().setCustomStroke(myStroke  stroke.shapeFill stroke.color  Flash MX 2004. In Flash&#160;8 and later, this property is deprecated in favor of stroke.shapeFill.color.   stroke.color  Property; the color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the stroke color:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.color = &quot;#000000&quot;; fl.getDocumentDOM().setCustomStroke(myStroke  stroke.shapeFill stroke.color  Flash MX 2004. In Flash&#160;8 and later, this property is deprecated in favor of stroke.shapeFill.color.   stroke.color  Property; the color of the stroke, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the stroke color:  var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.color = &quot;#000000&quot;; fl.getDocumentDOM().setCustomStroke(myStroke  stroke.shapeFill " />
<page href="00004407.html" title="stroke.curve" text="stroke.curve  Flash MX 2004.  stroke.curve  Property; a string that specifies the type of hatching for the stroke. This property can be set only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;straight&quot;, &quot;slight curve&quot;, &quot;medium curve&quot;, and &quot;very curved&quot;.   The following example sets the curve property, as well as others, for a stroke having the &quot;hatched&quot; style: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.curve  Flash MX 2004.  stroke.curve  Property; a string that specifies the type of hatching for the stroke. This property can be set only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;straight&quot;, &quot;slight curve&quot;, &quot;medium curve&quot;, and &quot;very curved&quot;.   The following example sets the curve property, as well as others, for a stroke having the &quot;hatched&quot; style: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.curve  Flash MX 2004.  stroke.curve  Property; a string that specifies the type of hatching for the stroke. This property can be set only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;straight&quot;, &quot;slight curve&quot;, &quot;medium curve&quot;, and &quot;very curved&quot;.   The following example sets the curve property, as well as others, for a stroke having the &quot;hatched&quot; style: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.curve  Flash MX 2004.  stroke.curve  Property; a string that specifies the type of hatching for the stroke. This property can be set only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;straight&quot;, &quot;slight curve&quot;, &quot;medium curve&quot;, and &quot;very curved&quot;.   The following example sets the curve property, as well as others, for a stroke having the &quot;hatched&quot; style: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004408.html" title="stroke.dash1" text="stroke.dash1  Flash MX 2004.  stroke.dash1  Property; an integer that specifies the lengths of the solid parts of a dashed line. This property is available only if the stroke.style property is set to &quot;dashed&quot; (see stroke.style).  The following example sets the dash1 and dash2 properties for a stroke style of dashed: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;dashed&quot;;  myStroke.dash1 = 1;  myStroke.dash2 = 2;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dash1  Flash MX 2004.  stroke.dash1  Property; an integer that specifies the lengths of the solid parts of a dashed line. This property is available only if the stroke.style property is set to &quot;dashed&quot; (see stroke.style).  The following example sets the dash1 and dash2 properties for a stroke style of dashed: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;dashed&quot;;  myStroke.dash1 = 1;  myStroke.dash2 = 2;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dash1  Flash MX 2004.  stroke.dash1  Property; an integer that specifies the lengths of the solid parts of a dashed line. This property is available only if the stroke.style property is set to &quot;dashed&quot; (see stroke.style).  The following example sets the dash1 and dash2 properties for a stroke style of dashed: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;dashed&quot;;  myStroke.dash1 = 1;  myStroke.dash2 = 2;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dash1  Flash MX 2004.  stroke.dash1  Property; an integer that specifies the lengths of the solid parts of a dashed line. This property is available only if the stroke.style property is set to &quot;dashed&quot; (see stroke.style).  The following example sets the dash1 and dash2 properties for a stroke style of dashed: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;dashed&quot;;  myStroke.dash1 = 1;  myStroke.dash2 = 2;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004409.html" title="stroke.dash2" text="stroke.dash2  Flash MX 2004.  stroke.dash2  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 &quot;dashed&quot; (see stroke.style).  See stroke.dash1. stroke.dash2  Flash MX 2004.  stroke.dash2  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 &quot;dashed&quot; (see stroke.style).  See stroke.dash1. stroke.dash2  Flash MX 2004.  stroke.dash2  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 &quot;dashed&quot; (see stroke.style).  See stroke.dash1. stroke.dash2  Flash MX 2004.  stroke.dash2  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 &quot;dashed&quot; (see stroke.style).  See stroke.dash1. " />
<page href="00004410.html" title="stroke.density" text="stroke.density  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;very dense&quot;, &quot;dense&quot;, &quot;sparse&quot;, and &quot;very sparse&quot;.  The following example sets the density property to &quot;sparse&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.density  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;very dense&quot;, &quot;dense&quot;, &quot;sparse&quot;, and &quot;very sparse&quot;.  The following example sets the density property to &quot;sparse&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.density  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;very dense&quot;, &quot;dense&quot;, &quot;sparse&quot;, and &quot;very sparse&quot;.  The following example sets the density property to &quot;sparse&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.density  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;very dense&quot;, &quot;dense&quot;, &quot;sparse&quot;, and &quot;very sparse&quot;.  The following example sets the density property to &quot;sparse&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004411.html" title="stroke.dotSize" text="stroke.dotSize  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;tiny&quot;, &quot;small&quot;, &quot;medium&quot;, and &quot;large&quot;.  The following example sets the dotSize property to &quot;tiny&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.dotsize = &quot;tiny&quot;; myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dotSize  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;tiny&quot;, &quot;small&quot;, &quot;medium&quot;, and &quot;large&quot;.  The following example sets the dotSize property to &quot;tiny&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.dotsize = &quot;tiny&quot;; myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dotSize  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;tiny&quot;, &quot;small&quot;, &quot;medium&quot;, and &quot;large&quot;.  The following example sets the dotSize property to &quot;tiny&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.dotsize = &quot;tiny&quot;; myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dotSize  Flash MX 2004.  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 &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;tiny&quot;, &quot;small&quot;, &quot;medium&quot;, and &quot;large&quot;.  The following example sets the dotSize property to &quot;tiny&quot; for the stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.dotsize = &quot;tiny&quot;; myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004412.html" title="stroke.dotSpace" text="stroke.dotSpace  Flash MX 2004.  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 &quot;dotted&quot;. 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 = &quot;dotted&quot;;  myStroke.dotSpace= 3;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dotSpace  Flash MX 2004.  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 &quot;dotted&quot;. 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 = &quot;dotted&quot;;  myStroke.dotSpace= 3;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dotSpace  Flash MX 2004.  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 &quot;dotted&quot;. 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 = &quot;dotted&quot;;  myStroke.dotSpace= 3;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.dotSpace  Flash MX 2004.  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 &quot;dotted&quot;. 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 = &quot;dotted&quot;;  myStroke.dotSpace= 3;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004413.html" title="stroke.hatchThickness" text="stroke.hatchThickness  Flash MX 2004.  stroke.hatchThickness  Property; a string that specifies the thickness of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;hairline&quot;, &quot;thin&quot;, &quot;medium&quot;, and &quot;thick&quot;.   The following example sets the hatchThickness property to &quot;thin&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.hatchThickness  Flash MX 2004.  stroke.hatchThickness  Property; a string that specifies the thickness of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;hairline&quot;, &quot;thin&quot;, &quot;medium&quot;, and &quot;thick&quot;.   The following example sets the hatchThickness property to &quot;thin&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.hatchThickness  Flash MX 2004.  stroke.hatchThickness  Property; a string that specifies the thickness of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;hairline&quot;, &quot;thin&quot;, &quot;medium&quot;, and &quot;thick&quot;.   The following example sets the hatchThickness property to &quot;thin&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.hatchThickness  Flash MX 2004.  stroke.hatchThickness  Property; a string that specifies the thickness of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;hairline&quot;, &quot;thin&quot;, &quot;medium&quot;, and &quot;thick&quot;.   The following example sets the hatchThickness property to &quot;thin&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004414.html" title="stroke.jiggle" text="stroke.jiggle  Flash MX 2004.  stroke.jiggle  Property; a string that specifies the jiggle property of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;bounce&quot;, &quot;loose&quot;, and &quot;wild&quot;.  The following example sets the jiggle property to &quot;wild&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.jiggle  Flash MX 2004.  stroke.jiggle  Property; a string that specifies the jiggle property of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;bounce&quot;, &quot;loose&quot;, and &quot;wild&quot;.  The following example sets the jiggle property to &quot;wild&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.jiggle  Flash MX 2004.  stroke.jiggle  Property; a string that specifies the jiggle property of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;bounce&quot;, &quot;loose&quot;, and &quot;wild&quot;.  The following example sets the jiggle property to &quot;wild&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.jiggle  Flash MX 2004.  stroke.jiggle  Property; a string that specifies the jiggle property of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;bounce&quot;, &quot;loose&quot;, and &quot;wild&quot;.  The following example sets the jiggle property to &quot;wild&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004415.html" title="stroke.joinType" text="stroke.joinType  Flash 8.  stroke.joinType  Property; a string that specifies the type of join for the stroke. Acceptable values are &quot;miter&quot;, &quot;round&quot;, and &quot;bevel&quot;.  stroke.capType stroke.joinType  Flash 8.  stroke.joinType  Property; a string that specifies the type of join for the stroke. Acceptable values are &quot;miter&quot;, &quot;round&quot;, and &quot;bevel&quot;.  stroke.capType stroke.joinType  Flash 8.  stroke.joinType  Property; a string that specifies the type of join for the stroke. Acceptable values are &quot;miter&quot;, &quot;round&quot;, and &quot;bevel&quot;.  stroke.capType stroke.joinType  Flash 8.  stroke.joinType  Property; a string that specifies the type of join for the stroke. Acceptable values are &quot;miter&quot;, &quot;round&quot;, and &quot;bevel&quot;.  stroke.capType " />
<page href="00004416.html" title="stroke.length" text="stroke.length  Flash MX 2004.  stroke.length  Property; a string that specifies the length of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;equal&quot;, &quot;slight&quot;, &quot;variation&quot;, &quot;medium variation&quot;, and &quot;random&quot;.  The following example sets the length property to &quot;slight&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.length  Flash MX 2004.  stroke.length  Property; a string that specifies the length of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;equal&quot;, &quot;slight&quot;, &quot;variation&quot;, &quot;medium variation&quot;, and &quot;random&quot;.  The following example sets the length property to &quot;slight&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.length  Flash MX 2004.  stroke.length  Property; a string that specifies the length of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;equal&quot;, &quot;slight&quot;, &quot;variation&quot;, &quot;medium variation&quot;, and &quot;random&quot;.  The following example sets the length property to &quot;slight&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.length  Flash MX 2004.  stroke.length  Property; a string that specifies the length of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;equal&quot;, &quot;slight&quot;, &quot;variation&quot;, &quot;medium variation&quot;, and &quot;random&quot;.  The following example sets the length property to &quot;slight&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  " />
<page href="00004417.html" title="stroke.miterLimit" text="stroke.miterLimit  Flash 8.  stroke.miterLimit  Property; a float value that specifies the angle above which the tip of the miter will be truncated by a segment. That means the miter is truncated only if the miter angle is greater than the value of miterLimit.  The following example changes the miter limit of the stroke setting to&#160;3. If the miter angle is greater than&#160;3, the miter is truncated. var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.miterLimit = 3;  var myStroke = fl.getDocumentDOM().setCustomStroke(  stroke.miterLimit  Flash 8.  stroke.miterLimit  Property; a float value that specifies the angle above which the tip of the miter will be truncated by a segment. That means the miter is truncated only if the miter angle is greater than the value of miterLimit.  The following example changes the miter limit of the stroke setting to&#160;3. If the miter angle is greater than&#160;3, the miter is truncated. var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.miterLimit = 3;  var myStroke = fl.getDocumentDOM().setCustomStroke(  stroke.miterLimit  Flash 8.  stroke.miterLimit  Property; a float value that specifies the angle above which the tip of the miter will be truncated by a segment. That means the miter is truncated only if the miter angle is greater than the value of miterLimit.  The following example changes the miter limit of the stroke setting to&#160;3. If the miter angle is greater than&#160;3, the miter is truncated. var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.miterLimit = 3;  var myStroke = fl.getDocumentDOM().setCustomStroke(  stroke.miterLimit  Flash 8.  stroke.miterLimit  Property; a float value that specifies the angle above which the tip of the miter will be truncated by a segment. That means the miter is truncated only if the miter angle is greater than the value of miterLimit.  The following example changes the miter limit of the stroke setting to&#160;3. If the miter angle is greater than&#160;3, the miter is truncated. var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.miterLimit = 3;  var myStroke = fl.getDocumentDOM().setCustomStroke(  " />
<page href="00004418.html" title="stroke.pattern" text="stroke.pattern  Flash MX 2004.  stroke.pattern  Property; a string that specifies the pattern of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;solid&quot;, &quot;simple&quot;, &quot;random&quot;, &quot;dotted&quot;, &quot;random dotted&quot;, &quot;triple dotted&quot;, and &quot;random triple dotted&quot;.  The following example sets the pattern property to &quot;random&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.pattern  Flash MX 2004.  stroke.pattern  Property; a string that specifies the pattern of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;solid&quot;, &quot;simple&quot;, &quot;random&quot;, &quot;dotted&quot;, &quot;random dotted&quot;, &quot;triple dotted&quot;, and &quot;random triple dotted&quot;.  The following example sets the pattern property to &quot;random&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.pattern  Flash MX 2004.  stroke.pattern  Property; a string that specifies the pattern of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;solid&quot;, &quot;simple&quot;, &quot;random&quot;, &quot;dotted&quot;, &quot;random dotted&quot;, &quot;triple dotted&quot;, and &quot;random triple dotted&quot;.  The following example sets the pattern property to &quot;random&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.pattern  Flash MX 2004.  stroke.pattern  Property; a string that specifies the pattern of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;solid&quot;, &quot;simple&quot;, &quot;random&quot;, &quot;dotted&quot;, &quot;random dotted&quot;, &quot;triple dotted&quot;, and &quot;random triple dotted&quot;.  The following example sets the pattern property to &quot;random&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  " />
<page href="00004419.html" title="stroke.rotate" text="stroke.rotate  Flash MX 2004.  stroke.rotate  Property; a string that specifies the rotation of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;slight&quot;, &quot;medium&quot;, and &quot;free&quot;.  The following example sets the rotate property to &quot;free&quot; for a style stroke of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  stroke.rotate  Flash MX 2004.  stroke.rotate  Property; a string that specifies the rotation of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;slight&quot;, &quot;medium&quot;, and &quot;free&quot;.  The following example sets the rotate property to &quot;free&quot; for a style stroke of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  stroke.rotate  Flash MX 2004.  stroke.rotate  Property; a string that specifies the rotation of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;slight&quot;, &quot;medium&quot;, and &quot;free&quot;.  The following example sets the rotate property to &quot;free&quot; for a style stroke of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  stroke.rotate  Flash MX 2004.  stroke.rotate  Property; a string that specifies the rotation of a hatch line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;none&quot;, &quot;slight&quot;, &quot;medium&quot;, and &quot;free&quot;.  The following example sets the rotate property to &quot;free&quot; for a style stroke of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  " />
<page href="00004420.html" title="stroke.scaleType" text="stroke.scaleType  Flash 8.  stroke.scaleType  Property; a string that specifies the type of scale to be applied to the stroke. Acceptable values are &quot;normal&quot;, &quot;horizontal&quot;, &quot;vertical&quot;, and &quot;none&quot;.  The following example sets the scale type of the stroke to &quot;horizontal&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.scaleType = &quot;horizontal&quot;; fl.getDocumentDOM().setCustomStroke(myStroke stroke.scaleType  Flash 8.  stroke.scaleType  Property; a string that specifies the type of scale to be applied to the stroke. Acceptable values are &quot;normal&quot;, &quot;horizontal&quot;, &quot;vertical&quot;, and &quot;none&quot;.  The following example sets the scale type of the stroke to &quot;horizontal&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.scaleType = &quot;horizontal&quot;; fl.getDocumentDOM().setCustomStroke(myStroke stroke.scaleType  Flash 8.  stroke.scaleType  Property; a string that specifies the type of scale to be applied to the stroke. Acceptable values are &quot;normal&quot;, &quot;horizontal&quot;, &quot;vertical&quot;, and &quot;none&quot;.  The following example sets the scale type of the stroke to &quot;horizontal&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.scaleType = &quot;horizontal&quot;; fl.getDocumentDOM().setCustomStroke(myStroke stroke.scaleType  Flash 8.  stroke.scaleType  Property; a string that specifies the type of scale to be applied to the stroke. Acceptable values are &quot;normal&quot;, &quot;horizontal&quot;, &quot;vertical&quot;, and &quot;none&quot;.  The following example sets the scale type of the stroke to &quot;horizontal&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.scaleType = &quot;horizontal&quot;; fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004421.html" title="stroke.shapeFill" text="stroke.shapeFill  Flash 8.  stroke.shapeFill  Property; a Fill object that represents the fill settings of the stroke.  The following example specifies fill settings and then applies them to the stroke: var fill = fl.getDocumentDOM().getCustomFill( fill.linearGradient = true;  fill.colorArray = [ 00ff00, ff0000, fffff ]; var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.shapeFill = fill;  fl.getDocumentDOM().setCustomStroke(stroke stroke.shapeFill  Flash 8.  stroke.shapeFill  Property; a Fill object that represents the fill settings of the stroke.  The following example specifies fill settings and then applies them to the stroke: var fill = fl.getDocumentDOM().getCustomFill( fill.linearGradient = true;  fill.colorArray = [ 00ff00, ff0000, fffff ]; var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.shapeFill = fill;  fl.getDocumentDOM().setCustomStroke(stroke stroke.shapeFill  Flash 8.  stroke.shapeFill  Property; a Fill object that represents the fill settings of the stroke.  The following example specifies fill settings and then applies them to the stroke: var fill = fl.getDocumentDOM().getCustomFill( fill.linearGradient = true;  fill.colorArray = [ 00ff00, ff0000, fffff ]; var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.shapeFill = fill;  fl.getDocumentDOM().setCustomStroke(stroke stroke.shapeFill  Flash 8.  stroke.shapeFill  Property; a Fill object that represents the fill settings of the stroke.  The following example specifies fill settings and then applies them to the stroke: var fill = fl.getDocumentDOM().getCustomFill( fill.linearGradient = true;  fill.colorArray = [ 00ff00, ff0000, fffff ]; var stroke = fl.getDocumentDOM().getCustomStroke(  stroke.shapeFill = fill;  fl.getDocumentDOM().setCustomStroke(stroke " />
<page href="00004422.html" title="stroke.space" text="stroke.space  Flash MX 2004.  stroke.space  Property; a string that specifies the spacing of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;very close&quot;, &quot;close&quot;, &quot;distant&quot;, and &quot;very distant&quot;.  The following example sets the space property to &quot;close&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.space  Flash MX 2004.  stroke.space  Property; a string that specifies the spacing of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;very close&quot;, &quot;close&quot;, &quot;distant&quot;, and &quot;very distant&quot;.  The following example sets the space property to &quot;close&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.space  Flash MX 2004.  stroke.space  Property; a string that specifies the spacing of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;very close&quot;, &quot;close&quot;, &quot;distant&quot;, and &quot;very distant&quot;.  The following example sets the space property to &quot;close&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.space  Flash MX 2004.  stroke.space  Property; a string that specifies the spacing of a hatched line. This property is available only if the stroke.style property is set to &quot;hatched&quot; (see stroke.style). Acceptable values are &quot;very close&quot;, &quot;close&quot;, &quot;distant&quot;, and &quot;very distant&quot;.  The following example sets the space property to &quot;close&quot; for a stroke style of hatched: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;hatched&quot;;  myStroke.curve = &quot;straight&quot;;  myStroke.space = &quot;close&quot;;  myStroke.jiggle = &quot;wild&quot;;  myStroke.rotate = &quot;free&quot;;  myStroke.length = &quot;slight&quot;;  myStroke.hatchThickness = &quot;thin&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004423.html" title="stroke.strokeHinting" text="stroke.strokeHinting  Flash 8.  stroke.strokeHinting  Property; a Boolean value that specifies whether stroke hinting is set on the stroke.  The following example enables stroke hinting for the stroke: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.strokeHinting = true; fl.getDocumentDOM().setCustomStroke(myStroke stroke.strokeHinting  Flash 8.  stroke.strokeHinting  Property; a Boolean value that specifies whether stroke hinting is set on the stroke.  The following example enables stroke hinting for the stroke: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.strokeHinting = true; fl.getDocumentDOM().setCustomStroke(myStroke stroke.strokeHinting  Flash 8.  stroke.strokeHinting  Property; a Boolean value that specifies whether stroke hinting is set on the stroke.  The following example enables stroke hinting for the stroke: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.strokeHinting = true; fl.getDocumentDOM().setCustomStroke(myStroke stroke.strokeHinting  Flash 8.  stroke.strokeHinting  Property; a Boolean value that specifies whether stroke hinting is set on the stroke.  The following example enables stroke hinting for the stroke: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.strokeHinting = true; fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004424.html" title="stroke.style" text="stroke.style  Flash MX 2004.  stroke.style  Property; a string that describes the stroke style. Acceptable values are &quot;noStroke&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;. Some of these values require additional properties of the Stroke object to be set, as described in the following list: If value is &quot;solid&quot; or &quot;noStroke&quot;, there are no other properties. If value is &quot;dashed&quot;, there are two additional properties: &quot;dash1&quot; and &quot;dash2&quot;. If value is &quot;dotted&quot;, there is one additional property: &quot;dotSpace&quot;. If value is &quot;ragged&quot;, there are three additional properties: &quot;pattern&quot;, &quot;waveHeight&quot;, and &quot;waveLength&quot;. If value is &quot;stipple&quot;, there are three additional properties: &quot;dotSize&quot;, &quot;variation&quot;, and &quot;density&quot;. If value is &quot;hatched&quot;, there are six additional properties: &quot;hatchThickness&quot;, &quot;space&quot;, &quot;jiggle&quot;, &quot;rotate&quot;, &quot;curve&quot;, and &quot;length&quot;.  The following example sets the stroke style to &quot;ragged&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.style  Flash MX 2004.  stroke.style  Property; a string that describes the stroke style. Acceptable values are &quot;noStroke&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;. Some of these values require additional properties of the Stroke object to be set, as described in the following list: If value is &quot;solid&quot; or &quot;noStroke&quot;, there are no other properties. If value is &quot;dashed&quot;, there are two additional properties: &quot;dash1&quot; and &quot;dash2&quot;. If value is &quot;dotted&quot;, there is one additional property: &quot;dotSpace&quot;. If value is &quot;ragged&quot;, there are three additional properties: &quot;pattern&quot;, &quot;waveHeight&quot;, and &quot;waveLength&quot;. If value is &quot;stipple&quot;, there are three additional properties: &quot;dotSize&quot;, &quot;variation&quot;, and &quot;density&quot;. If value is &quot;hatched&quot;, there are six additional properties: &quot;hatchThickness&quot;, &quot;space&quot;, &quot;jiggle&quot;, &quot;rotate&quot;, &quot;curve&quot;, and &quot;length&quot;.  The following example sets the stroke style to &quot;ragged&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.style  Flash MX 2004.  stroke.style  Property; a string that describes the stroke style. Acceptable values are &quot;noStroke&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;. Some of these values require additional properties of the Stroke object to be set, as described in the following list: If value is &quot;solid&quot; or &quot;noStroke&quot;, there are no other properties. If value is &quot;dashed&quot;, there are two additional properties: &quot;dash1&quot; and &quot;dash2&quot;. If value is &quot;dotted&quot;, there is one additional property: &quot;dotSpace&quot;. If value is &quot;ragged&quot;, there are three additional properties: &quot;pattern&quot;, &quot;waveHeight&quot;, and &quot;waveLength&quot;. If value is &quot;stipple&quot;, there are three additional properties: &quot;dotSize&quot;, &quot;variation&quot;, and &quot;density&quot;. If value is &quot;hatched&quot;, there are six additional properties: &quot;hatchThickness&quot;, &quot;space&quot;, &quot;jiggle&quot;, &quot;rotate&quot;, &quot;curve&quot;, and &quot;length&quot;.  The following example sets the stroke style to &quot;ragged&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.style  Flash MX 2004.  stroke.style  Property; a string that describes the stroke style. Acceptable values are &quot;noStroke&quot;, &quot;solid&quot;, &quot;dashed&quot;, &quot;dotted&quot;, &quot;ragged&quot;, &quot;stipple&quot;, and &quot;hatched&quot;. Some of these values require additional properties of the Stroke object to be set, as described in the following list: If value is &quot;solid&quot; or &quot;noStroke&quot;, there are no other properties. If value is &quot;dashed&quot;, there are two additional properties: &quot;dash1&quot; and &quot;dash2&quot;. If value is &quot;dotted&quot;, there is one additional property: &quot;dotSpace&quot;. If value is &quot;ragged&quot;, there are three additional properties: &quot;pattern&quot;, &quot;waveHeight&quot;, and &quot;waveLength&quot;. If value is &quot;stipple&quot;, there are three additional properties: &quot;dotSize&quot;, &quot;variation&quot;, and &quot;density&quot;. If value is &quot;hatched&quot;, there are six additional properties: &quot;hatchThickness&quot;, &quot;space&quot;, &quot;jiggle&quot;, &quot;rotate&quot;, &quot;curve&quot;, and &quot;length&quot;.  The following example sets the stroke style to &quot;ragged&quot;: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke  " />
<page href="00004425.html" title="stroke.thickness" text="stroke.thickness  Flash MX 2004.  stroke.thickness  Property; an integer that specifies the stroke size.   The following example sets the thickness property of the stroke to a value of 2: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.thickness = 2;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.thickness  Flash MX 2004.  stroke.thickness  Property; an integer that specifies the stroke size.   The following example sets the thickness property of the stroke to a value of 2: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.thickness = 2;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.thickness  Flash MX 2004.  stroke.thickness  Property; an integer that specifies the stroke size.   The following example sets the thickness property of the stroke to a value of 2: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.thickness = 2;  fl.getDocumentDOM().setCustomStroke(myStroke  stroke.thickness  Flash MX 2004.  stroke.thickness  Property; an integer that specifies the stroke size.   The following example sets the thickness property of the stroke to a value of 2: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.thickness = 2;  fl.getDocumentDOM().setCustomStroke(myStroke  " />
<page href="00004426.html" title="stroke.variation" text="stroke.variation  Flash MX 2004.  stroke.variation  Property; a string that specifies the variation of a stippled line. This property is available only if the stroke.style property is set to &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;one size&quot;, &quot;small variation&quot;, &quot;varied sizes&quot;, and &quot;random sizes&quot;.  The following example sets the variation property to &quot;random sizes&quot; for a stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.variation  Flash MX 2004.  stroke.variation  Property; a string that specifies the variation of a stippled line. This property is available only if the stroke.style property is set to &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;one size&quot;, &quot;small variation&quot;, &quot;varied sizes&quot;, and &quot;random sizes&quot;.  The following example sets the variation property to &quot;random sizes&quot; for a stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.variation  Flash MX 2004.  stroke.variation  Property; a string that specifies the variation of a stippled line. This property is available only if the stroke.style property is set to &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;one size&quot;, &quot;small variation&quot;, &quot;varied sizes&quot;, and &quot;random sizes&quot;.  The following example sets the variation property to &quot;random sizes&quot; for a stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.variation  Flash MX 2004.  stroke.variation  Property; a string that specifies the variation of a stippled line. This property is available only if the stroke.style property is set to &quot;stipple&quot; (see stroke.style). Acceptable values are &quot;one size&quot;, &quot;small variation&quot;, &quot;varied sizes&quot;, and &quot;random sizes&quot;.  The following example sets the variation property to &quot;random sizes&quot; for a stroke style of stipple: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;stipple&quot;;  myStroke.dotSpace= 3;  myStroke.variation = &quot;random sizes&quot;;  myStroke.density = &quot;sparse&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004427.html" title="stroke.waveHeight" text="stroke.waveHeight  Flash MX 2004.  stroke.waveHeight  Property; a string that specifies the wave height of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;flat&quot;, &quot;wavy&quot;, &quot;very wavy&quot;, and &quot;wild&quot;.  The following example sets the waveHeight property to &quot;flat&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &quot;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.waveHeight  Flash MX 2004.  stroke.waveHeight  Property; a string that specifies the wave height of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;flat&quot;, &quot;wavy&quot;, &quot;very wavy&quot;, and &quot;wild&quot;.  The following example sets the waveHeight property to &quot;flat&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &quot;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.waveHeight  Flash MX 2004.  stroke.waveHeight  Property; a string that specifies the wave height of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;flat&quot;, &quot;wavy&quot;, &quot;very wavy&quot;, and &quot;wild&quot;.  The following example sets the waveHeight property to &quot;flat&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &quot;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke stroke.waveHeight  Flash MX 2004.  stroke.waveHeight  Property; a string that specifies the wave height of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;flat&quot;, &quot;wavy&quot;, &quot;very wavy&quot;, and &quot;wild&quot;.  The following example sets the waveHeight property to &quot;flat&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &quot;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke " />
<page href="00004428.html" title="stroke.waveLength" text="stroke.waveLength  Flash MX 2004.  stroke.waveLength  Property; a string that specifies the wave length of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;very short&quot;, &quot;short&quot;, &quot;medium&quot;, and &quot;long&quot;.  The following example sets the waveLength property to &quot;short&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &#39;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke   stroke.waveLength  Flash MX 2004.  stroke.waveLength  Property; a string that specifies the wave length of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;very short&quot;, &quot;short&quot;, &quot;medium&quot;, and &quot;long&quot;.  The following example sets the waveLength property to &quot;short&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &#39;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke   stroke.waveLength  Flash MX 2004.  stroke.waveLength  Property; a string that specifies the wave length of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;very short&quot;, &quot;short&quot;, &quot;medium&quot;, and &quot;long&quot;.  The following example sets the waveLength property to &quot;short&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &#39;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke   stroke.waveLength  Flash MX 2004.  stroke.waveLength  Property; a string that specifies the wave length of a ragged line. This property is available only if the stroke.style property is set to &quot;ragged&quot; (see stroke.style). Acceptable values are &quot;very short&quot;, &quot;short&quot;, &quot;medium&quot;, and &quot;long&quot;.  The following example sets the waveLength property to &quot;short&quot; for a stroke style of ragged: var myStroke = fl.getDocumentDOM().getCustomStroke(  myStroke.style = &quot;ragged&quot;;  myStroke.pattern = &quot;random&quot;;  myStroke.waveHeight = &#39;flat&quot;;  myStroke.waveLength = &quot;short&quot;;  fl.getDocumentDOM().setCustomStroke(myStroke   " />
<page href="00004429.html" title="SymbolInstance object" text="SymbolInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object  Flash MX 2004.  SymbolInstance is a subclass of the Instance object and represents a symbol in a frame (see Instance object).  Property summary for the SymbolInstance object In addition to the Instance object properties, the SymbolInstance object has the following properties: Property Description symbolInstance.accName A string that is equivalent to the Name field in the Accessibility panel.  symbolInstance.actionScript A string that specifies the actions assigned to the symbol.  symbolInstance.blendMode A string that specifies the blending mode to be applied to a movie clip symbol. symbolInstance.buttonTracking A string that, for button symbols only, sets the same property as the pop-up menu for Track as Button or Track As Menu Item in the Property inspector.  symbolInstance.cacheAsBitmap A Boolean value that specifies whether run-time bitmap caching is enabled. symbolInstance.colorAlphaAmount An integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings; equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box.  symbolInstance.colorAlphaPercent An integer that specifies part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorBlueAmount An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector.  symbolInstance.colorBluePercent An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorGreenAmount An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255 to 255. symbolInstance.colorGreenPercent Part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorMode A string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu.  symbolInstance.colorRedAmount An integer that is part of the color transformation for the instance, equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector.  symbolInstance.colorRedPercent Part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.description A string that is equivalent to the Description field in the Accessibility panel.  symbolInstance.filters An array of Filter objects (see Filter object). symbolInstance.firstFrame A zero-based integer that specifies the first frame to appear in the timeline of the graphic.  symbolInstance.forceSimple A Boolean value that enables and disables the accessibility of the object's children; equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel.  symbolInstance.loop A string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector.  symbolInstance.shortcut A string that is equivalent to the shortcut key associated with the symbol; equivalent to the Shortcut field in the Accessibility panel.  symbolInstance.silent A Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel.  symbolInstance.symbolType A string that specifies the type of symbol; equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes.  symbolInstance.tabIndex An integer that is equivalent to the Tab index field in the Accessibility panel. SymbolInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object  Flash MX 2004.  SymbolInstance is a subclass of the Instance object and represents a symbol in a frame (see Instance object).  Property summary for the SymbolInstance object In addition to the Instance object properties, the SymbolInstance object has the following properties: Property Description symbolInstance.accName A string that is equivalent to the Name field in the Accessibility panel.  symbolInstance.actionScript A string that specifies the actions assigned to the symbol.  symbolInstance.blendMode A string that specifies the blending mode to be applied to a movie clip symbol. symbolInstance.buttonTracking A string that, for button symbols only, sets the same property as the pop-up menu for Track as Button or Track As Menu Item in the Property inspector.  symbolInstance.cacheAsBitmap A Boolean value that specifies whether run-time bitmap caching is enabled. symbolInstance.colorAlphaAmount An integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings; equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box.  symbolInstance.colorAlphaPercent An integer that specifies part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorBlueAmount An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector.  symbolInstance.colorBluePercent An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorGreenAmount An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255 to 255. symbolInstance.colorGreenPercent Part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorMode A string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu.  symbolInstance.colorRedAmount An integer that is part of the color transformation for the instance, equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector.  symbolInstance.colorRedPercent Part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.description A string that is equivalent to the Description field in the Accessibility panel.  symbolInstance.filters An array of Filter objects (see Filter object). symbolInstance.firstFrame A zero-based integer that specifies the first frame to appear in the timeline of the graphic.  symbolInstance.forceSimple A Boolean value that enables and disables the accessibility of the object's children; equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel.  symbolInstance.loop A string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector.  symbolInstance.shortcut A string that is equivalent to the shortcut key associated with the symbol; equivalent to the Shortcut field in the Accessibility panel.  symbolInstance.silent A Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel.  symbolInstance.symbolType A string that specifies the type of symbol; equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes.  symbolInstance.tabIndex An integer that is equivalent to the Tab index field in the Accessibility panel. SymbolInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object  Flash MX 2004.  SymbolInstance is a subclass of the Instance object and represents a symbol in a frame (see Instance object).  Property summary for the SymbolInstance object In addition to the Instance object properties, the SymbolInstance object has the following properties: Property Description symbolInstance.accName A string that is equivalent to the Name field in the Accessibility panel.  symbolInstance.actionScript A string that specifies the actions assigned to the symbol.  symbolInstance.blendMode A string that specifies the blending mode to be applied to a movie clip symbol. symbolInstance.buttonTracking A string that, for button symbols only, sets the same property as the pop-up menu for Track as Button or Track As Menu Item in the Property inspector.  symbolInstance.cacheAsBitmap A Boolean value that specifies whether run-time bitmap caching is enabled. symbolInstance.colorAlphaAmount An integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings; equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box.  symbolInstance.colorAlphaPercent An integer that specifies part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorBlueAmount An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector.  symbolInstance.colorBluePercent An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorGreenAmount An integer that is part of the color transformation for the instance; equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255 to 255. symbolInstance.colorGreenPercent Part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.colorMode A string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu.  symbolInstance.colorRedAmount An integer that is part of the color transformation for the instance, equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector.  symbolInstance.colorRedPercent Part of the color transformation for the instance; equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box).  symbolInstance.description A string that is equivalent to the Description field in the Accessibility panel.  symbolInstance.filters An array of Filter objects (see Filter object). symbolInstance.firstFrame A zero-based integer that specifies the first frame to appear in the timeline of the graphic.  symbolInstance.forceSimple A Boolean value that enables and disables the accessibility of the object's children; equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel.  symbolInstance.loop A string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector.  symbolInstance.shortcut A string that is equivalent to the shortcut key associated with the symbol; equivalent to the Shortcut field in the Accessibility panel.  symbolInstance.silent A Boolean value that enables or disables the accessibility of the object; equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel.  symbolInstance.symbolType A string that specifies the type of symbol; equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes.  symbolInstance.tabIndex An integer that is equivalent to the Tab index field in the Accessibility panel. SymbolInstance object Inheritance&#160;Element object &gt; Instance object &gt; SymbolInstance object  Flash MX 2004.  SymbolInstance is a subclass of the Instance object and represents a symbol in a frame (see Instance object).  Property summary for the SymbolInstance object In addition to the Instance object properties, the SymbolInstance object has the following properties: " />
<page href="00004430.html" title="symbolInstance.accName" text="symbolInstance.accName  Flash MX 2004.  symbolInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel name of the object in the theName variable:  var theName = fl.getDocumentDOM().selection[0].accName;  The following example sets the value for the Accessibility panel name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; symbolInstance.accName  Flash MX 2004.  symbolInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel name of the object in the theName variable:  var theName = fl.getDocumentDOM().selection[0].accName;  The following example sets the value for the Accessibility panel name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; symbolInstance.accName  Flash MX 2004.  symbolInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel name of the object in the theName variable:  var theName = fl.getDocumentDOM().selection[0].accName;  The following example sets the value for the Accessibility panel name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; symbolInstance.accName  Flash MX 2004.  symbolInstance.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel name of the object in the theName variable:  var theName = fl.getDocumentDOM().selection[0].accName;  The following example sets the value for the Accessibility panel name of the object to &quot;Home Button&quot;: fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; " />
<page href="00004431.html" title="symbolInstance.actionScript" text="symbolInstance.actionScript  Flash MX 2004.  symbolInstance.actionScript  Property; a string that specifies the actions assigned to the symbol. This applies only to movie clip and button instances. For a graphic symbol instance, the value returns undefined.   The following example assigns an onClipEvent action to the first item in the first frame of the first layer in the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].actionScript  = &quot;onClipEvent(enterFrame) {trace(&#39;movie clip enterFrame&#39;}&quot;; symbolInstance.actionScript  Flash MX 2004.  symbolInstance.actionScript  Property; a string that specifies the actions assigned to the symbol. This applies only to movie clip and button instances. For a graphic symbol instance, the value returns undefined.   The following example assigns an onClipEvent action to the first item in the first frame of the first layer in the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].actionScript  = &quot;onClipEvent(enterFrame) {trace(&#39;movie clip enterFrame&#39;}&quot;; symbolInstance.actionScript  Flash MX 2004.  symbolInstance.actionScript  Property; a string that specifies the actions assigned to the symbol. This applies only to movie clip and button instances. For a graphic symbol instance, the value returns undefined.   The following example assigns an onClipEvent action to the first item in the first frame of the first layer in the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].actionScript  = &quot;onClipEvent(enterFrame) {trace(&#39;movie clip enterFrame&#39;}&quot;; symbolInstance.actionScript  Flash MX 2004.  symbolInstance.actionScript  Property; a string that specifies the actions assigned to the symbol. This applies only to movie clip and button instances. For a graphic symbol instance, the value returns undefined.   The following example assigns an onClipEvent action to the first item in the first frame of the first layer in the timeline: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].actionScript  = &quot;onClipEvent(enterFrame) {trace(&#39;movie clip enterFrame&#39;}&quot;; " />
<page href="00004432.html" title="symbolInstance.blendMode" text="symbolInstance.blendMode  Flash 8.  symbolInstance.blendMode  Property; a string that specifies the blending mode to be applied to a movie clip symbol. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.  The following example sets the blending mode for the first movie clip symbol in the first frame on the first level to &quot;add&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].blendMode = &quot;add&quot;;  document.setBlendMode() symbolInstance.blendMode  Flash 8.  symbolInstance.blendMode  Property; a string that specifies the blending mode to be applied to a movie clip symbol. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.  The following example sets the blending mode for the first movie clip symbol in the first frame on the first level to &quot;add&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].blendMode = &quot;add&quot;;  document.setBlendMode() symbolInstance.blendMode  Flash 8.  symbolInstance.blendMode  Property; a string that specifies the blending mode to be applied to a movie clip symbol. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.  The following example sets the blending mode for the first movie clip symbol in the first frame on the first level to &quot;add&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].blendMode = &quot;add&quot;;  document.setBlendMode() symbolInstance.blendMode  Flash 8.  symbolInstance.blendMode  Property; a string that specifies the blending mode to be applied to a movie clip symbol. Acceptable values are &quot;normal&quot;, &quot;layer&quot;, &quot;multiply&quot;, &quot;screen&quot;, &quot;overlay&quot;, &quot;hardlight&quot;, &quot;lighten&quot;, &quot;darken&quot;, &quot;difference&quot;, &quot;add&quot;, &quot;subtract&quot;, &quot;invert&quot;, &quot;alpha&quot;, and &quot;erase&quot;.  The following example sets the blending mode for the first movie clip symbol in the first frame on the first level to &quot;add&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].blendMode = &quot;add&quot;;  document.setBlendMode() " />
<page href="00004433.html" title="symbolInstance.buttonTracking" text="symbolInstance.buttonTracking  Flash MX 2004.  symbolInstance.buttonTracking  Property; a string that, for button symbols only, sets the same property as the pop-up menu for Track As Button or Track As Menu Item in the Property inspector. For other types of symbols, this property is ignored. Acceptable values are &quot;button&quot; or &quot;menu&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline to Track As Menu Item, as long as that symbol is a button: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].buttonTracking = &quot;menu&quot;; symbolInstance.buttonTracking  Flash MX 2004.  symbolInstance.buttonTracking  Property; a string that, for button symbols only, sets the same property as the pop-up menu for Track As Button or Track As Menu Item in the Property inspector. For other types of symbols, this property is ignored. Acceptable values are &quot;button&quot; or &quot;menu&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline to Track As Menu Item, as long as that symbol is a button: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].buttonTracking = &quot;menu&quot;; symbolInstance.buttonTracking  Flash MX 2004.  symbolInstance.buttonTracking  Property; a string that, for button symbols only, sets the same property as the pop-up menu for Track As Button or Track As Menu Item in the Property inspector. For other types of symbols, this property is ignored. Acceptable values are &quot;button&quot; or &quot;menu&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline to Track As Menu Item, as long as that symbol is a button: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].buttonTracking = &quot;menu&quot;; symbolInstance.buttonTracking  Flash MX 2004.  symbolInstance.buttonTracking  Property; a string that, for button symbols only, sets the same property as the pop-up menu for Track As Button or Track As Menu Item in the Property inspector. For other types of symbols, this property is ignored. Acceptable values are &quot;button&quot; or &quot;menu&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline to Track As Menu Item, as long as that symbol is a button: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].buttonTracking = &quot;menu&quot;; " />
<page href="00004434.html" title="symbolInstance.cacheAsBitmap" text="symbolInstance.cacheAsBitmap  Flash 8.  symbolInstance.cacheAsBitmap  Property; a Boolean value that specifies whether run-time bitmap caching is enabled.  The following example enables run-time bitmap caching for the first element in the first frame on the first layer: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].cacheAsBitmap = true; symbolInstance.cacheAsBitmap  Flash 8.  symbolInstance.cacheAsBitmap  Property; a Boolean value that specifies whether run-time bitmap caching is enabled.  The following example enables run-time bitmap caching for the first element in the first frame on the first layer: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].cacheAsBitmap = true; symbolInstance.cacheAsBitmap  Flash 8.  symbolInstance.cacheAsBitmap  Property; a Boolean value that specifies whether run-time bitmap caching is enabled.  The following example enables run-time bitmap caching for the first element in the first frame on the first layer: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].cacheAsBitmap = true; symbolInstance.cacheAsBitmap  Flash 8.  symbolInstance.cacheAsBitmap  Property; a Boolean value that specifies whether run-time bitmap caching is enabled.  The following example enables run-time bitmap caching for the first element in the first frame on the first layer: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].cacheAsBitmap = true; " />
<page href="00004435.html" title="symbolInstance.colorAlphaAmount" text="symbolInstance.colorAlphaAmount  Flash MX 2004.  symbolInstance.colorAlphaAmount  Property; an integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings. This property is equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box. This value either reduces or increases the tint and alpha values by a constant amount. This value is added to the current value. This property is most useful if used with symbolInstance.colorAlphaPercent. Allowable values are from&#160;-255 to&#160;255.  The following example subtracts 100 from the alpha setting of the selected symbol instance:  fl.getDocumentDOM().selection[0].colorAlphaAmount = -100;  symbolInstance.colorAlphaAmount  Flash MX 2004.  symbolInstance.colorAlphaAmount  Property; an integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings. This property is equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box. This value either reduces or increases the tint and alpha values by a constant amount. This value is added to the current value. This property is most useful if used with symbolInstance.colorAlphaPercent. Allowable values are from&#160;-255 to&#160;255.  The following example subtracts 100 from the alpha setting of the selected symbol instance:  fl.getDocumentDOM().selection[0].colorAlphaAmount = -100;  symbolInstance.colorAlphaAmount  Flash MX 2004.  symbolInstance.colorAlphaAmount  Property; an integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings. This property is equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box. This value either reduces or increases the tint and alpha values by a constant amount. This value is added to the current value. This property is most useful if used with symbolInstance.colorAlphaPercent. Allowable values are from&#160;-255 to&#160;255.  The following example subtracts 100 from the alpha setting of the selected symbol instance:  fl.getDocumentDOM().selection[0].colorAlphaAmount = -100;  symbolInstance.colorAlphaAmount  Flash MX 2004.  symbolInstance.colorAlphaAmount  Property; an integer that is part of the color transformation for the instance, specifying the Advanced Effect Alpha settings. This property is equivalent to using the Color &gt; Advanced setting in the Property inspector and adjusting the controls on the right of the dialog box. This value either reduces or increases the tint and alpha values by a constant amount. This value is added to the current value. This property is most useful if used with symbolInstance.colorAlphaPercent. Allowable values are from&#160;-255 to&#160;255.  The following example subtracts 100 from the alpha setting of the selected symbol instance:  fl.getDocumentDOM().selection[0].colorAlphaAmount = -100;  " />
<page href="00004436.html" title="symbolInstance.colorAlphaPercent" text="symbolInstance.colorAlphaPercent  Flash MX 2004.  symbolInstance.colorAlphaPercent  Property; an integer that specifies part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value changes the tint and alpha values to a specified percentage. Allowable values are from&#160;-100 to&#160;100. See also symbolInstance.colorAlphaAmount.  The following example sets the colorAlphaPercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorAlphaPercent = 80;  symbolInstance.colorAlphaPercent  Flash MX 2004.  symbolInstance.colorAlphaPercent  Property; an integer that specifies part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value changes the tint and alpha values to a specified percentage. Allowable values are from&#160;-100 to&#160;100. See also symbolInstance.colorAlphaAmount.  The following example sets the colorAlphaPercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorAlphaPercent = 80;  symbolInstance.colorAlphaPercent  Flash MX 2004.  symbolInstance.colorAlphaPercent  Property; an integer that specifies part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value changes the tint and alpha values to a specified percentage. Allowable values are from&#160;-100 to&#160;100. See also symbolInstance.colorAlphaAmount.  The following example sets the colorAlphaPercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorAlphaPercent = 80;  symbolInstance.colorAlphaPercent  Flash MX 2004.  symbolInstance.colorAlphaPercent  Property; an integer that specifies part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value changes the tint and alpha values to a specified percentage. Allowable values are from&#160;-100 to&#160;100. See also symbolInstance.colorAlphaAmount.  The following example sets the colorAlphaPercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorAlphaPercent = 80;  " />
<page href="00004437.html" title="symbolInstance.colorBlueAmount" text="symbolInstance.colorBlueAmount  Flash MX 2004.  symbolInstance.colorBlueAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  symbolInstance.colorBlueAmount  Flash MX 2004.  symbolInstance.colorBlueAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  symbolInstance.colorBlueAmount  Flash MX 2004.  symbolInstance.colorBlueAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  symbolInstance.colorBlueAmount  Flash MX 2004.  symbolInstance.colorBlueAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  " />
<page href="00004438.html" title="symbolInstance.colorBluePercent" text="symbolInstance.colorBluePercent  Flash MX 2004.  symbolInstance.colorBluePercent  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the blue values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorBluePercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorBluePercent = 80;  symbolInstance.colorBluePercent  Flash MX 2004.  symbolInstance.colorBluePercent  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the blue values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorBluePercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorBluePercent = 80;  symbolInstance.colorBluePercent  Flash MX 2004.  symbolInstance.colorBluePercent  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the blue values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorBluePercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorBluePercent = 80;  symbolInstance.colorBluePercent  Flash MX 2004.  symbolInstance.colorBluePercent  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the blue values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorBluePercent of the selected symbol instance to 80: fl.getDocumentDOM().selection[0].colorBluePercent = 80;  " />
<page href="00004439.html" title="symbolInstance.colorGreenAmount" text="symbolInstance.colorGreenAmount  Flash MX 2004.  symbolInstance.colorGreenAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  symbolInstance.colorGreenAmount  Flash MX 2004.  symbolInstance.colorGreenAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  symbolInstance.colorGreenAmount  Flash MX 2004.  symbolInstance.colorGreenAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  symbolInstance.colorGreenAmount  Flash MX 2004.  symbolInstance.colorGreenAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.  " />
<page href="00004440.html" title="symbolInstance.colorGreenPercent" text="symbolInstance.colorGreenPercent  Flash MX 2004.  symbolInstance.colorGreenPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the green values by a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorGreenPercent of the selected symbol instance to 70: fl.getDocumentDOM().selection[0].colorGreenPercent = 70;  symbolInstance.colorGreenPercent  Flash MX 2004.  symbolInstance.colorGreenPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the green values by a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorGreenPercent of the selected symbol instance to 70: fl.getDocumentDOM().selection[0].colorGreenPercent = 70;  symbolInstance.colorGreenPercent  Flash MX 2004.  symbolInstance.colorGreenPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the green values by a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorGreenPercent of the selected symbol instance to 70: fl.getDocumentDOM().selection[0].colorGreenPercent = 70;  symbolInstance.colorGreenPercent  Flash MX 2004.  symbolInstance.colorGreenPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the green values by a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorGreenPercent of the selected symbol instance to 70: fl.getDocumentDOM().selection[0].colorGreenPercent = 70;  " />
<page href="00004441.html" title="symbolInstance.colorMode" text="symbolInstance.colorMode  Flash MX 2004.  symbolInstance.colorMode  Property; a string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu. Acceptable values are &quot;none&quot;, &quot;brightness&quot;, &quot;tint&quot;, &quot;alpha&quot;, and &quot;advanced&quot;.   The following example changes the colorMode property of the first element in the first frame of the first layer in the timeline to &quot;alpha&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].colorMode = &quot;alpha&quot;; symbolInstance.colorMode  Flash MX 2004.  symbolInstance.colorMode  Property; a string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu. Acceptable values are &quot;none&quot;, &quot;brightness&quot;, &quot;tint&quot;, &quot;alpha&quot;, and &quot;advanced&quot;.   The following example changes the colorMode property of the first element in the first frame of the first layer in the timeline to &quot;alpha&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].colorMode = &quot;alpha&quot;; symbolInstance.colorMode  Flash MX 2004.  symbolInstance.colorMode  Property; a string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu. Acceptable values are &quot;none&quot;, &quot;brightness&quot;, &quot;tint&quot;, &quot;alpha&quot;, and &quot;advanced&quot;.   The following example changes the colorMode property of the first element in the first frame of the first layer in the timeline to &quot;alpha&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].colorMode = &quot;alpha&quot;; symbolInstance.colorMode  Flash MX 2004.  symbolInstance.colorMode  Property; a string that specifies the color mode as identified in the symbol Property inspector Color pop-up menu. Acceptable values are &quot;none&quot;, &quot;brightness&quot;, &quot;tint&quot;, &quot;alpha&quot;, and &quot;advanced&quot;.   The following example changes the colorMode property of the first element in the first frame of the first layer in the timeline to &quot;alpha&quot;:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].colorMode = &quot;alpha&quot;; " />
<page href="00004442.html" title="symbolInstance.colorRedAmount" text="symbolInstance.colorRedAmount  Flash MX 2004.  symbolInstance.colorRedAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.   The following example sets the colorRedAmount of the selected symbol instance to 255: fl.getDocumentDOM().selection[0].colorRedAmount = 255;  symbolInstance.colorRedAmount  Flash MX 2004.  symbolInstance.colorRedAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.   The following example sets the colorRedAmount of the selected symbol instance to 255: fl.getDocumentDOM().selection[0].colorRedAmount = 255;  symbolInstance.colorRedAmount  Flash MX 2004.  symbolInstance.colorRedAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.   The following example sets the colorRedAmount of the selected symbol instance to 255: fl.getDocumentDOM().selection[0].colorRedAmount = 255;  symbolInstance.colorRedAmount  Flash MX 2004.  symbolInstance.colorRedAmount  Property; an integer that is part of the color transformation for the instance. This property is equivalent to using the Color&#160;&gt;&#160;Advanced setting in the instance Property inspector. Allowable values are from -255&#160;to&#160;255.   The following example sets the colorRedAmount of the selected symbol instance to 255: fl.getDocumentDOM().selection[0].colorRedAmount = 255;  " />
<page href="00004443.html" title="symbolInstance.colorRedPercent" text="symbolInstance.colorRedPercent  Flash MX 2004.  symbolInstance.colorRedPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the red values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorRedPercent of the selected symbol instance to 10: fl.getDocumentDOM().selection[0].colorRedPercent = 10;  symbolInstance.colorRedPercent  Flash MX 2004.  symbolInstance.colorRedPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the red values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorRedPercent of the selected symbol instance to 10: fl.getDocumentDOM().selection[0].colorRedPercent = 10;  symbolInstance.colorRedPercent  Flash MX 2004.  symbolInstance.colorRedPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the red values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorRedPercent of the selected symbol instance to 10: fl.getDocumentDOM().selection[0].colorRedPercent = 10;  symbolInstance.colorRedPercent  Flash MX 2004.  symbolInstance.colorRedPercent  Property; part of the color transformation for the instance. This property is equivalent to using the Color &gt; Advanced setting in the instance Property inspector (the percentage controls on the left of the dialog box). This value sets the red values to a specified percentage. Allowable values are from&#160;-100 to&#160;100.  The following example sets the colorRedPercent of the selected symbol instance to 10: fl.getDocumentDOM().selection[0].colorRedPercent = 10;  " />
<page href="00004444.html" title="symbolInstance.description" text="symbolInstance.description  Flash MX 2004.  symbolInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel description of the object in the theDescription variable: var theDescription = fl.getDocumentDOM().selection[0].description;  The following example sets the value for the Accessibility panel description to &quot;Click the home button to go to home&quot;: fl.getDocumentDOM().selection[0].description= &quot;Click the home button to go to home&quot;; symbolInstance.description  Flash MX 2004.  symbolInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel description of the object in the theDescription variable: var theDescription = fl.getDocumentDOM().selection[0].description;  The following example sets the value for the Accessibility panel description to &quot;Click the home button to go to home&quot;: fl.getDocumentDOM().selection[0].description= &quot;Click the home button to go to home&quot;; symbolInstance.description  Flash MX 2004.  symbolInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel description of the object in the theDescription variable: var theDescription = fl.getDocumentDOM().selection[0].description;  The following example sets the value for the Accessibility panel description to &quot;Click the home button to go to home&quot;: fl.getDocumentDOM().selection[0].description= &quot;Click the home button to go to home&quot;; symbolInstance.description  Flash MX 2004.  symbolInstance.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader. This property is not available for graphic symbols.   The following example stores the value for the Accessibility panel description of the object in the theDescription variable: var theDescription = fl.getDocumentDOM().selection[0].description;  The following example sets the value for the Accessibility panel description to &quot;Click the home button to go to home&quot;: fl.getDocumentDOM().selection[0].description= &quot;Click the home button to go to home&quot;; " />
<page href="00004445.html" title="symbolInstance.filters" text="symbolInstance.filters  Flash 8.  symbolInstance.filters  Property; an array of Filter objects (see Filter object). To modify filter properties, you don't write to this array directly. Instead, retrieve the array, set the individual properties, and then set the array to reflect the new properties.   The following example traces the name of the filter at index&#160;0. If it is a Glow filter, its blurX property is set to&#160;100 and the new value is written to the filters array.  var filterName = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters[0].name; fl.trace(filterName var filterArray = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters; if (filterName == &#39;glowFilter&#39;){  filterArray[0].blurX = 100; } fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters = filterArray; symbolInstance.filters  Flash 8.  symbolInstance.filters  Property; an array of Filter objects (see Filter object). To modify filter properties, you don't write to this array directly. Instead, retrieve the array, set the individual properties, and then set the array to reflect the new properties.   The following example traces the name of the filter at index&#160;0. If it is a Glow filter, its blurX property is set to&#160;100 and the new value is written to the filters array.  var filterName = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters[0].name; fl.trace(filterName var filterArray = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters; if (filterName == &#39;glowFilter&#39;){  filterArray[0].blurX = 100; } fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters = filterArray; symbolInstance.filters  Flash 8.  symbolInstance.filters  Property; an array of Filter objects (see Filter object). To modify filter properties, you don't write to this array directly. Instead, retrieve the array, set the individual properties, and then set the array to reflect the new properties.   The following example traces the name of the filter at index&#160;0. If it is a Glow filter, its blurX property is set to&#160;100 and the new value is written to the filters array.  var filterName = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters[0].name; fl.trace(filterName var filterArray = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters; if (filterName == &#39;glowFilter&#39;){  filterArray[0].blurX = 100; } fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters = filterArray; symbolInstance.filters  Flash 8.  symbolInstance.filters  Property; an array of Filter objects (see Filter object). To modify filter properties, you don't write to this array directly. Instead, retrieve the array, set the individual properties, and then set the array to reflect the new properties.   The following example traces the name of the filter at index&#160;0. If it is a Glow filter, its blurX property is set to&#160;100 and the new value is written to the filters array.  var filterName = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters[0].name; fl.trace(filterName var filterArray = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters; if (filterName == &#39;glowFilter&#39;){  filterArray[0].blurX = 100; } fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].filters = filterArray; " />
<page href="00004446.html" title="symbolInstance.firstFrame" text="symbolInstance.firstFrame  Flash MX 2004.  symbolInstance.firstFrame  Property; a zero-based integer that specifies the first frame to appear in the timeline of the graphic. This property applies only to graphic symbols and sets the same property as the First field in the Property inspector. For other types of symbols, this property is undefined.  The following example specifies that Frame&#160;10 should be the first frame to appear in the timeline of the specified element: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].firstFrame = 10; symbolInstance.firstFrame  Flash MX 2004.  symbolInstance.firstFrame  Property; a zero-based integer that specifies the first frame to appear in the timeline of the graphic. This property applies only to graphic symbols and sets the same property as the First field in the Property inspector. For other types of symbols, this property is undefined.  The following example specifies that Frame&#160;10 should be the first frame to appear in the timeline of the specified element: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].firstFrame = 10; symbolInstance.firstFrame  Flash MX 2004.  symbolInstance.firstFrame  Property; a zero-based integer that specifies the first frame to appear in the timeline of the graphic. This property applies only to graphic symbols and sets the same property as the First field in the Property inspector. For other types of symbols, this property is undefined.  The following example specifies that Frame&#160;10 should be the first frame to appear in the timeline of the specified element: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].firstFrame = 10; symbolInstance.firstFrame  Flash MX 2004.  symbolInstance.firstFrame  Property; a zero-based integer that specifies the first frame to appear in the timeline of the graphic. This property applies only to graphic symbols and sets the same property as the First field in the Property inspector. For other types of symbols, this property is undefined.  The following example specifies that Frame&#160;10 should be the first frame to appear in the timeline of the specified element: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].firstFrame = 10; " />
<page href="00004447.html" title="symbolInstance.forceSimple" text="symbolInstance.forceSimple  Flash MX 2004.  symbolInstance.forceSimple  Property; a Boolean value that enables and disables the accessibility of the object's children. This property is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. For example, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  This property is available only for MovieClip objects.  The following example checks to see if the children of the object are accessible; a return value of false means the children are accessible: var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  The following example allows the children of the object to be accessible: fl.getDocumentDOM().selection[0].forceSimple = false; symbolInstance.forceSimple  Flash MX 2004.  symbolInstance.forceSimple  Property; a Boolean value that enables and disables the accessibility of the object's children. This property is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. For example, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  This property is available only for MovieClip objects.  The following example checks to see if the children of the object are accessible; a return value of false means the children are accessible: var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  The following example allows the children of the object to be accessible: fl.getDocumentDOM().selection[0].forceSimple = false; symbolInstance.forceSimple  Flash MX 2004.  symbolInstance.forceSimple  Property; a Boolean value that enables and disables the accessibility of the object's children. This property is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. For example, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  This property is available only for MovieClip objects.  The following example checks to see if the children of the object are accessible; a return value of false means the children are accessible: var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  The following example allows the children of the object to be accessible: fl.getDocumentDOM().selection[0].forceSimple = false; symbolInstance.forceSimple  Flash MX 2004.  symbolInstance.forceSimple  Property; a Boolean value that enables and disables the accessibility of the object's children. This property is equivalent to the inverse logic of the Make Child Objects Accessible setting in the Accessibility panel. For example, if forceSimple is true, it is the same as the Make Child Object Accessible option being unchecked. If forceSimple is false, it is the same as the Make Child Object Accessible option being checked.  This property is available only for MovieClip objects.  The following example checks to see if the children of the object are accessible; a return value of false means the children are accessible: var areChildrenAccessible = fl.getDocumentDOM().selection[0].forceSimple;  The following example allows the children of the object to be accessible: fl.getDocumentDOM().selection[0].forceSimple = false; " />
<page href="00004448.html" title="symbolInstance.loop" text="symbolInstance.loop  Flash MX 2004.  symbolInstance.loop  Property; a string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector. For other types of symbols, this property is undefined. Acceptable values are &quot;loop&quot;, &quot;play once&quot;, and &quot;single frame&quot; to set the graphic's animation accordingly.   The following example sets the first symbol in the first frame of the first layer in the timeline to&#160;Single Frame (display one specified frame of the graphic timeline), as long as that symbol is a&#160;graphic: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].loop = &#39;single frame&#39;; symbolInstance.loop  Flash MX 2004.  symbolInstance.loop  Property; a string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector. For other types of symbols, this property is undefined. Acceptable values are &quot;loop&quot;, &quot;play once&quot;, and &quot;single frame&quot; to set the graphic's animation accordingly.   The following example sets the first symbol in the first frame of the first layer in the timeline to&#160;Single Frame (display one specified frame of the graphic timeline), as long as that symbol is a&#160;graphic: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].loop = &#39;single frame&#39;; symbolInstance.loop  Flash MX 2004.  symbolInstance.loop  Property; a string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector. For other types of symbols, this property is undefined. Acceptable values are &quot;loop&quot;, &quot;play once&quot;, and &quot;single frame&quot; to set the graphic's animation accordingly.   The following example sets the first symbol in the first frame of the first layer in the timeline to&#160;Single Frame (display one specified frame of the graphic timeline), as long as that symbol is a&#160;graphic: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].loop = &#39;single frame&#39;; symbolInstance.loop  Flash MX 2004.  symbolInstance.loop  Property; a string that, for graphic symbols, sets the same property as the Loop pop-up menu in the Property inspector. For other types of symbols, this property is undefined. Acceptable values are &quot;loop&quot;, &quot;play once&quot;, and &quot;single frame&quot; to set the graphic's animation accordingly.   The following example sets the first symbol in the first frame of the first layer in the timeline to&#160;Single Frame (display one specified frame of the graphic timeline), as long as that symbol is a&#160;graphic: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].loop = &#39;single frame&#39;; " />
<page href="00004449.html" title="symbolInstance.shortcut" text="symbolInstance.shortcut  Flash MX 2004.  symbolInstance.shortcut  Property; a string that is equivalent to the shortcut key associated with the symbol. This property is equivalent to the Shortcut field in the Accessibility panel. This key is read by the screen readers. This property is not available for graphic symbols.  The following example stores the value for the shortcut key of the object in the theShortcut variable:  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  The following example sets the shortcut key of the object to &quot;Ctrl+i&quot;: fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; symbolInstance.shortcut  Flash MX 2004.  symbolInstance.shortcut  Property; a string that is equivalent to the shortcut key associated with the symbol. This property is equivalent to the Shortcut field in the Accessibility panel. This key is read by the screen readers. This property is not available for graphic symbols.  The following example stores the value for the shortcut key of the object in the theShortcut variable:  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  The following example sets the shortcut key of the object to &quot;Ctrl+i&quot;: fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; symbolInstance.shortcut  Flash MX 2004.  symbolInstance.shortcut  Property; a string that is equivalent to the shortcut key associated with the symbol. This property is equivalent to the Shortcut field in the Accessibility panel. This key is read by the screen readers. This property is not available for graphic symbols.  The following example stores the value for the shortcut key of the object in the theShortcut variable:  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  The following example sets the shortcut key of the object to &quot;Ctrl+i&quot;: fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; symbolInstance.shortcut  Flash MX 2004.  symbolInstance.shortcut  Property; a string that is equivalent to the shortcut key associated with the symbol. This property is equivalent to the Shortcut field in the Accessibility panel. This key is read by the screen readers. This property is not available for graphic symbols.  The following example stores the value for the shortcut key of the object in the theShortcut variable:  var theShortcut = fl.getDocumentDOM().selection[0].shortcut;  The following example sets the shortcut key of the object to &quot;Ctrl+i&quot;: fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; " />
<page href="00004450.html" title="symbolInstance.silent" text="symbolInstance.silent  Flash MX 2004.  symbolInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object. This property is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. For example, if silent is true, it is the same as the Make Object Accessible option being unchecked. If silent is false, it is the same as the Make Object Accessible option being checked.  This property is not available for graphic objects.   The following example checks to see if the object is accessible; a return value of false means the object is accessible: var isSilent = fl.getDocumentDOM().selection[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().selection[0].silent = false; symbolInstance.silent  Flash MX 2004.  symbolInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object. This property is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. For example, if silent is true, it is the same as the Make Object Accessible option being unchecked. If silent is false, it is the same as the Make Object Accessible option being checked.  This property is not available for graphic objects.   The following example checks to see if the object is accessible; a return value of false means the object is accessible: var isSilent = fl.getDocumentDOM().selection[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().selection[0].silent = false; symbolInstance.silent  Flash MX 2004.  symbolInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object. This property is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. For example, if silent is true, it is the same as the Make Object Accessible option being unchecked. If silent is false, it is the same as the Make Object Accessible option being checked.  This property is not available for graphic objects.   The following example checks to see if the object is accessible; a return value of false means the object is accessible: var isSilent = fl.getDocumentDOM().selection[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().selection[0].silent = false; symbolInstance.silent  Flash MX 2004.  symbolInstance.silent  Property; a Boolean value that enables or disables the accessibility of the object. This property is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. For example, if silent is true, it is the same as the Make Object Accessible option being unchecked. If silent is false, it is the same as the Make Object Accessible option being checked.  This property is not available for graphic objects.   The following example checks to see if the object is accessible; a return value of false means the object is accessible: var isSilent = fl.getDocumentDOM().selection[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().selection[0].silent = false; " />
<page href="00004451.html" title="symbolInstance.symbolType" text="symbolInstance.symbolType  Flash MX 2004.  symbolInstance.symbolType  Property; a string that specifies the type of symbol. This property is equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes. Acceptable values are &quot;button&quot;, &quot;movie clip&quot;, and &quot;graphic&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline of the current document to behave as a graphic symbol:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].symbolType = &quot;graphic&quot;; symbolInstance.symbolType  Flash MX 2004.  symbolInstance.symbolType  Property; a string that specifies the type of symbol. This property is equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes. Acceptable values are &quot;button&quot;, &quot;movie clip&quot;, and &quot;graphic&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline of the current document to behave as a graphic symbol:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].symbolType = &quot;graphic&quot;; symbolInstance.symbolType  Flash MX 2004.  symbolInstance.symbolType  Property; a string that specifies the type of symbol. This property is equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes. Acceptable values are &quot;button&quot;, &quot;movie clip&quot;, and &quot;graphic&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline of the current document to behave as a graphic symbol:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].symbolType = &quot;graphic&quot;; symbolInstance.symbolType  Flash MX 2004.  symbolInstance.symbolType  Property; a string that specifies the type of symbol. This property is equivalent to the value for Behavior in the Create New Symbol and Convert To Symbol dialog boxes. Acceptable values are &quot;button&quot;, &quot;movie clip&quot;, and &quot;graphic&quot;.   The following example sets the first symbol in the first frame of the first layer in the timeline of the current document to behave as a graphic symbol:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].symbolType = &quot;graphic&quot;; " />
<page href="00004452.html" title="symbolInstance.tabIndex" text="symbolInstance.tabIndex  Flash MX 2004.  symbolInstance.tabIndex  Property; an integer that is equivalent to the Tab index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key. This property is not available for graphic symbols.   The following example sets the tabIndex property of the mySymbol object to&#160;3 and displays that value in the Output panel:  var mySymbol = fl.getDocumentDOM().selection[0]; mySymbol.tabIndex = 3; fl.trace(mySymbol.tabIndex  symbolInstance.tabIndex  Flash MX 2004.  symbolInstance.tabIndex  Property; an integer that is equivalent to the Tab index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key. This property is not available for graphic symbols.   The following example sets the tabIndex property of the mySymbol object to&#160;3 and displays that value in the Output panel:  var mySymbol = fl.getDocumentDOM().selection[0]; mySymbol.tabIndex = 3; fl.trace(mySymbol.tabIndex  symbolInstance.tabIndex  Flash MX 2004.  symbolInstance.tabIndex  Property; an integer that is equivalent to the Tab index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key. This property is not available for graphic symbols.   The following example sets the tabIndex property of the mySymbol object to&#160;3 and displays that value in the Output panel:  var mySymbol = fl.getDocumentDOM().selection[0]; mySymbol.tabIndex = 3; fl.trace(mySymbol.tabIndex  symbolInstance.tabIndex  Flash MX 2004.  symbolInstance.tabIndex  Property; an integer that is equivalent to the Tab index field in the Accessibility panel. Creates a tab order in which objects are accessed when the user presses the Tab key. This property is not available for graphic symbols.   The following example sets the tabIndex property of the mySymbol object to&#160;3 and displays that value in the Output panel:  var mySymbol = fl.getDocumentDOM().selection[0]; mySymbol.tabIndex = 3; fl.trace(mySymbol.tabIndex  " />
<page href="00004453.html" title="SymbolItem object" text="SymbolItem object Inheritance&#160;Item object &gt; SymbolItem object  Flash MX 2004.  The SymbolItem object is a subclass of the Item object.  Method summary for the SymbolItem object In addition to the Item object methods, you can use the following methods with the SymbolItem object: Property summary for the SymbolItem object In addition to the Item object properties, the following properties are available for the SymbolItem object: Property Description symbolItem.scalingGrid A Boolean value that specifies whether 9-slice scaling is enabled for the item. symbolItem.scalingGridRect A Rectangle object that specifies the locations of the four 9-slice guides. symbolItem.sourceAutoUpdate A Boolean value that specifies whether the item is updated when the FLA file is published. symbolItem.sourceFilePath A string that specifies the path for the source FLA file as a file:///&#160;URI.  symbolItem.sourceLibraryName A string that specifies the name of the item in the source file library.  symbolItem.symbolType A string that specifies the type of symbol. symbolItem.timeline  Read-only; a Timeline object. Method Description symbolItem.convertToCompiledClip() Converts a symbol item in the library to a compiled movie clip. symbolItem.exportSWC() Exports the symbol item to a SWC file. symbolItem.exportSWF() Exports the symbol item to a SWF file. SymbolItem object Inheritance&#160;Item object &gt; SymbolItem object  Flash MX 2004.  The SymbolItem object is a subclass of the Item object.  Method summary for the SymbolItem object In addition to the Item object methods, you can use the following methods with the SymbolItem object: Property summary for the SymbolItem object In addition to the Item object properties, the following properties are available for the SymbolItem object: Property Description symbolItem.scalingGrid A Boolean value that specifies whether 9-slice scaling is enabled for the item. symbolItem.scalingGridRect A Rectangle object that specifies the locations of the four 9-slice guides. symbolItem.sourceAutoUpdate A Boolean value that specifies whether the item is updated when the FLA file is published. symbolItem.sourceFilePath A string that specifies the path for the source FLA file as a file:///&#160;URI.  symbolItem.sourceLibraryName A string that specifies the name of the item in the source file library.  symbolItem.symbolType A string that specifies the type of symbol. symbolItem.timeline  Read-only; a Timeline object. Method Description symbolItem.convertToCompiledClip() Converts a symbol item in the library to a compiled movie clip. symbolItem.exportSWC() Exports the symbol item to a SWC file. symbolItem.exportSWF() Exports the symbol item to a SWF file. SymbolItem object Inheritance&#160;Item object &gt; SymbolItem object  Flash MX 2004.  The SymbolItem object is a subclass of the Item object.  Method summary for the SymbolItem object In addition to the Item object methods, you can use the following methods with the SymbolItem object: Property summary for the SymbolItem object In addition to the Item object properties, the following properties are available for the SymbolItem object: Property Description symbolItem.scalingGrid A Boolean value that specifies whether 9-slice scaling is enabled for the item. symbolItem.scalingGridRect A Rectangle object that specifies the locations of the four 9-slice guides. symbolItem.sourceAutoUpdate A Boolean value that specifies whether the item is updated when the FLA file is published. symbolItem.sourceFilePath A string that specifies the path for the source FLA file as a file:///&#160;URI.  symbolItem.sourceLibraryName A string that specifies the name of the item in the source file library.  symbolItem.symbolType A string that specifies the type of symbol. symbolItem.timeline  Read-only; a Timeline object. Method Description symbolItem.convertToCompiledClip() Converts a symbol item in the library to a compiled movie clip. symbolItem.exportSWC() Exports the symbol item to a SWC file. symbolItem.exportSWF() Exports the symbol item to a SWF file. SymbolItem object Inheritance&#160;Item object &gt; SymbolItem object  Flash MX 2004.  The SymbolItem object is a subclass of the Item object.  Method summary for the SymbolItem object In addition to the Item object methods, you can use the following methods with the SymbolItem object: Property summary for the SymbolItem object In addition to the Item object properties, the following properties are available for the SymbolItem object: " />
<page href="00004454.html" title="symbolItem.convertToCompiledClip()" text="symbolItem.convertToCompiledClip()  Flash MX 2004. Usage symbolItem.convertToCompiledClip()  None. Returns  Nothing.   Method; converts a symbol item in the library to a compiled movie clip.  The following example converts an item in the library to a compiled movie clip: fl.getDocumentDOM().library.items[3].convertToCompiledClip( symbolItem.convertToCompiledClip()  Flash MX 2004. Usage symbolItem.convertToCompiledClip()  None. Returns  Nothing.   Method; converts a symbol item in the library to a compiled movie clip.  The following example converts an item in the library to a compiled movie clip: fl.getDocumentDOM().library.items[3].convertToCompiledClip( symbolItem.convertToCompiledClip()  Flash MX 2004. Usage symbolItem.convertToCompiledClip()  None. Returns  Nothing.   Method; converts a symbol item in the library to a compiled movie clip.  The following example converts an item in the library to a compiled movie clip: fl.getDocumentDOM().library.items[3].convertToCompiledClip( symbolItem.convertToCompiledClip()  Flash MX 2004. Usage symbolItem.convertToCompiledClip()  None. Returns  Nothing.   Method; converts a symbol item in the library to a compiled movie clip.  The following example converts an item in the library to a compiled movie clip: fl.getDocumentDOM().library.items[3].convertToCompiledClip( " />
<page href="00004455.html" title="symbolItem.exportSWC()" text="symbolItem.exportSWC()  Flash MX 2004. Usage symbolItem.exportSWC(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWC file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI does not exist. Returns  Nothing.   Method; exports the symbol item to a SWC file.  The following example exports an item in the library to the SWC file named mySymbol.swc in the tests folder: fl.getDocumentDOM.library.selectItem(&quot;mySymbol&quot; var currentSelection = fl.getDocumentDOM().library.getSelectedItems( currentSelection[0].exportSWC(&quot;file:///Macintosh HD/SWCDirectory/mySymbol.swc&quot; symbolItem.exportSWC()  Flash MX 2004. Usage symbolItem.exportSWC(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWC file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI does not exist. Returns  Nothing.   Method; exports the symbol item to a SWC file.  The following example exports an item in the library to the SWC file named mySymbol.swc in the tests folder: fl.getDocumentDOM.library.selectItem(&quot;mySymbol&quot; var currentSelection = fl.getDocumentDOM().library.getSelectedItems( currentSelection[0].exportSWC(&quot;file:///Macintosh HD/SWCDirectory/mySymbol.swc&quot; symbolItem.exportSWC()  Flash MX 2004. Usage symbolItem.exportSWC(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWC file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI does not exist. Returns  Nothing.   Method; exports the symbol item to a SWC file.  The following example exports an item in the library to the SWC file named mySymbol.swc in the tests folder: fl.getDocumentDOM.library.selectItem(&quot;mySymbol&quot; var currentSelection = fl.getDocumentDOM().library.getSelectedItems( currentSelection[0].exportSWC(&quot;file:///Macintosh HD/SWCDirectory/mySymbol.swc&quot; symbolItem.exportSWC()  Flash MX 2004. Usage symbolItem.exportSWC(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWC file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI does not exist. Returns  Nothing.   Method; exports the symbol item to a SWC file.  The following example exports an item in the library to the SWC file named mySymbol.swc in the tests folder: fl.getDocumentDOM.library.selectItem(&quot;mySymbol&quot; var currentSelection = fl.getDocumentDOM().library.getSelectedItems( currentSelection[0].exportSWC(&quot;file:///Macintosh HD/SWCDirectory/mySymbol.swc&quot; " />
<page href="00004456.html" title="symbolItem.exportSWF()" text="symbolItem.exportSWF()  Flash MX 2004. Usage symbolItem.exportSWF(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWF file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI doesn't exist.  Returns Nothing.   Method; exports the symbol item to a SWF file.  The following example exports an item in the library to the my.swf file in the tests folder: fl.getDocumentDOM().library.items[0].exportSWF(&quot;file:///c|/tests/my.swf&quot; symbolItem.exportSWF()  Flash MX 2004. Usage symbolItem.exportSWF(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWF file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI doesn't exist.  Returns Nothing.   Method; exports the symbol item to a SWF file.  The following example exports an item in the library to the my.swf file in the tests folder: fl.getDocumentDOM().library.items[0].exportSWF(&quot;file:///c|/tests/my.swf&quot; symbolItem.exportSWF()  Flash MX 2004. Usage symbolItem.exportSWF(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWF file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI doesn't exist.  Returns Nothing.   Method; exports the symbol item to a SWF file.  The following example exports an item in the library to the my.swf file in the tests folder: fl.getDocumentDOM().library.items[0].exportSWF(&quot;file:///c|/tests/my.swf&quot; symbolItem.exportSWF()  Flash MX 2004. Usage symbolItem.exportSWF(outputURI)  outputURI&#160;A string, expressed as a file:///&#160;URI, that specifies the SWF file to which the method will export the symbol. The outputURI must reference a local file. Flash does not create a folder if outputURI doesn't exist.  Returns Nothing.   Method; exports the symbol item to a SWF file.  The following example exports an item in the library to the my.swf file in the tests folder: fl.getDocumentDOM().library.items[0].exportSWF(&quot;file:///c|/tests/my.swf&quot; " />
<page href="00004457.html" title="symbolItem.scalingGrid" text="symbolItem.scalingGrid  Flash 8.  symbolItem.scalingGrid  Property; a Boolean value that specifies whether 9-slice scaling is enabled for the item.   The following example enables 9-slice scaling for an item in the library: fl.getDocumentDOM().library.items[0].scalingGrid = true;  symbolItem.scalingGridRect symbolItem.scalingGrid  Flash 8.  symbolItem.scalingGrid  Property; a Boolean value that specifies whether 9-slice scaling is enabled for the item.   The following example enables 9-slice scaling for an item in the library: fl.getDocumentDOM().library.items[0].scalingGrid = true;  symbolItem.scalingGridRect symbolItem.scalingGrid  Flash 8.  symbolItem.scalingGrid  Property; a Boolean value that specifies whether 9-slice scaling is enabled for the item.   The following example enables 9-slice scaling for an item in the library: fl.getDocumentDOM().library.items[0].scalingGrid = true;  symbolItem.scalingGridRect symbolItem.scalingGrid  Flash 8.  symbolItem.scalingGrid  Property; a Boolean value that specifies whether 9-slice scaling is enabled for the item.   The following example enables 9-slice scaling for an item in the library: fl.getDocumentDOM().library.items[0].scalingGrid = true;  symbolItem.scalingGridRect " />
<page href="00004458.html" title="symbolItem.scalingGridRect" text="symbolItem.scalingGridRect  Flash 8.  symbolItem.scalingGridRect  Property; a Rectangle object that specifies the locations of the four 9-slice guides. For information on the format of the rectangle, see document.addNewRectangle().   The following example specifies the locations of the 9-slice guides: fl.getDocumentDOM().library.items[0].scalingGridRect = {left:338, top:237, right:3859, bottom:713};  symbolItem.scalingGrid symbolItem.scalingGridRect  Flash 8.  symbolItem.scalingGridRect  Property; a Rectangle object that specifies the locations of the four 9-slice guides. For information on the format of the rectangle, see document.addNewRectangle().   The following example specifies the locations of the 9-slice guides: fl.getDocumentDOM().library.items[0].scalingGridRect = {left:338, top:237, right:3859, bottom:713};  symbolItem.scalingGrid symbolItem.scalingGridRect  Flash 8.  symbolItem.scalingGridRect  Property; a Rectangle object that specifies the locations of the four 9-slice guides. For information on the format of the rectangle, see document.addNewRectangle().   The following example specifies the locations of the 9-slice guides: fl.getDocumentDOM().library.items[0].scalingGridRect = {left:338, top:237, right:3859, bottom:713};  symbolItem.scalingGrid symbolItem.scalingGridRect  Flash 8.  symbolItem.scalingGridRect  Property; a Rectangle object that specifies the locations of the four 9-slice guides. For information on the format of the rectangle, see document.addNewRectangle().   The following example specifies the locations of the 9-slice guides: fl.getDocumentDOM().library.items[0].scalingGridRect = {left:338, top:237, right:3859, bottom:713};  symbolItem.scalingGrid " />
<page href="00004459.html" title="symbolItem.sourceAutoUpdate" text="symbolItem.sourceAutoUpdate  Flash MX 2004.  symbolItem.sourceAutoUpdate  Property; a Boolean value that specifies whether the item is updated when the FLA file is published. The default value is false. Used for shared library symbols.  The following example sets the sourceAutoUpdate property for a library item: fl.getDocumentDOM().library.items[0].sourceAutoUpdate = true; symbolItem.sourceAutoUpdate  Flash MX 2004.  symbolItem.sourceAutoUpdate  Property; a Boolean value that specifies whether the item is updated when the FLA file is published. The default value is false. Used for shared library symbols.  The following example sets the sourceAutoUpdate property for a library item: fl.getDocumentDOM().library.items[0].sourceAutoUpdate = true; symbolItem.sourceAutoUpdate  Flash MX 2004.  symbolItem.sourceAutoUpdate  Property; a Boolean value that specifies whether the item is updated when the FLA file is published. The default value is false. Used for shared library symbols.  The following example sets the sourceAutoUpdate property for a library item: fl.getDocumentDOM().library.items[0].sourceAutoUpdate = true; symbolItem.sourceAutoUpdate  Flash MX 2004.  symbolItem.sourceAutoUpdate  Property; a Boolean value that specifies whether the item is updated when the FLA file is published. The default value is false. Used for shared library symbols.  The following example sets the sourceAutoUpdate property for a library item: fl.getDocumentDOM().library.items[0].sourceAutoUpdate = true; " />
<page href="00004460.html" title="symbolItem.sourceFilePath" text="symbolItem.sourceFilePath  Flash MX 2004.  symbolItem.sourceFilePath  Property; a string that specifies the path for the source FLA file as a file:///&#160;URI. The path must be an absolute path, not a relative path. This property is used for shared library symbols.   The following example shows the value of the sourceFilePath property in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceFilePath symbolItem.sourceFilePath  Flash MX 2004.  symbolItem.sourceFilePath  Property; a string that specifies the path for the source FLA file as a file:///&#160;URI. The path must be an absolute path, not a relative path. This property is used for shared library symbols.   The following example shows the value of the sourceFilePath property in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceFilePath symbolItem.sourceFilePath  Flash MX 2004.  symbolItem.sourceFilePath  Property; a string that specifies the path for the source FLA file as a file:///&#160;URI. The path must be an absolute path, not a relative path. This property is used for shared library symbols.   The following example shows the value of the sourceFilePath property in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceFilePath symbolItem.sourceFilePath  Flash MX 2004.  symbolItem.sourceFilePath  Property; a string that specifies the path for the source FLA file as a file:///&#160;URI. The path must be an absolute path, not a relative path. This property is used for shared library symbols.   The following example shows the value of the sourceFilePath property in the Output panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceFilePath " />
<page href="00004461.html" title="symbolItem.sourceLibraryName" text="symbolItem.sourceLibraryName  Flash MX 2004.  symbolItem.sourceLibraryName  Property; a string that specifies the name of the item in the source file library. It is used for shared library symbols.   The following example shows the value of the sourceLibraryName property in the Output&#160;panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceLibraryName symbolItem.sourceLibraryName  Flash MX 2004.  symbolItem.sourceLibraryName  Property; a string that specifies the name of the item in the source file library. It is used for shared library symbols.   The following example shows the value of the sourceLibraryName property in the Output&#160;panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceLibraryName symbolItem.sourceLibraryName  Flash MX 2004.  symbolItem.sourceLibraryName  Property; a string that specifies the name of the item in the source file library. It is used for shared library symbols.   The following example shows the value of the sourceLibraryName property in the Output&#160;panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceLibraryName symbolItem.sourceLibraryName  Flash MX 2004.  symbolItem.sourceLibraryName  Property; a string that specifies the name of the item in the source file library. It is used for shared library symbols.   The following example shows the value of the sourceLibraryName property in the Output&#160;panel: fl.trace(fl.getDocumentDOM().library.items[0].sourceLibraryName " />
<page href="00004462.html" title="symbolItem.symbolType" text="symbolItem.symbolType  Flash MX 2004.  symbolItem.symbolType  Property; a string that specifies the type of symbol. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.   The following example shows the current value of the symbolType property, changes it to &quot;button&quot;, and shows it again: alert(fl.getDocumentDOM().library.items[0].symbolType fl.getDocumentDOM().library.items[0].symbolType = &quot;button&quot;; alert(fl.getDocumentDOM().library.items[0].symbolType symbolItem.symbolType  Flash MX 2004.  symbolItem.symbolType  Property; a string that specifies the type of symbol. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.   The following example shows the current value of the symbolType property, changes it to &quot;button&quot;, and shows it again: alert(fl.getDocumentDOM().library.items[0].symbolType fl.getDocumentDOM().library.items[0].symbolType = &quot;button&quot;; alert(fl.getDocumentDOM().library.items[0].symbolType symbolItem.symbolType  Flash MX 2004.  symbolItem.symbolType  Property; a string that specifies the type of symbol. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.   The following example shows the current value of the symbolType property, changes it to &quot;button&quot;, and shows it again: alert(fl.getDocumentDOM().library.items[0].symbolType fl.getDocumentDOM().library.items[0].symbolType = &quot;button&quot;; alert(fl.getDocumentDOM().library.items[0].symbolType symbolItem.symbolType  Flash MX 2004.  symbolItem.symbolType  Property; a string that specifies the type of symbol. Acceptable values are &quot;movie clip&quot;, &quot;button&quot;, and &quot;graphic&quot;.   The following example shows the current value of the symbolType property, changes it to &quot;button&quot;, and shows it again: alert(fl.getDocumentDOM().library.items[0].symbolType fl.getDocumentDOM().library.items[0].symbolType = &quot;button&quot;; alert(fl.getDocumentDOM().library.items[0].symbolType " />
<page href="00004463.html" title="symbolItem.timeline" text="symbolItem.timeline  Flash MX 2004.  symbolItem.timeline  Read-only property; a Timeline object.   The following example obtains and shows the number of layers that the selected movie clip in the library contains: var tl = fl.getDocumentDOM().library.getSelectedItems()[0].timeline; alert(tl.layerCount  symbolItem.timeline  Flash MX 2004.  symbolItem.timeline  Read-only property; a Timeline object.   The following example obtains and shows the number of layers that the selected movie clip in the library contains: var tl = fl.getDocumentDOM().library.getSelectedItems()[0].timeline; alert(tl.layerCount  symbolItem.timeline  Flash MX 2004.  symbolItem.timeline  Read-only property; a Timeline object.   The following example obtains and shows the number of layers that the selected movie clip in the library contains: var tl = fl.getDocumentDOM().library.getSelectedItems()[0].timeline; alert(tl.layerCount  symbolItem.timeline  Flash MX 2004.  symbolItem.timeline  Read-only property; a Timeline object.   The following example obtains and shows the number of layers that the selected movie clip in the library contains: var tl = fl.getDocumentDOM().library.getSelectedItems()[0].timeline; alert(tl.layerCount  " />
<page href="00004464.html" title="Text object" text="Text object Inheritance&#160;Element object &gt; Text object  Flash MX 2004.  The Text object represents a single text item in a document. All properties of the text pertain to the entire text block.  To set properties of a text run within the text field, see Property summary for the TextRun object. To change properties of a selection within a text field, you can use document.setElementTextAttr() and specify a range of text, or use the current selection. To set text properties of the selected text field, use document.setElementProperty(). The following example assigns the currently selected text field to the variable textVar: fl.getDocumentDOM().setElementProperty(&quot;variableName&quot;, &quot;textVar&quot;  Method summary for the Text object In addition to the Element object methods, you can use the following methods with the Text&#160;object: Property summary for the Text object In addition to the Element object properties, the following properties are available for the Text&#160;object: Property Description text.accName A string that is equivalent to the Name field in the Accessibility panel. text.antiAliasSharpness A float value that specifies the anti-aliasing sharpness of the text.  text.antiAliasThickness A float value that specifies the anti-aliasing thickness of the text. text.autoExpand A Boolean value that controls the expansion of the bounding width for static text fields or the bounding width and height for dynamic or input text. text.border A Boolean value that controls whether Flash shows (true) or hides (false) a border around dynamic or input text.  text.description A string that is equivalent to the Description field in the Accessibility panel.  text.embeddedCharacters A string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  text.embedRanges A string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box.  text.fontRenderingMode A string that specifies the rendering mode for the text. text.length  Read-only; an integer that represents the number of characters in the Text object.  text.lineType A string that sets the line type to &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, or &quot;password&quot;. text.maxCharacters An integer that specifies the maximum characters the user can enter into this Text object.  text.orientation A string that specifies the orientation of the text field. text.renderAsHTML A Boolean value that controls whether Flash draws the text as HTML and interprets embedded HTML tags. text.scrollable A Boolean value that controls whether the text can (true) or cannot (false) be scrolled.  text.selectable A Boolean value that controls whether the text can (true) or cannot (false) be selected. Input text is always selectable. text.selectionEnd A zero-based integer that specifies the offset of the end of a text subselection. text.selectionStart A zero-based integer that specifies the offset of the beginning of a text subselection.  text.shortcut A string that is equivalent to the Shortcut field in the Accessibility panel.  text.silent A Boolean value that specifies whether the object is accessible.  text.tabIndex An integer that is equivalent to the Tab Index field in the Accessibility panel.  text.textRuns  Read-only; an array of TextRun objects.  text.textType A string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.  text.useDeviceFonts A Boolean value. A value of true causes Flash to draw text using device fonts.  text.variableName A string that contains the contents of the Text object. Method Description text.getTextAttr() Retrieves the specified attribute for the text identified by the optional startIndex and endIndex parameters. text.getTextString() Retrieves the specified range of text.  text.setTextAttr() Sets the specified attribute associated with the text identified by startIndex and endIndex. text.setTextString() Changes the text string within this Text object. Text object Inheritance&#160;Element object &gt; Text object  Flash MX 2004.  The Text object represents a single text item in a document. All properties of the text pertain to the entire text block.  To set properties of a text run within the text field, see Property summary for the TextRun object. To change properties of a selection within a text field, you can use document.setElementTextAttr() and specify a range of text, or use the current selection. To set text properties of the selected text field, use document.setElementProperty(). The following example assigns the currently selected text field to the variable textVar: fl.getDocumentDOM().setElementProperty(&quot;variableName&quot;, &quot;textVar&quot;  Method summary for the Text object In addition to the Element object methods, you can use the following methods with the Text&#160;object: Property summary for the Text object In addition to the Element object properties, the following properties are available for the Text&#160;object: Property Description text.accName A string that is equivalent to the Name field in the Accessibility panel. text.antiAliasSharpness A float value that specifies the anti-aliasing sharpness of the text.  text.antiAliasThickness A float value that specifies the anti-aliasing thickness of the text. text.autoExpand A Boolean value that controls the expansion of the bounding width for static text fields or the bounding width and height for dynamic or input text. text.border A Boolean value that controls whether Flash shows (true) or hides (false) a border around dynamic or input text.  text.description A string that is equivalent to the Description field in the Accessibility panel.  text.embeddedCharacters A string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  text.embedRanges A string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box.  text.fontRenderingMode A string that specifies the rendering mode for the text. text.length  Read-only; an integer that represents the number of characters in the Text object.  text.lineType A string that sets the line type to &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, or &quot;password&quot;. text.maxCharacters An integer that specifies the maximum characters the user can enter into this Text object.  text.orientation A string that specifies the orientation of the text field. text.renderAsHTML A Boolean value that controls whether Flash draws the text as HTML and interprets embedded HTML tags. text.scrollable A Boolean value that controls whether the text can (true) or cannot (false) be scrolled.  text.selectable A Boolean value that controls whether the text can (true) or cannot (false) be selected. Input text is always selectable. text.selectionEnd A zero-based integer that specifies the offset of the end of a text subselection. text.selectionStart A zero-based integer that specifies the offset of the beginning of a text subselection.  text.shortcut A string that is equivalent to the Shortcut field in the Accessibility panel.  text.silent A Boolean value that specifies whether the object is accessible.  text.tabIndex An integer that is equivalent to the Tab Index field in the Accessibility panel.  text.textRuns  Read-only; an array of TextRun objects.  text.textType A string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.  text.useDeviceFonts A Boolean value. A value of true causes Flash to draw text using device fonts.  text.variableName A string that contains the contents of the Text object. Method Description text.getTextAttr() Retrieves the specified attribute for the text identified by the optional startIndex and endIndex parameters. text.getTextString() Retrieves the specified range of text.  text.setTextAttr() Sets the specified attribute associated with the text identified by startIndex and endIndex. text.setTextString() Changes the text string within this Text object. Text object Inheritance&#160;Element object &gt; Text object  Flash MX 2004.  The Text object represents a single text item in a document. All properties of the text pertain to the entire text block.  To set properties of a text run within the text field, see Property summary for the TextRun object. To change properties of a selection within a text field, you can use document.setElementTextAttr() and specify a range of text, or use the current selection. To set text properties of the selected text field, use document.setElementProperty(). The following example assigns the currently selected text field to the variable textVar: fl.getDocumentDOM().setElementProperty(&quot;variableName&quot;, &quot;textVar&quot;  Method summary for the Text object In addition to the Element object methods, you can use the following methods with the Text&#160;object: Property summary for the Text object In addition to the Element object properties, the following properties are available for the Text&#160;object: Property Description text.accName A string that is equivalent to the Name field in the Accessibility panel. text.antiAliasSharpness A float value that specifies the anti-aliasing sharpness of the text.  text.antiAliasThickness A float value that specifies the anti-aliasing thickness of the text. text.autoExpand A Boolean value that controls the expansion of the bounding width for static text fields or the bounding width and height for dynamic or input text. text.border A Boolean value that controls whether Flash shows (true) or hides (false) a border around dynamic or input text.  text.description A string that is equivalent to the Description field in the Accessibility panel.  text.embeddedCharacters A string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  text.embedRanges A string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box.  text.fontRenderingMode A string that specifies the rendering mode for the text. text.length  Read-only; an integer that represents the number of characters in the Text object.  text.lineType A string that sets the line type to &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, or &quot;password&quot;. text.maxCharacters An integer that specifies the maximum characters the user can enter into this Text object.  text.orientation A string that specifies the orientation of the text field. text.renderAsHTML A Boolean value that controls whether Flash draws the text as HTML and interprets embedded HTML tags. text.scrollable A Boolean value that controls whether the text can (true) or cannot (false) be scrolled.  text.selectable A Boolean value that controls whether the text can (true) or cannot (false) be selected. Input text is always selectable. text.selectionEnd A zero-based integer that specifies the offset of the end of a text subselection. text.selectionStart A zero-based integer that specifies the offset of the beginning of a text subselection.  text.shortcut A string that is equivalent to the Shortcut field in the Accessibility panel.  text.silent A Boolean value that specifies whether the object is accessible.  text.tabIndex An integer that is equivalent to the Tab Index field in the Accessibility panel.  text.textRuns  Read-only; an array of TextRun objects.  text.textType A string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.  text.useDeviceFonts A Boolean value. A value of true causes Flash to draw text using device fonts.  text.variableName A string that contains the contents of the Text object. Method Description text.getTextAttr() Retrieves the specified attribute for the text identified by the optional startIndex and endIndex parameters. text.getTextString() Retrieves the specified range of text.  text.setTextAttr() Sets the specified attribute associated with the text identified by startIndex and endIndex. text.setTextString() Changes the text string within this Text object. Text object Inheritance&#160;Element object &gt; Text object  Flash MX 2004.  The Text object represents a single text item in a document. All properties of the text pertain to the entire text block.  To set properties of a text run within the text field, see Property summary for the TextRun object. To change properties of a selection within a text field, you can use document.setElementTextAttr() and specify a range of text, or use the current selection. To set text properties of the selected text field, use document.setElementProperty(). The following example assigns the currently selected text field to the variable textVar: fl.getDocumentDOM().setElementProperty(&quot;variableName&quot;, &quot;textVar&quot;  Method summary for the Text object In addition to the Element object methods, you can use the following methods with the Text&#160;object: Property summary for the Text object In addition to the Element object properties, the following properties are available for the Text&#160;object: " />
<page href="00004465.html" title="text.accName" text="text.accName  Flash MX 2004.  text.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property cannot be used with dynamic text.  The following example retrieves the name of the object:  var doc = fl.getDocumentDOM( var theName = doc.getTimeline().layers[0].frames[0].elements[0].accName;  The following example sets the name of the currently selected object:  fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; text.accName  Flash MX 2004.  text.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property cannot be used with dynamic text.  The following example retrieves the name of the object:  var doc = fl.getDocumentDOM( var theName = doc.getTimeline().layers[0].frames[0].elements[0].accName;  The following example sets the name of the currently selected object:  fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; text.accName  Flash MX 2004.  text.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property cannot be used with dynamic text.  The following example retrieves the name of the object:  var doc = fl.getDocumentDOM( var theName = doc.getTimeline().layers[0].frames[0].elements[0].accName;  The following example sets the name of the currently selected object:  fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; text.accName  Flash MX 2004.  text.accName  Property; a string that is equivalent to the Name field in the Accessibility panel. Screen readers identify objects by reading the name aloud. This property cannot be used with dynamic text.  The following example retrieves the name of the object:  var doc = fl.getDocumentDOM( var theName = doc.getTimeline().layers[0].frames[0].elements[0].accName;  The following example sets the name of the currently selected object:  fl.getDocumentDOM().selection[0].accName = &quot;Home Button&quot;; " />
<page href="00004466.html" title="text.antiAliasSharpness" text="text.antiAliasSharpness  Flash 8.  text.antiAliasSharpness  Property; a float value that specifies the anti-aliasing sharpness of the text. This property controls how crisply the text is drawn; higher values specify sharper (or crisper) text. A value of&#160;0 specifies normal sharpness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasThickness, text.fontRenderingMode text.antiAliasSharpness  Flash 8.  text.antiAliasSharpness  Property; a float value that specifies the anti-aliasing sharpness of the text. This property controls how crisply the text is drawn; higher values specify sharper (or crisper) text. A value of&#160;0 specifies normal sharpness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasThickness, text.fontRenderingMode text.antiAliasSharpness  Flash 8.  text.antiAliasSharpness  Property; a float value that specifies the anti-aliasing sharpness of the text. This property controls how crisply the text is drawn; higher values specify sharper (or crisper) text. A value of&#160;0 specifies normal sharpness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasThickness, text.fontRenderingMode text.antiAliasSharpness  Flash 8.  text.antiAliasSharpness  Property; a float value that specifies the anti-aliasing sharpness of the text. This property controls how crisply the text is drawn; higher values specify sharper (or crisper) text. A value of&#160;0 specifies normal sharpness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasThickness, text.fontRenderingMode " />
<page href="00004467.html" title="text.antiAliasThickness" text="text.antiAliasThickness  Flash 8.  text.antiAliasThickness  Property; a float value that specifies the anti-aliasing thickness of the text. This property controls how thickly the text is drawn, with higher values specifying thicker text. A value of&#160;0 specifies normal thickness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasSharpness, text.fontRenderingMode text.antiAliasThickness  Flash 8.  text.antiAliasThickness  Property; a float value that specifies the anti-aliasing thickness of the text. This property controls how thickly the text is drawn, with higher values specifying thicker text. A value of&#160;0 specifies normal thickness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasSharpness, text.fontRenderingMode text.antiAliasThickness  Flash 8.  text.antiAliasThickness  Property; a float value that specifies the anti-aliasing thickness of the text. This property controls how thickly the text is drawn, with higher values specifying thicker text. A value of&#160;0 specifies normal thickness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasSharpness, text.fontRenderingMode text.antiAliasThickness  Flash 8.  text.antiAliasThickness  Property; a float value that specifies the anti-aliasing thickness of the text. This property controls how thickly the text is drawn, with higher values specifying thicker text. A value of&#160;0 specifies normal thickness. This property is available only if text.fontRenderingMode is set to &quot;customThicknessSharpness&quot;.  See text.fontRenderingMode.  text.antiAliasSharpness, text.fontRenderingMode " />
<page href="00004468.html" title="text.autoExpand" text="text.autoExpand  Flash MX 2004.  text.autoExpand  Property; a Boolean value. For static text fields, a value of true causes the bounding width to expand to show all text. For dynamic or input text fields, a value of true causes the bounding width and height to expand to show all text.   The following example sets the autoExpand property to a value of true:  fl.getDocumentDOM().selection[0].autoExpand = true; text.autoExpand  Flash MX 2004.  text.autoExpand  Property; a Boolean value. For static text fields, a value of true causes the bounding width to expand to show all text. For dynamic or input text fields, a value of true causes the bounding width and height to expand to show all text.   The following example sets the autoExpand property to a value of true:  fl.getDocumentDOM().selection[0].autoExpand = true; text.autoExpand  Flash MX 2004.  text.autoExpand  Property; a Boolean value. For static text fields, a value of true causes the bounding width to expand to show all text. For dynamic or input text fields, a value of true causes the bounding width and height to expand to show all text.   The following example sets the autoExpand property to a value of true:  fl.getDocumentDOM().selection[0].autoExpand = true; text.autoExpand  Flash MX 2004.  text.autoExpand  Property; a Boolean value. For static text fields, a value of true causes the bounding width to expand to show all text. For dynamic or input text fields, a value of true causes the bounding width and height to expand to show all text.   The following example sets the autoExpand property to a value of true:  fl.getDocumentDOM().selection[0].autoExpand = true; " />
<page href="00004469.html" title="text.border" text="text.border  Flash MX 2004.  text.border  Property; a Boolean value. A value of true causes Flash to show a border around text.  The following example sets the border property to a value of true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].border = true; text.border  Flash MX 2004.  text.border  Property; a Boolean value. A value of true causes Flash to show a border around text.  The following example sets the border property to a value of true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].border = true; text.border  Flash MX 2004.  text.border  Property; a Boolean value. A value of true causes Flash to show a border around text.  The following example sets the border property to a value of true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].border = true; text.border  Flash MX 2004.  text.border  Property; a Boolean value. A value of true causes Flash to show a border around text.  The following example sets the border property to a value of true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].border = true; " />
<page href="00004470.html" title="text.description" text="text.description  Flash MX 2004.  text.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example retrieves the description of the object: var doc = fl.getDocumentDOM( var desc = doc.getTimeline().layers[0].frames[0].elements[0].description;  The following example sets the description of the object:  var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].description= &quot;Enter your name here&quot;; text.description  Flash MX 2004.  text.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example retrieves the description of the object: var doc = fl.getDocumentDOM( var desc = doc.getTimeline().layers[0].frames[0].elements[0].description;  The following example sets the description of the object:  var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].description= &quot;Enter your name here&quot;; text.description  Flash MX 2004.  text.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example retrieves the description of the object: var doc = fl.getDocumentDOM( var desc = doc.getTimeline().layers[0].frames[0].elements[0].description;  The following example sets the description of the object:  var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].description= &quot;Enter your name here&quot;; text.description  Flash MX 2004.  text.description  Property; a string that is equivalent to the Description field in the Accessibility panel. The description is read by the screen reader.   The following example retrieves the description of the object: var doc = fl.getDocumentDOM( var desc = doc.getTimeline().layers[0].frames[0].elements[0].description;  The following example sets the description of the object:  var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].description= &quot;Enter your name here&quot;; " />
<page href="00004471.html" title="text.embeddedCharacters" text="text.embeddedCharacters  Flash MX 2004.  text.embeddedCharacters  Property; a string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the embeddedCharacters property to &quot;abc&quot;: fl.getDocumentDOM().selection[0].embeddedCharacters = &quot;abc&quot;; text.embeddedCharacters  Flash MX 2004.  text.embeddedCharacters  Property; a string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the embeddedCharacters property to &quot;abc&quot;: fl.getDocumentDOM().selection[0].embeddedCharacters = &quot;abc&quot;; text.embeddedCharacters  Flash MX 2004.  text.embeddedCharacters  Property; a string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the embeddedCharacters property to &quot;abc&quot;: fl.getDocumentDOM().selection[0].embeddedCharacters = &quot;abc&quot;; text.embeddedCharacters  Flash MX 2004.  text.embeddedCharacters  Property; a string that specifies characters to embed. This is equivalent to entering text in the Character Options dialog box.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the embeddedCharacters property to &quot;abc&quot;: fl.getDocumentDOM().selection[0].embeddedCharacters = &quot;abc&quot;; " />
<page href="00004472.html" title="text.embedRanges" text="text.embedRanges  Flash MX 2004.  text.embedRanges  Property; a string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box. This property works only with dynamic or input text; it is ignored if used with static text.   The following example sets the embedRanges property to &quot;1|3|7&quot;: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;1|3|7&quot;; The following example resets the property: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;&quot;;   This property corresponds to the XML file in the Configuration/Font Embedding folder.  text.embedRanges  Flash MX 2004.  text.embedRanges  Property; a string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box. This property works only with dynamic or input text; it is ignored if used with static text.   The following example sets the embedRanges property to &quot;1|3|7&quot;: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;1|3|7&quot;; The following example resets the property: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;&quot;;   This property corresponds to the XML file in the Configuration/Font Embedding folder.  text.embedRanges  Flash MX 2004.  text.embedRanges  Property; a string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box. This property works only with dynamic or input text; it is ignored if used with static text.   The following example sets the embedRanges property to &quot;1|3|7&quot;: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;1|3|7&quot;; The following example resets the property: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;&quot;;   This property corresponds to the XML file in the Configuration/Font Embedding folder.  text.embedRanges  Flash MX 2004.  text.embedRanges  Property; a string that consists of delimited integers that correspond to the items that can be selected in the Character Options dialog box. This property works only with dynamic or input text; it is ignored if used with static text.   The following example sets the embedRanges property to &quot;1|3|7&quot;: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;1|3|7&quot;; The following example resets the property: var doc = fl.getDocumentDOM( doc.getTimeline().layers[0].frames[0].elements[0].embedRanges = &quot;&quot;; " />
<page href="00004473.html" title="text.fontRenderingMode" text="text.fontRenderingMode  Flash 8.  text.fontRenderingMode  Property; a string that specifies the rendering mode for the text. This property affects how the text is displayed both on the Stage and in Flash Player. Acceptable values are described in the following table:  The following example shows how you can use the customThicknessSharpness value to specify the sharpness and thickness of the text: fl.getDocumentDOM().setElementProperty(&quot;fontRenderingMode&quot;, &quot;customThicknessSharpness&quot; fl.getDocumentDOM().setElementProperty(&quot;antiAliasSharpness&quot;, 400  fl.getDocumentDOM().setElementProperty(&quot;antiAliasThickness&quot;, -200  text.antiAliasSharpness, text.antiAliasThickness Property value How text is rendered device Renders the text with device fonts. bitmap Renders aliased text as a bitmap, or as a pixel font would. standard Renders text using the standard anti-aliasing method used by Flash&#160;MX&#160; 2004. This is the best setting to use for animated, very large, or skewed text. advanced Renders text using the advanced anti-aliasing font rendering technology implemented in Flash&#160;8, which produces better anti-aliasing and improves readability, especially for small text. customThicknessSharpness Lets you specify custom settings for the sharpness and thickness of the text when using the advanced anti-aliasing font rendering technology implemented in Flash&#160;8. text.fontRenderingMode  Flash 8.  text.fontRenderingMode  Property; a string that specifies the rendering mode for the text. This property affects how the text is displayed both on the Stage and in Flash Player. Acceptable values are described in the following table:  The following example shows how you can use the customThicknessSharpness value to specify the sharpness and thickness of the text: fl.getDocumentDOM().setElementProperty(&quot;fontRenderingMode&quot;, &quot;customThicknessSharpness&quot; fl.getDocumentDOM().setElementProperty(&quot;antiAliasSharpness&quot;, 400  fl.getDocumentDOM().setElementProperty(&quot;antiAliasThickness&quot;, -200  text.antiAliasSharpness, text.antiAliasThickness Property value How text is rendered device Renders the text with device fonts. bitmap Renders aliased text as a bitmap, or as a pixel font would. standard Renders text using the standard anti-aliasing method used by Flash&#160;MX&#160; 2004. This is the best setting to use for animated, very large, or skewed text. advanced Renders text using the advanced anti-aliasing font rendering technology implemented in Flash&#160;8, which produces better anti-aliasing and improves readability, especially for small text. customThicknessSharpness Lets you specify custom settings for the sharpness and thickness of the text when using the advanced anti-aliasing font rendering technology implemented in Flash&#160;8. text.fontRenderingMode  Flash 8.  text.fontRenderingMode  Property; a string that specifies the rendering mode for the text. This property affects how the text is displayed both on the Stage and in Flash Player. Acceptable values are described in the following table:  The following example shows how you can use the customThicknessSharpness value to specify the sharpness and thickness of the text: fl.getDocumentDOM().setElementProperty(&quot;fontRenderingMode&quot;, &quot;customThicknessSharpness&quot; fl.getDocumentDOM().setElementProperty(&quot;antiAliasSharpness&quot;, 400  fl.getDocumentDOM().setElementProperty(&quot;antiAliasThickness&quot;, -200  text.antiAliasSharpness, text.antiAliasThickness Property value How text is rendered device Renders the text with device fonts. bitmap Renders aliased text as a bitmap, or as a pixel font would. standard Renders text using the standard anti-aliasing method used by Flash&#160;MX&#160; 2004. This is the best setting to use for animated, very large, or skewed text. advanced Renders text using the advanced anti-aliasing font rendering technology implemented in Flash&#160;8, which produces better anti-aliasing and improves readability, especially for small text. customThicknessSharpness Lets you specify custom settings for the sharpness and thickness of the text when using the advanced anti-aliasing font rendering technology implemented in Flash&#160;8. text.fontRenderingMode  Flash 8.  text.fontRenderingMode  Property; a string that specifies the rendering mode for the text. This property affects how the text is displayed both on the Stage and in Flash Player. Acceptable values are described in the following table:  The following example shows how you can use the customThicknessSharpness value to specify the sharpness and thickness of the text: fl.getDocumentDOM().setElementProperty(&quot;fontRenderingMode&quot;, &quot;customThicknessSharpness&quot; fl.getDocumentDOM().setElementProperty(&quot;antiAliasSharpness&quot;, 400  fl.getDocumentDOM().setElementProperty(&quot;antiAliasThickness&quot;, -200  text.antiAliasSharpness, text.antiAliasThickness " />
<page href="00004474.html" title="text.getTextAttr()" text="text.getTextAttr()  Flash MX 2004. Usage text.getTextAttr(attrName [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to be returned.  startIndex&#160;An integer that is the index of first character. This parameter is optional. endIndex&#160;An integer that specifies the end of the range of text, which starts with&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional.  Returns  The value of the attribute specified in the attrName parameter.  Method; retrieves the attribute specified by the attrName parameter for the text identified by the optional startIndex and endIndex parameters. If the attribute is not consistent for the specified range, Flash returns undefined. If you omit the optional parameters startIndex and endIndex, the method uses the entire text range. If you specify only startIndex, the range used is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the font size of the currently selected text field and shows it: var TheTextSize = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot; fl.trace(TheTextSize The following example gets the text fill color of the selected text field: var TheFill = fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot; fl.trace(TheFill The following example gets the size of the third character: var Char3 = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2 fl.trace(Char3 The following example gets the color of the selected text field from the third through the eighth character:  fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot;, 2, 8   For a list of possible values for attrName, see Property summary for the TextAttrs object. text.getTextAttr()  Flash MX 2004. Usage text.getTextAttr(attrName [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to be returned.  startIndex&#160;An integer that is the index of first character. This parameter is optional. endIndex&#160;An integer that specifies the end of the range of text, which starts with&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional.  Returns  The value of the attribute specified in the attrName parameter.  Method; retrieves the attribute specified by the attrName parameter for the text identified by the optional startIndex and endIndex parameters. If the attribute is not consistent for the specified range, Flash returns undefined. If you omit the optional parameters startIndex and endIndex, the method uses the entire text range. If you specify only startIndex, the range used is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the font size of the currently selected text field and shows it: var TheTextSize = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot; fl.trace(TheTextSize The following example gets the text fill color of the selected text field: var TheFill = fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot; fl.trace(TheFill The following example gets the size of the third character: var Char3 = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2 fl.trace(Char3 The following example gets the color of the selected text field from the third through the eighth character:  fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot;, 2, 8   For a list of possible values for attrName, see Property summary for the TextAttrs object. text.getTextAttr()  Flash MX 2004. Usage text.getTextAttr(attrName [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to be returned.  startIndex&#160;An integer that is the index of first character. This parameter is optional. endIndex&#160;An integer that specifies the end of the range of text, which starts with&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional.  Returns  The value of the attribute specified in the attrName parameter.  Method; retrieves the attribute specified by the attrName parameter for the text identified by the optional startIndex and endIndex parameters. If the attribute is not consistent for the specified range, Flash returns undefined. If you omit the optional parameters startIndex and endIndex, the method uses the entire text range. If you specify only startIndex, the range used is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the font size of the currently selected text field and shows it: var TheTextSize = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot; fl.trace(TheTextSize The following example gets the text fill color of the selected text field: var TheFill = fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot; fl.trace(TheFill The following example gets the size of the third character: var Char3 = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2 fl.trace(Char3 The following example gets the color of the selected text field from the third through the eighth character:  fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot;, 2, 8   For a list of possible values for attrName, see Property summary for the TextAttrs object. text.getTextAttr()  Flash MX 2004. Usage text.getTextAttr(attrName [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to be returned.  startIndex&#160;An integer that is the index of first character. This parameter is optional. endIndex&#160;An integer that specifies the end of the range of text, which starts with&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional.  Returns  The value of the attribute specified in the attrName parameter.  Method; retrieves the attribute specified by the attrName parameter for the text identified by the optional startIndex and endIndex parameters. If the attribute is not consistent for the specified range, Flash returns undefined. If you omit the optional parameters startIndex and endIndex, the method uses the entire text range. If you specify only startIndex, the range used is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the font size of the currently selected text field and shows it: var TheTextSize = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot; fl.trace(TheTextSize The following example gets the text fill color of the selected text field: var TheFill = fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot; fl.trace(TheFill The following example gets the size of the third character: var Char3 = fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2 fl.trace(Char3 The following example gets the color of the selected text field from the third through the eighth character:  fl.getDocumentDOM().selection[0].getTextAttr(&quot;fillColor&quot;, 2, 8 " />
<page href="00004475.html" title="text.getTextString()" text="text.getTextString()  Flash MX 2004. Usage text.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that specifies the index (zero-based) of the first character. This parameter is optional.  endIndex&#160;An integer that specifies the end of the range of text, which starts from&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns A string of the text in the specified range.  Method; retrieves the specified range of text. If you omit the optional parameters startIndex and endIndex, the whole text string is returned. If you specify only startIndex, the method returns the string starting at the index location and ending at the end of the field. If you specify both startIndex and endIndex, the method returns the string starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the character(s) from the fifth character through the end of the selected text field: var myText = fl.getDocumentDOM().selection[0].getTextString(4 fl.trace(myText The following example gets the fourth through the ninth characters starting in the selected text field:  var myText = fl.getDocumentDOM().selection[0].getTextString(3, 9 fl.trace(myText text.getTextString()  Flash MX 2004. Usage text.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that specifies the index (zero-based) of the first character. This parameter is optional.  endIndex&#160;An integer that specifies the end of the range of text, which starts from&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns A string of the text in the specified range.  Method; retrieves the specified range of text. If you omit the optional parameters startIndex and endIndex, the whole text string is returned. If you specify only startIndex, the method returns the string starting at the index location and ending at the end of the field. If you specify both startIndex and endIndex, the method returns the string starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the character(s) from the fifth character through the end of the selected text field: var myText = fl.getDocumentDOM().selection[0].getTextString(4 fl.trace(myText The following example gets the fourth through the ninth characters starting in the selected text field:  var myText = fl.getDocumentDOM().selection[0].getTextString(3, 9 fl.trace(myText text.getTextString()  Flash MX 2004. Usage text.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that specifies the index (zero-based) of the first character. This parameter is optional.  endIndex&#160;An integer that specifies the end of the range of text, which starts from&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns A string of the text in the specified range.  Method; retrieves the specified range of text. If you omit the optional parameters startIndex and endIndex, the whole text string is returned. If you specify only startIndex, the method returns the string starting at the index location and ending at the end of the field. If you specify both startIndex and endIndex, the method returns the string starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the character(s) from the fifth character through the end of the selected text field: var myText = fl.getDocumentDOM().selection[0].getTextString(4 fl.trace(myText The following example gets the fourth through the ninth characters starting in the selected text field:  var myText = fl.getDocumentDOM().selection[0].getTextString(3, 9 fl.trace(myText text.getTextString()  Flash MX 2004. Usage text.getTextString([startIndex [, endIndex]])  startIndex&#160;An integer that specifies the index (zero-based) of the first character. This parameter is optional.  endIndex&#160;An integer that specifies the end of the range of text, which starts from&#160;startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns A string of the text in the specified range.  Method; retrieves the specified range of text. If you omit the optional parameters startIndex and endIndex, the whole text string is returned. If you specify only startIndex, the method returns the string starting at the index location and ending at the end of the field. If you specify both startIndex and endIndex, the method returns the string starts from startIndex and goes up to, but does not include, endIndex.   The following example gets the character(s) from the fifth character through the end of the selected text field: var myText = fl.getDocumentDOM().selection[0].getTextString(4 fl.trace(myText The following example gets the fourth through the ninth characters starting in the selected text field:  var myText = fl.getDocumentDOM().selection[0].getTextString(3, 9 fl.trace(myText " />
<page href="00004476.html" title="text.length" text="text.length  Flash MX 2004.  text.length  Read-only property; an integer that represents the number of characters in the Text object.   The following example returns the number of characters in the selected text: var textLength = fl.getDocumentDOM().selection[0].length; text.length  Flash MX 2004.  text.length  Read-only property; an integer that represents the number of characters in the Text object.   The following example returns the number of characters in the selected text: var textLength = fl.getDocumentDOM().selection[0].length; text.length  Flash MX 2004.  text.length  Read-only property; an integer that represents the number of characters in the Text object.   The following example returns the number of characters in the selected text: var textLength = fl.getDocumentDOM().selection[0].length; text.length  Flash MX 2004.  text.length  Read-only property; an integer that represents the number of characters in the Text object.   The following example returns the number of characters in the selected text: var textLength = fl.getDocumentDOM().selection[0].length; " />
<page href="00004477.html" title="text.lineType" text="text.lineType  Flash MX 2004.  text.lineType  Property; a string that sets the line type. Acceptable values are &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, and &quot;password&quot;.  This property works only with dynamic or input text and generates a warning if used with static text. The &quot;password&quot; value works only for input text.   The following example sets the lineType property to the value &quot;multiline no wrap&quot;: fl.getDocumentDOM().selection[0].lineType = &quot;multiline no wrap&quot;; text.lineType  Flash MX 2004.  text.lineType  Property; a string that sets the line type. Acceptable values are &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, and &quot;password&quot;.  This property works only with dynamic or input text and generates a warning if used with static text. The &quot;password&quot; value works only for input text.   The following example sets the lineType property to the value &quot;multiline no wrap&quot;: fl.getDocumentDOM().selection[0].lineType = &quot;multiline no wrap&quot;; text.lineType  Flash MX 2004.  text.lineType  Property; a string that sets the line type. Acceptable values are &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, and &quot;password&quot;.  This property works only with dynamic or input text and generates a warning if used with static text. The &quot;password&quot; value works only for input text.   The following example sets the lineType property to the value &quot;multiline no wrap&quot;: fl.getDocumentDOM().selection[0].lineType = &quot;multiline no wrap&quot;; text.lineType  Flash MX 2004.  text.lineType  Property; a string that sets the line type. Acceptable values are &quot;single line&quot;, &quot;multiline&quot;, &quot;multiline no wrap&quot;, and &quot;password&quot;.  This property works only with dynamic or input text and generates a warning if used with static text. The &quot;password&quot; value works only for input text.   The following example sets the lineType property to the value &quot;multiline no wrap&quot;: fl.getDocumentDOM().selection[0].lineType = &quot;multiline no wrap&quot;; " />
<page href="00004478.html" title="text.maxCharacters" text="text.maxCharacters  Flash MX 2004.  text.maxCharacters  Property; an integer that specifies the maximum number of characters the user can enter in this Text object.  This property works only with input text; if used with other text types, the property generates a warning.   The following example sets the value of the maxCharacters property to 30: fl.getDocumentDOM().selection[0].maxCharacters = 30; text.maxCharacters  Flash MX 2004.  text.maxCharacters  Property; an integer that specifies the maximum number of characters the user can enter in this Text object.  This property works only with input text; if used with other text types, the property generates a warning.   The following example sets the value of the maxCharacters property to 30: fl.getDocumentDOM().selection[0].maxCharacters = 30; text.maxCharacters  Flash MX 2004.  text.maxCharacters  Property; an integer that specifies the maximum number of characters the user can enter in this Text object.  This property works only with input text; if used with other text types, the property generates a warning.   The following example sets the value of the maxCharacters property to 30: fl.getDocumentDOM().selection[0].maxCharacters = 30; text.maxCharacters  Flash MX 2004.  text.maxCharacters  Property; an integer that specifies the maximum number of characters the user can enter in this Text object.  This property works only with input text; if used with other text types, the property generates a warning.   The following example sets the value of the maxCharacters property to 30: fl.getDocumentDOM().selection[0].maxCharacters = 30; " />
<page href="00004479.html" title="text.orientation" text="text.orientation  Flash MX 2004.  text.orientation  Property; a string that specifies the orientation of the text field. Acceptable values are &quot;horizontal&quot;, &quot;vertical left to right&quot;, and &quot;vertical right to left&quot;.  This property works only with static text; it generates a warning if used with other text types.   The following example sets the orientation property to &quot;vertical right to left&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].orientation = &quot;vertical right to left&quot;; text.orientation  Flash MX 2004.  text.orientation  Property; a string that specifies the orientation of the text field. Acceptable values are &quot;horizontal&quot;, &quot;vertical left to right&quot;, and &quot;vertical right to left&quot;.  This property works only with static text; it generates a warning if used with other text types.   The following example sets the orientation property to &quot;vertical right to left&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].orientation = &quot;vertical right to left&quot;; text.orientation  Flash MX 2004.  text.orientation  Property; a string that specifies the orientation of the text field. Acceptable values are &quot;horizontal&quot;, &quot;vertical left to right&quot;, and &quot;vertical right to left&quot;.  This property works only with static text; it generates a warning if used with other text types.   The following example sets the orientation property to &quot;vertical right to left&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].orientation = &quot;vertical right to left&quot;; text.orientation  Flash MX 2004.  text.orientation  Property; a string that specifies the orientation of the text field. Acceptable values are &quot;horizontal&quot;, &quot;vertical left to right&quot;, and &quot;vertical right to left&quot;.  This property works only with static text; it generates a warning if used with other text types.   The following example sets the orientation property to &quot;vertical right to left&quot;: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].orientation = &quot;vertical right to left&quot;; " />
<page href="00004480.html" title="text.renderAsHTML" text="text.renderAsHTML  Flash MX 2004.  text.renderAsHTML  Property; a Boolean value. If the value is true, Flash draws the text as HTML and interprets embedded HTML tags.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the renderAsHTML property to true: fl.getDocumentDOM().selection[0].renderAsHTML = true; text.renderAsHTML  Flash MX 2004.  text.renderAsHTML  Property; a Boolean value. If the value is true, Flash draws the text as HTML and interprets embedded HTML tags.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the renderAsHTML property to true: fl.getDocumentDOM().selection[0].renderAsHTML = true; text.renderAsHTML  Flash MX 2004.  text.renderAsHTML  Property; a Boolean value. If the value is true, Flash draws the text as HTML and interprets embedded HTML tags.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the renderAsHTML property to true: fl.getDocumentDOM().selection[0].renderAsHTML = true; text.renderAsHTML  Flash MX 2004.  text.renderAsHTML  Property; a Boolean value. If the value is true, Flash draws the text as HTML and interprets embedded HTML tags.  This property works only with dynamic or input text; it generates a warning if used with other text types.   The following example sets the renderAsHTML property to true: fl.getDocumentDOM().selection[0].renderAsHTML = true; " />
<page href="00004481.html" title="text.scrollable" text="text.scrollable  Flash MX 2004.  text.scrollable  Property; a Boolean value. If the value is true, the text can be scrolled.  This property works only with dynamic or input text; it generates a warning if used with static&#160;text.   The following example sets the scrollable property to false: fl.getDocumentDOM().selection[0].scrollable = false; text.scrollable  Flash MX 2004.  text.scrollable  Property; a Boolean value. If the value is true, the text can be scrolled.  This property works only with dynamic or input text; it generates a warning if used with static&#160;text.   The following example sets the scrollable property to false: fl.getDocumentDOM().selection[0].scrollable = false; text.scrollable  Flash MX 2004.  text.scrollable  Property; a Boolean value. If the value is true, the text can be scrolled.  This property works only with dynamic or input text; it generates a warning if used with static&#160;text.   The following example sets the scrollable property to false: fl.getDocumentDOM().selection[0].scrollable = false; text.scrollable  Flash MX 2004.  text.scrollable  Property; a Boolean value. If the value is true, the text can be scrolled.  This property works only with dynamic or input text; it generates a warning if used with static&#160;text.   The following example sets the scrollable property to false: fl.getDocumentDOM().selection[0].scrollable = false; " />
<page href="00004482.html" title="text.selectable" text="text.selectable  Flash MX 2004.  text.selectable  Property; a Boolean value. If the value is true, the text can be selected.  Input text is always selectable. It generates a warning when set to false and used with input text.  The following example sets the selectable property to true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectable = true; text.selectable  Flash MX 2004.  text.selectable  Property; a Boolean value. If the value is true, the text can be selected.  Input text is always selectable. It generates a warning when set to false and used with input text.  The following example sets the selectable property to true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectable = true; text.selectable  Flash MX 2004.  text.selectable  Property; a Boolean value. If the value is true, the text can be selected.  Input text is always selectable. It generates a warning when set to false and used with input text.  The following example sets the selectable property to true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectable = true; text.selectable  Flash MX 2004.  text.selectable  Property; a Boolean value. If the value is true, the text can be selected.  Input text is always selectable. It generates a warning when set to false and used with input text.  The following example sets the selectable property to true: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectable = true; " />
<page href="00004483.html" title="text.selectionEnd" text="text.selectionEnd  Flash MX 2004.  text.selectionEnd  Property; a zero-based integer that specifies the end of a text subselection. For more information, see text.selectionStart.  text.selectionEnd  Flash MX 2004.  text.selectionEnd  Property; a zero-based integer that specifies the end of a text subselection. For more information, see text.selectionStart.  text.selectionEnd  Flash MX 2004.  text.selectionEnd  Property; a zero-based integer that specifies the end of a text subselection. For more information, see text.selectionStart.  text.selectionEnd  Flash MX 2004.  text.selectionEnd  Property; a zero-based integer that specifies the end of a text subselection. For more information, see text.selectionStart.  " />
<page href="00004484.html" title="text.selectionStart" text="text.selectionStart  Flash MX 2004.  text.selectionStart  Property; a zero-based integer that specifies the beginning of a text subselection. You can use this property with text.selectionEnd to select a range of characters. Characters up to, but not including, text.selectionEnd are selected. See text.selectionEnd. If there is an insertion point or no selection, text.selectionEnd is equal to text.selectionStart.  If text.selectionStart is set to a value greater than text.selectionEnd, text.selectionEnd is set to text.selectionStart, and no text is selected.  The following example sets the start of the text subselection to the sixth character: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectionStart = 5; The following example selects the characters &quot;Barbara&quot; from a text field that contains the text &quot;My name is Barbara&quot; and formats them as bold and green:  fl.getDocumentDOM().selection[0].selectionStart = 11; fl.getDocumentDOM().selection[0].selectionEnd = 18; var s = fl.getDocumentDOM().selection[0].selectionStart; var e = fl.getDocumentDOM().selection[0].selectionEnd; fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true, s, e fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot;, s, e text.selectionStart  Flash MX 2004.  text.selectionStart  Property; a zero-based integer that specifies the beginning of a text subselection. You can use this property with text.selectionEnd to select a range of characters. Characters up to, but not including, text.selectionEnd are selected. See text.selectionEnd. If there is an insertion point or no selection, text.selectionEnd is equal to text.selectionStart.  If text.selectionStart is set to a value greater than text.selectionEnd, text.selectionEnd is set to text.selectionStart, and no text is selected.  The following example sets the start of the text subselection to the sixth character: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectionStart = 5; The following example selects the characters &quot;Barbara&quot; from a text field that contains the text &quot;My name is Barbara&quot; and formats them as bold and green:  fl.getDocumentDOM().selection[0].selectionStart = 11; fl.getDocumentDOM().selection[0].selectionEnd = 18; var s = fl.getDocumentDOM().selection[0].selectionStart; var e = fl.getDocumentDOM().selection[0].selectionEnd; fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true, s, e fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot;, s, e text.selectionStart  Flash MX 2004.  text.selectionStart  Property; a zero-based integer that specifies the beginning of a text subselection. You can use this property with text.selectionEnd to select a range of characters. Characters up to, but not including, text.selectionEnd are selected. See text.selectionEnd. If there is an insertion point or no selection, text.selectionEnd is equal to text.selectionStart.  If text.selectionStart is set to a value greater than text.selectionEnd, text.selectionEnd is set to text.selectionStart, and no text is selected.  The following example sets the start of the text subselection to the sixth character: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectionStart = 5; The following example selects the characters &quot;Barbara&quot; from a text field that contains the text &quot;My name is Barbara&quot; and formats them as bold and green:  fl.getDocumentDOM().selection[0].selectionStart = 11; fl.getDocumentDOM().selection[0].selectionEnd = 18; var s = fl.getDocumentDOM().selection[0].selectionStart; var e = fl.getDocumentDOM().selection[0].selectionEnd; fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true, s, e fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot;, s, e text.selectionStart  Flash MX 2004.  text.selectionStart  Property; a zero-based integer that specifies the beginning of a text subselection. You can use this property with text.selectionEnd to select a range of characters. Characters up to, but not including, text.selectionEnd are selected. See text.selectionEnd. If there is an insertion point or no selection, text.selectionEnd is equal to text.selectionStart.  If text.selectionStart is set to a value greater than text.selectionEnd, text.selectionEnd is set to text.selectionStart, and no text is selected.  The following example sets the start of the text subselection to the sixth character: fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].selectionStart = 5; The following example selects the characters &quot;Barbara&quot; from a text field that contains the text &quot;My name is Barbara&quot; and formats them as bold and green:  fl.getDocumentDOM().selection[0].selectionStart = 11; fl.getDocumentDOM().selection[0].selectionEnd = 18; var s = fl.getDocumentDOM().selection[0].selectionStart; var e = fl.getDocumentDOM().selection[0].selectionEnd; fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true, s, e fl.getDocumentDOM().setElementTextAttr(&quot;fillColor&quot;, &quot;#00ff00&quot;, s, e " />
<page href="00004485.html" title="text.setTextAttr()" text="text.setTextAttr()  Flash MX 2004. Usage text.setTextAttr(attrName, attrValue [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to change.  attrValue&#160;The value for the TextAttrs object property.  startIndex&#160;An integer that is the index (zero-based) of the first character in the array. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string, which starts at startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns  Nothing.   Method; sets the attribute specified by the attrName parameter associated with the text identified by startIndex and endIndex to the value specified by attrValue. This method can be used to change attributes of text that might span TextRun elements (see TextRun object), or that are portions of existing TextRun elements. Using it may change the position and number of TextRun elements within this object's text.textRuns array (see text.textRuns).  If you omit the optional parameters, the method uses the entire Text object's character range. If you specify only startIndex, the range is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, the character located at endIndex.   The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true The following example sets the size of the third character to 10: fl.getDocumentDOM().selection[0].setTextAttr(&quot;size&quot;, 10, 2 The following example sets the color to red for the third through the eighth character of the selected text:  fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8   For a list of possible values for attrName and attrValue, see Property summary for the TextAttrs object. text.setTextAttr()  Flash MX 2004. Usage text.setTextAttr(attrName, attrValue [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to change.  attrValue&#160;The value for the TextAttrs object property.  startIndex&#160;An integer that is the index (zero-based) of the first character in the array. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string, which starts at startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns  Nothing.   Method; sets the attribute specified by the attrName parameter associated with the text identified by startIndex and endIndex to the value specified by attrValue. This method can be used to change attributes of text that might span TextRun elements (see TextRun object), or that are portions of existing TextRun elements. Using it may change the position and number of TextRun elements within this object's text.textRuns array (see text.textRuns).  If you omit the optional parameters, the method uses the entire Text object's character range. If you specify only startIndex, the range is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, the character located at endIndex.   The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true The following example sets the size of the third character to 10: fl.getDocumentDOM().selection[0].setTextAttr(&quot;size&quot;, 10, 2 The following example sets the color to red for the third through the eighth character of the selected text:  fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8   For a list of possible values for attrName and attrValue, see Property summary for the TextAttrs object. text.setTextAttr()  Flash MX 2004. Usage text.setTextAttr(attrName, attrValue [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to change.  attrValue&#160;The value for the TextAttrs object property.  startIndex&#160;An integer that is the index (zero-based) of the first character in the array. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string, which starts at startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns  Nothing.   Method; sets the attribute specified by the attrName parameter associated with the text identified by startIndex and endIndex to the value specified by attrValue. This method can be used to change attributes of text that might span TextRun elements (see TextRun object), or that are portions of existing TextRun elements. Using it may change the position and number of TextRun elements within this object's text.textRuns array (see text.textRuns).  If you omit the optional parameters, the method uses the entire Text object's character range. If you specify only startIndex, the range is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, the character located at endIndex.   The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true The following example sets the size of the third character to 10: fl.getDocumentDOM().selection[0].setTextAttr(&quot;size&quot;, 10, 2 The following example sets the color to red for the third through the eighth character of the selected text:  fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8   For a list of possible values for attrName and attrValue, see Property summary for the TextAttrs object. text.setTextAttr()  Flash MX 2004. Usage text.setTextAttr(attrName, attrValue [, startIndex [, endIndex]])  attrName&#160;A string that specifies the name of the TextAttrs object property to change.  attrValue&#160;The value for the TextAttrs object property.  startIndex&#160;An integer that is the index (zero-based) of the first character in the array. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string, which starts at startIndex and goes up to, but does not include, endIndex. This parameter is optional. Returns  Nothing.   Method; sets the attribute specified by the attrName parameter associated with the text identified by startIndex and endIndex to the value specified by attrValue. This method can be used to change attributes of text that might span TextRun elements (see TextRun object), or that are portions of existing TextRun elements. Using it may change the position and number of TextRun elements within this object's text.textRuns array (see text.textRuns).  If you omit the optional parameters, the method uses the entire Text object's character range. If you specify only startIndex, the range is a single character at that position. If you specify both startIndex and endIndex, the range starts from startIndex and goes up to, but does not include, the character located at endIndex.   The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true The following example sets the size of the third character to 10: fl.getDocumentDOM().selection[0].setTextAttr(&quot;size&quot;, 10, 2 The following example sets the color to red for the third through the eighth character of the selected text:  fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8 " />
<page href="00004486.html" title="text.setTextString()" text="text.setTextString()  Flash MX 2004. Usage text.setTextString(text [, startIndex [, endIndex]])  text&#160;A string that consists of the characters to be inserted into this Text object.  startIndex&#160;An integer that specifies the index (zero-based) of the character in the string where the text will be inserted. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string. The new text overwrites the text from startIndex up to, but not including, endIndex. This parameter is optional. Returns Nothing.   Property; changes the text string within this Text object. If you omit the optional parameters, the whole Text object is replaced. If you specify only startIndex, the specified string is inserted at the startIndex position. If you specify both startIndex and endIndex, the specified string replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example assigns the string &quot;this is a string&quot; to the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;this is a string&quot; The following example inserts the string &quot;abc&quot; beginning at the fifth character of the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abc&quot;, 4 // text field is now &quot;0123abc4567890&quot; The following example replaces the text from the third through the eighth character of the selected text string with the string &quot;abcdefghij&quot;. Characters between startIndex and endIndex are overwritten. Characters beginning with endIndex follow the inserted string.  fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abcdefghij&quot;, 2, 8 // text field is now &quot;01abcdefghij890&quot; text.setTextString()  Flash MX 2004. Usage text.setTextString(text [, startIndex [, endIndex]])  text&#160;A string that consists of the characters to be inserted into this Text object.  startIndex&#160;An integer that specifies the index (zero-based) of the character in the string where the text will be inserted. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string. The new text overwrites the text from startIndex up to, but not including, endIndex. This parameter is optional. Returns Nothing.   Property; changes the text string within this Text object. If you omit the optional parameters, the whole Text object is replaced. If you specify only startIndex, the specified string is inserted at the startIndex position. If you specify both startIndex and endIndex, the specified string replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example assigns the string &quot;this is a string&quot; to the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;this is a string&quot; The following example inserts the string &quot;abc&quot; beginning at the fifth character of the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abc&quot;, 4 // text field is now &quot;0123abc4567890&quot; The following example replaces the text from the third through the eighth character of the selected text string with the string &quot;abcdefghij&quot;. Characters between startIndex and endIndex are overwritten. Characters beginning with endIndex follow the inserted string.  fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abcdefghij&quot;, 2, 8 // text field is now &quot;01abcdefghij890&quot; text.setTextString()  Flash MX 2004. Usage text.setTextString(text [, startIndex [, endIndex]])  text&#160;A string that consists of the characters to be inserted into this Text object.  startIndex&#160;An integer that specifies the index (zero-based) of the character in the string where the text will be inserted. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string. The new text overwrites the text from startIndex up to, but not including, endIndex. This parameter is optional. Returns Nothing.   Property; changes the text string within this Text object. If you omit the optional parameters, the whole Text object is replaced. If you specify only startIndex, the specified string is inserted at the startIndex position. If you specify both startIndex and endIndex, the specified string replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example assigns the string &quot;this is a string&quot; to the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;this is a string&quot; The following example inserts the string &quot;abc&quot; beginning at the fifth character of the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abc&quot;, 4 // text field is now &quot;0123abc4567890&quot; The following example replaces the text from the third through the eighth character of the selected text string with the string &quot;abcdefghij&quot;. Characters between startIndex and endIndex are overwritten. Characters beginning with endIndex follow the inserted string.  fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abcdefghij&quot;, 2, 8 // text field is now &quot;01abcdefghij890&quot; text.setTextString()  Flash MX 2004. Usage text.setTextString(text [, startIndex [, endIndex]])  text&#160;A string that consists of the characters to be inserted into this Text object.  startIndex&#160;An integer that specifies the index (zero-based) of the character in the string where the text will be inserted. This parameter is optional. endIndex&#160;An integer that specifies the index of the end point in the selected text string. The new text overwrites the text from startIndex up to, but not including, endIndex. This parameter is optional. Returns Nothing.   Property; changes the text string within this Text object. If you omit the optional parameters, the whole Text object is replaced. If you specify only startIndex, the specified string is inserted at the startIndex position. If you specify both startIndex and endIndex, the specified string replaces the segment of text starting from startIndex up to, but not including, endIndex.   The following example assigns the string &quot;this is a string&quot; to the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;this is a string&quot; The following example inserts the string &quot;abc&quot; beginning at the fifth character of the selected text field: fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abc&quot;, 4 // text field is now &quot;0123abc4567890&quot; The following example replaces the text from the third through the eighth character of the selected text string with the string &quot;abcdefghij&quot;. Characters between startIndex and endIndex are overwritten. Characters beginning with endIndex follow the inserted string.  fl.getDocumentDOM().selection[0].setTextString(&quot;01234567890&quot; fl.getDocumentDOM().selection[0].setTextString(&quot;abcdefghij&quot;, 2, 8 // text field is now &quot;01abcdefghij890&quot; " />
<page href="00004487.html" title="text.shortcut" text="text.shortcut  Flash MX 2004.  text.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen reader. This property cannot be used with dynamic text.  The following example gets the shortcut key of the selected object and shows the value: var theShortcut = fl.getDocumentDOM().selection[0].shortcut; fl.trace(theShortcut  The following example sets the shortcut key of the selected object:  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; text.shortcut  Flash MX 2004.  text.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen reader. This property cannot be used with dynamic text.  The following example gets the shortcut key of the selected object and shows the value: var theShortcut = fl.getDocumentDOM().selection[0].shortcut; fl.trace(theShortcut  The following example sets the shortcut key of the selected object:  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; text.shortcut  Flash MX 2004.  text.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen reader. This property cannot be used with dynamic text.  The following example gets the shortcut key of the selected object and shows the value: var theShortcut = fl.getDocumentDOM().selection[0].shortcut; fl.trace(theShortcut  The following example sets the shortcut key of the selected object:  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; text.shortcut  Flash MX 2004.  text.shortcut  Property; a string that is equivalent to the Shortcut field in the Accessibility panel. The shortcut is read by the screen reader. This property cannot be used with dynamic text.  The following example gets the shortcut key of the selected object and shows the value: var theShortcut = fl.getDocumentDOM().selection[0].shortcut; fl.trace(theShortcut  The following example sets the shortcut key of the selected object:  fl.getDocumentDOM().selection[0].shortcut = &quot;Ctrl+i&quot;; " />
<page href="00004488.html" title="text.silent" text="text.silent  Flash MX 2004.  text.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, Make Object Accessible is deselected. If it is false, Make Object Accessible is selected.  The following example determines if the object is accessible (a value of false means that it is accessible):  var isSilent = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent = false; text.silent  Flash MX 2004.  text.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, Make Object Accessible is deselected. If it is false, Make Object Accessible is selected.  The following example determines if the object is accessible (a value of false means that it is accessible):  var isSilent = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent = false; text.silent  Flash MX 2004.  text.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, Make Object Accessible is deselected. If it is false, Make Object Accessible is selected.  The following example determines if the object is accessible (a value of false means that it is accessible):  var isSilent = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent = false; text.silent  Flash MX 2004.  text.silent  Property; a Boolean value that specifies whether the object is accessible. This is equivalent to the inverse logic of the Make Object Accessible setting in the Accessibility panel. That is, if silent is true, Make Object Accessible is deselected. If it is false, Make Object Accessible is selected.  The following example determines if the object is accessible (a value of false means that it is accessible):  var isSilent = fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent;  The following example sets the object to be accessible:  fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].silent = false; " />
<page href="00004489.html" title="text.tabIndex" text="text.tabIndex  Flash MX 2004.  text.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.  The following example gets the tabIndex of the currently selected object:  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  The following example sets the tabIndex of the currently selected object:  fl.getDocumentDOM().selection[0].tabIndex = 1; text.tabIndex  Flash MX 2004.  text.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.  The following example gets the tabIndex of the currently selected object:  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  The following example sets the tabIndex of the currently selected object:  fl.getDocumentDOM().selection[0].tabIndex = 1; text.tabIndex  Flash MX 2004.  text.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.  The following example gets the tabIndex of the currently selected object:  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  The following example sets the tabIndex of the currently selected object:  fl.getDocumentDOM().selection[0].tabIndex = 1; text.tabIndex  Flash MX 2004.  text.tabIndex  Property; an integer that is equivalent to the Tab Index field in the Accessibility panel. This value lets you determine the order in which objects are accessed when the user presses the Tab key.  The following example gets the tabIndex of the currently selected object:  var theTabIndex = fl.getDocumentDOM().selection[0].tabIndex;  The following example sets the tabIndex of the currently selected object:  fl.getDocumentDOM().selection[0].tabIndex = 1; " />
<page href="00004490.html" title="text.textRuns" text="text.textRuns  Flash MX 2004.  text.textRuns  Read-only property; an array of TextRun objects (see TextRun object).   The following example stores the value of the textRuns property in the myTextRuns variable: var myTextRuns = fl.getDocumentDOM().selection[0].textRuns; text.textRuns  Flash MX 2004.  text.textRuns  Read-only property; an array of TextRun objects (see TextRun object).   The following example stores the value of the textRuns property in the myTextRuns variable: var myTextRuns = fl.getDocumentDOM().selection[0].textRuns; text.textRuns  Flash MX 2004.  text.textRuns  Read-only property; an array of TextRun objects (see TextRun object).   The following example stores the value of the textRuns property in the myTextRuns variable: var myTextRuns = fl.getDocumentDOM().selection[0].textRuns; text.textRuns  Flash MX 2004.  text.textRuns  Read-only property; an array of TextRun objects (see TextRun object).   The following example stores the value of the textRuns property in the myTextRuns variable: var myTextRuns = fl.getDocumentDOM().selection[0].textRuns; " />
<page href="00004491.html" title="text.textType" text="text.textType  Flash MX 2004.  text.textType  Property; a string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.   The following example sets the textType property to &quot;input&quot;: fl.getDocumentDOM().selection[0].textType = &quot;input&quot;; text.textType  Flash MX 2004.  text.textType  Property; a string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.   The following example sets the textType property to &quot;input&quot;: fl.getDocumentDOM().selection[0].textType = &quot;input&quot;; text.textType  Flash MX 2004.  text.textType  Property; a string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.   The following example sets the textType property to &quot;input&quot;: fl.getDocumentDOM().selection[0].textType = &quot;input&quot;; text.textType  Flash MX 2004.  text.textType  Property; a string that specifies the type of text field. Acceptable values are &quot;static&quot;, &quot;dynamic&quot;, and &quot;input&quot;.   The following example sets the textType property to &quot;input&quot;: fl.getDocumentDOM().selection[0].textType = &quot;input&quot;; " />
<page href="00004492.html" title="text.useDeviceFonts" text="text.useDeviceFonts  Flash MX 2004.  text.useDeviceFonts  Property; a Boolean value. A value of true causes Flash to draw text using device fonts.   The following example causes Flash to use device fonts when drawing text. fl.getDocumentDOM().selection[0].useDeviceFonts = true; text.useDeviceFonts  Flash MX 2004.  text.useDeviceFonts  Property; a Boolean value. A value of true causes Flash to draw text using device fonts.   The following example causes Flash to use device fonts when drawing text. fl.getDocumentDOM().selection[0].useDeviceFonts = true; text.useDeviceFonts  Flash MX 2004.  text.useDeviceFonts  Property; a Boolean value. A value of true causes Flash to draw text using device fonts.   The following example causes Flash to use device fonts when drawing text. fl.getDocumentDOM().selection[0].useDeviceFonts = true; text.useDeviceFonts  Flash MX 2004.  text.useDeviceFonts  Property; a Boolean value. A value of true causes Flash to draw text using device fonts.   The following example causes Flash to use device fonts when drawing text. fl.getDocumentDOM().selection[0].useDeviceFonts = true; " />
<page href="00004493.html" title="text.variableName" text="text.variableName  Flash MX 2004.  text.variableName  Property; a string that contains the name of the variable associated with the Text object. This property works only with dynamic or input text; it generates a warning if used with other text&#160;types.  text.variableName  Flash MX 2004.  text.variableName  Property; a string that contains the name of the variable associated with the Text object. This property works only with dynamic or input text; it generates a warning if used with other text&#160;types.  text.variableName  Flash MX 2004.  text.variableName  Property; a string that contains the name of the variable associated with the Text object. This property works only with dynamic or input text; it generates a warning if used with other text&#160;types.  text.variableName  Flash MX 2004.  text.variableName  Property; a string that contains the name of the variable associated with the Text object. This property works only with dynamic or input text; it generates a warning if used with other text&#160;types.  " />
<page href="00004494.html" title="TextAttrs object" text="TextAttrs object  Flash MX 2004.  The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a property of the TextRun object (textRun.textAttrs). Property summary for the TextAttrs object The following properties are available for the TextAttrs object: Property Description textAttrs.aliasText A Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text. textAttrs.alignment A string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;. textAttrs.autoKern A Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) to kern the text. textAttrs.bold A Boolean value. A value of true causes text to appear with the bold version of the font. textAttrs.characterPosition A string that determines the baseline for the text.  textAttrs.characterSpacing Deprecated in favor of textAttrs.letterSpacing. An integer that represents the space between characters.  textAttrs.face A string that represents the name of the font, such as &quot;Arial&quot;. textAttrs.fillColor  A string, hexadecimal value, or integer that represents the fill color.  textAttrs.indent An integer that specifies paragraph indentation. textAttrs.italic A Boolean value. A value of true causes text to appear with the italic version of the font. textAttrs.leftMargin An integer that specifies the paragraph's left margin.  textAttrs.letterSpacing An integer that represents the space between characters.  textAttrs.lineSpacing An integer that specifies the line spacing (leading) of the paragraph  textAttrs.rightMargin An integer that specifies the paragraph's right margin.  textAttrs.rotation A Boolean value. A value of true causes Flash to rotate the characters of the text 90˚. The default value is false.  textAttrs.size An integer that specifies the size of the font.  textAttrs.target A string that represents the target property of the text field. textAttrs.url A string that represents the URL property of the text field. TextAttrs object  Flash MX 2004.  The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a property of the TextRun object (textRun.textAttrs). Property summary for the TextAttrs object The following properties are available for the TextAttrs object: Property Description textAttrs.aliasText A Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text. textAttrs.alignment A string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;. textAttrs.autoKern A Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) to kern the text. textAttrs.bold A Boolean value. A value of true causes text to appear with the bold version of the font. textAttrs.characterPosition A string that determines the baseline for the text.  textAttrs.characterSpacing Deprecated in favor of textAttrs.letterSpacing. An integer that represents the space between characters.  textAttrs.face A string that represents the name of the font, such as &quot;Arial&quot;. textAttrs.fillColor  A string, hexadecimal value, or integer that represents the fill color.  textAttrs.indent An integer that specifies paragraph indentation. textAttrs.italic A Boolean value. A value of true causes text to appear with the italic version of the font. textAttrs.leftMargin An integer that specifies the paragraph's left margin.  textAttrs.letterSpacing An integer that represents the space between characters.  textAttrs.lineSpacing An integer that specifies the line spacing (leading) of the paragraph  textAttrs.rightMargin An integer that specifies the paragraph's right margin.  textAttrs.rotation A Boolean value. A value of true causes Flash to rotate the characters of the text 90˚. The default value is false.  textAttrs.size An integer that specifies the size of the font.  textAttrs.target A string that represents the target property of the text field. textAttrs.url A string that represents the URL property of the text field. TextAttrs object  Flash MX 2004.  The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a property of the TextRun object (textRun.textAttrs). Property summary for the TextAttrs object The following properties are available for the TextAttrs object: Property Description textAttrs.aliasText A Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text. textAttrs.alignment A string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;. textAttrs.autoKern A Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) to kern the text. textAttrs.bold A Boolean value. A value of true causes text to appear with the bold version of the font. textAttrs.characterPosition A string that determines the baseline for the text.  textAttrs.characterSpacing Deprecated in favor of textAttrs.letterSpacing. An integer that represents the space between characters.  textAttrs.face A string that represents the name of the font, such as &quot;Arial&quot;. textAttrs.fillColor  A string, hexadecimal value, or integer that represents the fill color.  textAttrs.indent An integer that specifies paragraph indentation. textAttrs.italic A Boolean value. A value of true causes text to appear with the italic version of the font. textAttrs.leftMargin An integer that specifies the paragraph's left margin.  textAttrs.letterSpacing An integer that represents the space between characters.  textAttrs.lineSpacing An integer that specifies the line spacing (leading) of the paragraph  textAttrs.rightMargin An integer that specifies the paragraph's right margin.  textAttrs.rotation A Boolean value. A value of true causes Flash to rotate the characters of the text 90˚. The default value is false.  textAttrs.size An integer that specifies the size of the font.  textAttrs.target A string that represents the target property of the text field. textAttrs.url A string that represents the URL property of the text field. TextAttrs object  Flash MX 2004.  The TextAttrs object contains all the properties of text that can be applied to a subselection. This object is a property of the TextRun object (textRun.textAttrs). Property summary for the TextAttrs object The following properties are available for the TextAttrs object: " />
<page href="00004495.html" title="textAttrs.aliasText" text="textAttrs.aliasText  Flash MX 2004.  textAttrs.aliasText  Property; a Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text.  The following example sets the aliasText property to true for all the text in the currently selected text field: fl.getDocumentDOM().setElementTextAttr(&#39;aliasText&#39;, true textAttrs.aliasText  Flash MX 2004.  textAttrs.aliasText  Property; a Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text.  The following example sets the aliasText property to true for all the text in the currently selected text field: fl.getDocumentDOM().setElementTextAttr(&#39;aliasText&#39;, true textAttrs.aliasText  Flash MX 2004.  textAttrs.aliasText  Property; a Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text.  The following example sets the aliasText property to true for all the text in the currently selected text field: fl.getDocumentDOM().setElementTextAttr(&#39;aliasText&#39;, true textAttrs.aliasText  Flash MX 2004.  textAttrs.aliasText  Property; a Boolean value that specifies that Flash should draw the text using a method optimized for increasing the legibility of small text.  The following example sets the aliasText property to true for all the text in the currently selected text field: fl.getDocumentDOM().setElementTextAttr(&#39;aliasText&#39;, true " />
<page href="00004496.html" title="textAttrs.alignment" text="textAttrs.alignment  Flash MX 2004.  textAttrs.alignment  Property; a string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;.  The following example sets the paragraphs that contain characters between index&#160;0 up to, but not including, index&#160;3 to justify. This can affect characters outside the specified range if they are in the same paragraph.  fl.getDocumentDOM().setTextSelection(0, 3 fl.getDocumentDOM().setElementTextAttr(&quot;alignment&quot;, &quot;justify&quot; textAttrs.alignment  Flash MX 2004.  textAttrs.alignment  Property; a string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;.  The following example sets the paragraphs that contain characters between index&#160;0 up to, but not including, index&#160;3 to justify. This can affect characters outside the specified range if they are in the same paragraph.  fl.getDocumentDOM().setTextSelection(0, 3 fl.getDocumentDOM().setElementTextAttr(&quot;alignment&quot;, &quot;justify&quot; textAttrs.alignment  Flash MX 2004.  textAttrs.alignment  Property; a string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;.  The following example sets the paragraphs that contain characters between index&#160;0 up to, but not including, index&#160;3 to justify. This can affect characters outside the specified range if they are in the same paragraph.  fl.getDocumentDOM().setTextSelection(0, 3 fl.getDocumentDOM().setElementTextAttr(&quot;alignment&quot;, &quot;justify&quot; textAttrs.alignment  Flash MX 2004.  textAttrs.alignment  Property; a string that specifies paragraph justification. Acceptable values are &quot;left&quot;, &quot;center&quot;, &quot;right&quot;, and &quot;justify&quot;.  The following example sets the paragraphs that contain characters between index&#160;0 up to, but not including, index&#160;3 to justify. This can affect characters outside the specified range if they are in the same paragraph.  fl.getDocumentDOM().setTextSelection(0, 3 fl.getDocumentDOM().setElementTextAttr(&quot;alignment&quot;, &quot;justify&quot; " />
<page href="00004497.html" title="textAttrs.autoKern" text="textAttrs.autoKern  Flash MX 2004.  textAttrs.autoKern  Property; a Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) when it kerns the text.   The following example selects the characters from index&#160;2 up to, but not including, index&#160;6 and sets the autoKern property to true: fl.getDocumentDOM().setTextSelection(3, 6 fl.getDocumentDOM().setElementTextAttr(&#39;autoKern&#39;, true  textAttrs.autoKern  Flash MX 2004.  textAttrs.autoKern  Property; a Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) when it kerns the text.   The following example selects the characters from index&#160;2 up to, but not including, index&#160;6 and sets the autoKern property to true: fl.getDocumentDOM().setTextSelection(3, 6 fl.getDocumentDOM().setElementTextAttr(&#39;autoKern&#39;, true  textAttrs.autoKern  Flash MX 2004.  textAttrs.autoKern  Property; a Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) when it kerns the text.   The following example selects the characters from index&#160;2 up to, but not including, index&#160;6 and sets the autoKern property to true: fl.getDocumentDOM().setTextSelection(3, 6 fl.getDocumentDOM().setElementTextAttr(&#39;autoKern&#39;, true  textAttrs.autoKern  Flash MX 2004.  textAttrs.autoKern  Property; a Boolean value that determines whether Flash uses (true) or ignores (false) pair kerning information in the font(s) when it kerns the text.   The following example selects the characters from index&#160;2 up to, but not including, index&#160;6 and sets the autoKern property to true: fl.getDocumentDOM().setTextSelection(3, 6 fl.getDocumentDOM().setElementTextAttr(&#39;autoKern&#39;, true  " />
<page href="00004498.html" title="textAttrs.bold" text="textAttrs.bold  Flash MX 2004.  textAttrs.bold  Property; a Boolean value. A value of true causes text to appear with the bold version of the&#160;font.  The following example selects the first character of the selected Text object and sets the bold property to true: fl.getDocumentDOM().setTextSelection(0, 1 fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true textAttrs.bold  Flash MX 2004.  textAttrs.bold  Property; a Boolean value. A value of true causes text to appear with the bold version of the&#160;font.  The following example selects the first character of the selected Text object and sets the bold property to true: fl.getDocumentDOM().setTextSelection(0, 1 fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true textAttrs.bold  Flash MX 2004.  textAttrs.bold  Property; a Boolean value. A value of true causes text to appear with the bold version of the&#160;font.  The following example selects the first character of the selected Text object and sets the bold property to true: fl.getDocumentDOM().setTextSelection(0, 1 fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true textAttrs.bold  Flash MX 2004.  textAttrs.bold  Property; a Boolean value. A value of true causes text to appear with the bold version of the&#160;font.  The following example selects the first character of the selected Text object and sets the bold property to true: fl.getDocumentDOM().setTextSelection(0, 1 fl.getDocumentDOM().setElementTextAttr(&#39;bold&#39;, true " />
<page href="00004499.html" title="textAttrs.characterPosition" text="textAttrs.characterPosition  Flash MX 2004.  textAttrs.characterPosition  Property; a string that determines the baseline for the text. Acceptable values are &quot;normal&quot;, &quot;subscript&quot;, and &quot;superscript&quot;. This property applies only to static text.   The following example selects the characters from index 2&#160;up to, but not including, index&#160;6 of the selected text field and sets the characterPosition property to &quot;subscript&quot;: fl.getDocumentDOM().setTextSelection(2, 6 fl.getDocumentDOM().setElementTextAttr(&quot;characterPosition&quot;, &quot;subscript&quot;  textAttrs.characterPosition  Flash MX 2004.  textAttrs.characterPosition  Property; a string that determines the baseline for the text. Acceptable values are &quot;normal&quot;, &quot;subscript&quot;, and &quot;superscript&quot;. This property applies only to static text.   The following example selects the characters from index 2&#160;up to, but not including, index&#160;6 of the selected text field and sets the characterPosition property to &quot;subscript&quot;: fl.getDocumentDOM().setTextSelection(2, 6 fl.getDocumentDOM().setElementTextAttr(&quot;characterPosition&quot;, &quot;subscript&quot;  textAttrs.characterPosition  Flash MX 2004.  textAttrs.characterPosition  Property; a string that determines the baseline for the text. Acceptable values are &quot;normal&quot;, &quot;subscript&quot;, and &quot;superscript&quot;. This property applies only to static text.   The following example selects the characters from index 2&#160;up to, but not including, index&#160;6 of the selected text field and sets the characterPosition property to &quot;subscript&quot;: fl.getDocumentDOM().setTextSelection(2, 6 fl.getDocumentDOM().setElementTextAttr(&quot;characterPosition&quot;, &quot;subscript&quot;  textAttrs.characterPosition  Flash MX 2004.  textAttrs.characterPosition  Property; a string that determines the baseline for the text. Acceptable values are &quot;normal&quot;, &quot;subscript&quot;, and &quot;superscript&quot;. This property applies only to static text.   The following example selects the characters from index 2&#160;up to, but not including, index&#160;6 of the selected text field and sets the characterPosition property to &quot;subscript&quot;: fl.getDocumentDOM().setTextSelection(2, 6 fl.getDocumentDOM().setElementTextAttr(&quot;characterPosition&quot;, &quot;subscript&quot;  " />
<page href="00004500.html" title="textAttrs.characterSpacing" text="textAttrs.characterSpacing  Flash MX 2004. Deprecated in Flash 8 in favor of textAttrs.letterSpacing.  textAttrs.characterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following example sets the character spacing of the selected text field to 10: fl.getDocumentDOM().setElementTextAttr(&quot;characterSpacing&quot;, 10  textAttrs.characterSpacing  Flash MX 2004. Deprecated in Flash 8 in favor of textAttrs.letterSpacing.  textAttrs.characterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following example sets the character spacing of the selected text field to 10: fl.getDocumentDOM().setElementTextAttr(&quot;characterSpacing&quot;, 10  textAttrs.characterSpacing  Flash MX 2004. Deprecated in Flash 8 in favor of textAttrs.letterSpacing.  textAttrs.characterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following example sets the character spacing of the selected text field to 10: fl.getDocumentDOM().setElementTextAttr(&quot;characterSpacing&quot;, 10  textAttrs.characterSpacing  Flash MX 2004. Deprecated in Flash 8 in favor of textAttrs.letterSpacing.  textAttrs.characterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following example sets the character spacing of the selected text field to 10: fl.getDocumentDOM().setElementTextAttr(&quot;characterSpacing&quot;, 10  " />
<page href="00004501.html" title="textAttrs.face" text="textAttrs.face  Flash MX 2004.  textAttrs.face  Property; a string that represents the name of the font, such as &quot;Arial&quot;.  The following example sets the font of the selected text field from the character at index 2 up to, but not including, the character at index 8 to &quot;Arial&quot;: fl.getDocumentDOM().selection[0].setTextAttr(&quot;face&quot;, &quot;Arial&quot;, 2, 8 textAttrs.face  Flash MX 2004.  textAttrs.face  Property; a string that represents the name of the font, such as &quot;Arial&quot;.  The following example sets the font of the selected text field from the character at index 2 up to, but not including, the character at index 8 to &quot;Arial&quot;: fl.getDocumentDOM().selection[0].setTextAttr(&quot;face&quot;, &quot;Arial&quot;, 2, 8 textAttrs.face  Flash MX 2004.  textAttrs.face  Property; a string that represents the name of the font, such as &quot;Arial&quot;.  The following example sets the font of the selected text field from the character at index 2 up to, but not including, the character at index 8 to &quot;Arial&quot;: fl.getDocumentDOM().selection[0].setTextAttr(&quot;face&quot;, &quot;Arial&quot;, 2, 8 textAttrs.face  Flash MX 2004.  textAttrs.face  Property; a string that represents the name of the font, such as &quot;Arial&quot;.  The following example sets the font of the selected text field from the character at index 2 up to, but not including, the character at index 8 to &quot;Arial&quot;: fl.getDocumentDOM().selection[0].setTextAttr(&quot;face&quot;, &quot;Arial&quot;, 2, 8 " />
<page href="00004502.html" title="textAttrs.fillColor" text="textAttrs.fillColor  Flash MX 2004.  textAttrs.fillColor  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the color to red for the selected text field from the character at index 2 up to, but not including, the character at index 8: fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8 textAttrs.fillColor  Flash MX 2004.  textAttrs.fillColor  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the color to red for the selected text field from the character at index 2 up to, but not including, the character at index 8: fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8 textAttrs.fillColor  Flash MX 2004.  textAttrs.fillColor  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the color to red for the selected text field from the character at index 2 up to, but not including, the character at index 8: fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8 textAttrs.fillColor  Flash MX 2004.  textAttrs.fillColor  Property; the color of the fill, in one of the following formats: A string in the format &quot;#RRGGBB&quot; or &quot;#RRGGBBAA&quot; A hexadecimal number in the format 0xRRGGBB An integer that represents the decimal equivalent of a hexadecimal number   The following example sets the color to red for the selected text field from the character at index 2 up to, but not including, the character at index 8: fl.getDocumentDOM().selection[0].setTextAttr(&quot;fillColor&quot;, 0xff0000, 2, 8 " />
<page href="00004503.html" title="textAttrs.indent" text="textAttrs.indent  Flash MX 2004.  textAttrs.indent  Property; an integer that specifies paragraph indentation. Acceptable values are -720 through&#160;720.  The following example sets the indentation of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;indent&quot;, 100, 2, 8 textAttrs.indent  Flash MX 2004.  textAttrs.indent  Property; an integer that specifies paragraph indentation. Acceptable values are -720 through&#160;720.  The following example sets the indentation of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;indent&quot;, 100, 2, 8 textAttrs.indent  Flash MX 2004.  textAttrs.indent  Property; an integer that specifies paragraph indentation. Acceptable values are -720 through&#160;720.  The following example sets the indentation of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;indent&quot;, 100, 2, 8 textAttrs.indent  Flash MX 2004.  textAttrs.indent  Property; an integer that specifies paragraph indentation. Acceptable values are -720 through&#160;720.  The following example sets the indentation of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;indent&quot;, 100, 2, 8 " />
<page href="00004504.html" title="textAttrs.italic" text="textAttrs.italic  Flash MX 2004.  textAttrs.italic  Property; a Boolean value. A value of true causes text to appear with the italic version of the&#160;font.  The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true textAttrs.italic  Flash MX 2004.  textAttrs.italic  Property; a Boolean value. A value of true causes text to appear with the italic version of the&#160;font.  The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true textAttrs.italic  Flash MX 2004.  textAttrs.italic  Property; a Boolean value. A value of true causes text to appear with the italic version of the&#160;font.  The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true textAttrs.italic  Flash MX 2004.  textAttrs.italic  Property; a Boolean value. A value of true causes text to appear with the italic version of the&#160;font.  The following example sets the selected text field to italic: fl.getDocumentDOM().selection[0].setTextAttr(&quot;italic&quot;, true " />
<page href="00004505.html" title="textAttrs.leftMargin" text="textAttrs.leftMargin  Flash MX 2004.  textAttrs.leftMargin  Property; an integer that specifies the paragraph's left margin. Acceptable values are 0 through&#160;720.  The following example sets the leftMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;leftMargin&quot;, 100, 2, 8 textAttrs.leftMargin  Flash MX 2004.  textAttrs.leftMargin  Property; an integer that specifies the paragraph's left margin. Acceptable values are 0 through&#160;720.  The following example sets the leftMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;leftMargin&quot;, 100, 2, 8 textAttrs.leftMargin  Flash MX 2004.  textAttrs.leftMargin  Property; an integer that specifies the paragraph's left margin. Acceptable values are 0 through&#160;720.  The following example sets the leftMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;leftMargin&quot;, 100, 2, 8 textAttrs.leftMargin  Flash MX 2004.  textAttrs.leftMargin  Property; an integer that specifies the paragraph's left margin. Acceptable values are 0 through&#160;720.  The following example sets the leftMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;leftMargin&quot;, 100, 2, 8 " />
<page href="00004506.html" title="textAttrs.letterSpacing" text="textAttrs.letterSpacing  Flash 8.  textAttrs.letterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following code selects the characters from index 0 up to but not including index 10 and sets the character spacing to 60: fl.getDocumentDOM().setTextSelection(0, 10 fl.getDocumentDOM().setElementTextAttr(&quot;letterSpacing&quot;, 60 textAttrs.letterSpacing  Flash 8.  textAttrs.letterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following code selects the characters from index 0 up to but not including index 10 and sets the character spacing to 60: fl.getDocumentDOM().setTextSelection(0, 10 fl.getDocumentDOM().setElementTextAttr(&quot;letterSpacing&quot;, 60 textAttrs.letterSpacing  Flash 8.  textAttrs.letterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following code selects the characters from index 0 up to but not including index 10 and sets the character spacing to 60: fl.getDocumentDOM().setTextSelection(0, 10 fl.getDocumentDOM().setElementTextAttr(&quot;letterSpacing&quot;, 60 textAttrs.letterSpacing  Flash 8.  textAttrs.letterSpacing  Property; an integer that represents the space between characters. Acceptable values are -60 through 60.  This property applies only to static text; it generates a warning if used with other text types.  The following code selects the characters from index 0 up to but not including index 10 and sets the character spacing to 60: fl.getDocumentDOM().setTextSelection(0, 10 fl.getDocumentDOM().setElementTextAttr(&quot;letterSpacing&quot;, 60 " />
<page href="00004507.html" title="textAttrs.lineSpacing" text="textAttrs.lineSpacing  Flash MX 2004.  textAttrs.lineSpacing  Property; an integer that specifies the line spacing (leading) of the paragraph. Acceptable values are -360 through 720.  The following example sets the selected text field's lineSpacing property to 100: fl.getDocumentDOM().selection[0].setTextAttr(&quot;lineSpacing&quot;, 100 textAttrs.lineSpacing  Flash MX 2004.  textAttrs.lineSpacing  Property; an integer that specifies the line spacing (leading) of the paragraph. Acceptable values are -360 through 720.  The following example sets the selected text field's lineSpacing property to 100: fl.getDocumentDOM().selection[0].setTextAttr(&quot;lineSpacing&quot;, 100 textAttrs.lineSpacing  Flash MX 2004.  textAttrs.lineSpacing  Property; an integer that specifies the line spacing (leading) of the paragraph. Acceptable values are -360 through 720.  The following example sets the selected text field's lineSpacing property to 100: fl.getDocumentDOM().selection[0].setTextAttr(&quot;lineSpacing&quot;, 100 textAttrs.lineSpacing  Flash MX 2004.  textAttrs.lineSpacing  Property; an integer that specifies the line spacing (leading) of the paragraph. Acceptable values are -360 through 720.  The following example sets the selected text field's lineSpacing property to 100: fl.getDocumentDOM().selection[0].setTextAttr(&quot;lineSpacing&quot;, 100 " />
<page href="00004508.html" title="textAttrs.rightMargin" text="textAttrs.rightMargin  Flash MX 2004.  textAttrs.rightMargin  Property; an integer that specifies the paragraph's right margin. Acceptable values are 0 through 720.  The following example sets the rightMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;rightMargin&quot;, 100, 2, 8 textAttrs.rightMargin  Flash MX 2004.  textAttrs.rightMargin  Property; an integer that specifies the paragraph's right margin. Acceptable values are 0 through 720.  The following example sets the rightMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;rightMargin&quot;, 100, 2, 8 textAttrs.rightMargin  Flash MX 2004.  textAttrs.rightMargin  Property; an integer that specifies the paragraph's right margin. Acceptable values are 0 through 720.  The following example sets the rightMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;rightMargin&quot;, 100, 2, 8 textAttrs.rightMargin  Flash MX 2004.  textAttrs.rightMargin  Property; an integer that specifies the paragraph's right margin. Acceptable values are 0 through 720.  The following example sets the rightMargin property of the selected text field from the character at index 2 up to, but not including, the character at index 8 to 100. This can affect characters outside the specified range if they are in the same paragraph. fl.getDocumentDOM().selection[0].setTextAttr(&quot;rightMargin&quot;, 100, 2, 8 " />
<page href="00004509.html" title="textAttrs.rotation" text="textAttrs.rotation  Flash MX 2004.  textAttrs.rotation  Property; a Boolean value. A value of true causes Flash to rotate the characters of the text 90º. The default value is false. This property applies only to static text with a vertical orientation; it generates a warning if used with other text types.   The following example sets the rotation of the selected text field to true: fl.getDocumentDOM().setElementTextAttr(&quot;rotation&quot;, true textAttrs.rotation  Flash MX 2004.  textAttrs.rotation  Property; a Boolean value. A value of true causes Flash to rotate the characters of the text 90º. The default value is false. This property applies only to static text with a vertical orientation; it generates a warning if used with other text types.   The following example sets the rotation of the selected text field to true: fl.getDocumentDOM().setElementTextAttr(&quot;rotation&quot;, true textAttrs.rotation  Flash MX 2004.  textAttrs.rotation  Property; a Boolean value. A value of true causes Flash to rotate the characters of the text 90º. The default value is false. This property applies only to static text with a vertical orientation; it generates a warning if used with other text types.   The following example sets the rotation of the selected text field to true: fl.getDocumentDOM().setElementTextAttr(&quot;rotation&quot;, true textAttrs.rotation  Flash MX 2004.  textAttrs.rotation  Property; a Boolean value. A value of true causes Flash to rotate the characters of the text 90º. The default value is false. This property applies only to static text with a vertical orientation; it generates a warning if used with other text types.   The following example sets the rotation of the selected text field to true: fl.getDocumentDOM().setElementTextAttr(&quot;rotation&quot;, true " />
<page href="00004510.html" title="textAttrs.size" text="textAttrs.size  Flash MX 2004.  textAttrs.size  Property; an integer that specifies the size of the font.   The following example retrieves the size of the character at index 2 and shows the result in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2) textAttrs.size  Flash MX 2004.  textAttrs.size  Property; an integer that specifies the size of the font.   The following example retrieves the size of the character at index 2 and shows the result in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2) textAttrs.size  Flash MX 2004.  textAttrs.size  Property; an integer that specifies the size of the font.   The following example retrieves the size of the character at index 2 and shows the result in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2) textAttrs.size  Flash MX 2004.  textAttrs.size  Property; an integer that specifies the size of the font.   The following example retrieves the size of the character at index 2 and shows the result in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().selection[0].getTextAttr(&quot;size&quot;, 2) " />
<page href="00004511.html" title="textAttrs.target" text="textAttrs.target  Flash MX 2004.  textAttrs.target  Property; a string that represents the target property of the text field. This property works only with static text.  The following example gets the target property of the text field in the first frame of the top layer of the current scene and shows it in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].getTextAttr(&quot;target&quot;) textAttrs.target  Flash MX 2004.  textAttrs.target  Property; a string that represents the target property of the text field. This property works only with static text.  The following example gets the target property of the text field in the first frame of the top layer of the current scene and shows it in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].getTextAttr(&quot;target&quot;) textAttrs.target  Flash MX 2004.  textAttrs.target  Property; a string that represents the target property of the text field. This property works only with static text.  The following example gets the target property of the text field in the first frame of the top layer of the current scene and shows it in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].getTextAttr(&quot;target&quot;) textAttrs.target  Flash MX 2004.  textAttrs.target  Property; a string that represents the target property of the text field. This property works only with static text.  The following example gets the target property of the text field in the first frame of the top layer of the current scene and shows it in the Output panel: fl.outputPanel.trace(fl.getDocumentDOM().getTimeline().layers[0].frames[0].elements[0].getTextAttr(&quot;target&quot;) " />
<page href="00004512.html" title="textAttrs.url" text="textAttrs.url  Flash MX 2004.  textAttrs.url  Property; a string that represents the URL property of the text field. This property works only with static text.   The following example sets the URL of the selected text field to http://www.adobe.com: fl.getDocumentDOM().setElementTextAttr(&quot;url&quot;, &quot;http://www.adobe.com&quot;  textAttrs.url  Flash MX 2004.  textAttrs.url  Property; a string that represents the URL property of the text field. This property works only with static text.   The following example sets the URL of the selected text field to http://www.adobe.com: fl.getDocumentDOM().setElementTextAttr(&quot;url&quot;, &quot;http://www.adobe.com&quot;  textAttrs.url  Flash MX 2004.  textAttrs.url  Property; a string that represents the URL property of the text field. This property works only with static text.   The following example sets the URL of the selected text field to http://www.adobe.com: fl.getDocumentDOM().setElementTextAttr(&quot;url&quot;, &quot;http://www.adobe.com&quot;  textAttrs.url  Flash MX 2004.  textAttrs.url  Property; a string that represents the URL property of the text field. This property works only with static text.   The following example sets the URL of the selected text field to http://www.adobe.com: fl.getDocumentDOM().setElementTextAttr(&quot;url&quot;, &quot;http://www.adobe.com&quot;  " />
<page href="00004513.html" title="TextRun object" text="TextRun object  Flash MX 2004.  The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object. This object is a property of the Text object (text.textRuns). Property summary for the TextRun object In addition to the properties available for use with the Text object, the TextRun object provides the following properties: Property Description textRun.characters A string that represents the text contained in the TextRun object. textRun.textAttrs The TextAttrs object containing the attributes of the run of text. TextRun object  Flash MX 2004.  The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object. This object is a property of the Text object (text.textRuns). Property summary for the TextRun object In addition to the properties available for use with the Text object, the TextRun object provides the following properties: Property Description textRun.characters A string that represents the text contained in the TextRun object. textRun.textAttrs The TextAttrs object containing the attributes of the run of text. TextRun object  Flash MX 2004.  The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object. This object is a property of the Text object (text.textRuns). Property summary for the TextRun object In addition to the properties available for use with the Text object, the TextRun object provides the following properties: Property Description textRun.characters A string that represents the text contained in the TextRun object. textRun.textAttrs The TextAttrs object containing the attributes of the run of text. TextRun object  Flash MX 2004.  The TextRun object represents a run of characters that have attributes that match all of the properties in the TextAttrs object. This object is a property of the Text object (text.textRuns). Property summary for the TextRun object In addition to the properties available for use with the Text object, the TextRun object provides the following properties: " />
<page href="00004514.html" title="textRun.characters" text="textRun.characters  Flash MX 2004.  textRun.characters  Property; the text contained in the TextRun object.  The following example displays the characters that make up the first run of characters in the selected text field in the Output panel: fl.trace(fl.getDocumentDOM().selection[0].textRuns[0].characters  textRun.characters  Flash MX 2004.  textRun.characters  Property; the text contained in the TextRun object.  The following example displays the characters that make up the first run of characters in the selected text field in the Output panel: fl.trace(fl.getDocumentDOM().selection[0].textRuns[0].characters  textRun.characters  Flash MX 2004.  textRun.characters  Property; the text contained in the TextRun object.  The following example displays the characters that make up the first run of characters in the selected text field in the Output panel: fl.trace(fl.getDocumentDOM().selection[0].textRuns[0].characters  textRun.characters  Flash MX 2004.  textRun.characters  Property; the text contained in the TextRun object.  The following example displays the characters that make up the first run of characters in the selected text field in the Output panel: fl.trace(fl.getDocumentDOM().selection[0].textRuns[0].characters  " />
<page href="00004515.html" title="textRun.textAttrs" text="textRun.textAttrs  Flash MX 2004.  textRun.textAttrs  Property; the TextAttrs object containing the attributes of the run of text.  The following example displays the properties of the first run of characters in the selected text field in the Output panel. var curTextAttrs = fl.getDocumentDOM().selection[0].textRuns[0].textAttrs; for (var prop in curTextAttrs) {  fl.trace(prop + &quot; = &quot; + curTextAttrs[prop]  }  textRun.textAttrs  Flash MX 2004.  textRun.textAttrs  Property; the TextAttrs object containing the attributes of the run of text.  The following example displays the properties of the first run of characters in the selected text field in the Output panel. var curTextAttrs = fl.getDocumentDOM().selection[0].textRuns[0].textAttrs; for (var prop in curTextAttrs) {  fl.trace(prop + &quot; = &quot; + curTextAttrs[prop]  }  textRun.textAttrs  Flash MX 2004.  textRun.textAttrs  Property; the TextAttrs object containing the attributes of the run of text.  The following example displays the properties of the first run of characters in the selected text field in the Output panel. var curTextAttrs = fl.getDocumentDOM().selection[0].textRuns[0].textAttrs; for (var prop in curTextAttrs) {  fl.trace(prop + &quot; = &quot; + curTextAttrs[prop]  }  textRun.textAttrs  Flash MX 2004.  textRun.textAttrs  Property; the TextAttrs object containing the attributes of the run of text.  The following example displays the properties of the first run of characters in the selected text field in the Output panel. var curTextAttrs = fl.getDocumentDOM().selection[0].textRuns[0].textAttrs; for (var prop in curTextAttrs) {  fl.trace(prop + &quot; = &quot; + curTextAttrs[prop]  }  " />
<page href="00004516.html" title="Timeline object" text="Timeline object  Flash MX 2004.  The Timeline object represents the Flash timeline, which can be accessed for the current document by using fl.getDocumentDOM().getTimeline(). This method returns the timeline of the current scene or symbol that is being edited. When you work with scenes, each scene's timeline has an index value, and can be accessed for the current document by fl.getDocumentDOM().timelines[i]. (In this example, i is the index of the value of the timeline.) When you work with frames by using the methods and properties of the Timeline object, remember that the frame value is a zero-based index (not the actual frame number in the sequence of frames in the timeline). That is, the first frame has a frame index of 0. Method summary for the Timeline object The following methods are available for the Timeline object: Property summary for the Timeline object The following methods are available for the Timeline object: Property Description timeline.currentFrame A zero-based index for the frame at the current playhead location.  timeline.currentLayer A zero-based index for the currently active layer.  timeline.frameCount Read-only; an integer that represents the number of frames in this timeline's longest layer.  timeline.layerCount  Read-only; an integer that represents the number of layers in the specified timeline.  timeline.layers  Read-only; an array of layer objects.  timeline.name A string that represents the name of the current timeline.  Method Description timeline.addMotionGuide() Adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer. timeline.addNewLayer() Adds a new layer to the document and makes it the current layer. timeline.clearFrames() Deletes all the contents from a frame or range of frames on the current layer. timeline.clearKeyframes() Converts a keyframe to a regular frame and deletes its contents on the current layer. timeline.convertToBlankKeyframes() Converts frames to blank keyframes on the current layer.  timeline.convertToKeyframes() Converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  timeline.copyFrames() Copies a range of frames on the current layer to the clipboard. timeline.copyMotion() Copies motion on selected frames, either from a motion tween or from frame-by-frame animation, so it can be applied to other frames. timeline.copyMotionAsAS3() Copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript 3.0 code. timeline.createMotionTween() Sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary.  timeline.cutFrames() Cuts a range of frames on the current layer from the timeline and saves them to the clipboard.  timeline.deleteLayer() Deletes a layer. timeline.expandFolder() Expands or collapses the specified folder or folders. timeline.findLayerIndex() Finds an array of indexes for the layers with the given name. timeline.getFrameProperty() Retrieves the specified property's value for the selected frames.  timeline.getLayerProperty() Retrieves the specified property's value for the selected layers. timeline.getSelectedFrames() Retrieves the currently selected frames in an array.  timeline.getSelectedLayers() Retrieves the zero-based index values of the currently selected layers.  timeline.insertBlankKeyframe() Inserts a blank keyframe at the specified frame index; if the index is not specified, inserts the blank keyframe by using the playhead/selection. timeline.insertFrames() Inserts the specified number of frames at the given frame number.  timeline.insertKeyframe() Inserts a keyframe at the specified frame.  timeline.pasteFrames() Pastes the range of frames from the clipboard into the specified frames. timeline.pasteMotion() Pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline.  timeline.removeFrames() Deletes the frame.  timeline.reorderLayer() Moves the first specified layer before or after the second specified layer. timeline.reverseFrames() Reverses a range of frames. timeline.selectAllFrames() Selects all the frames in the current timeline. timeline.setFrameProperty() Sets the property of the Frame object for the selected frames. timeline.setLayerProperty() Sets the specified property on all the selected layers to a specified value. timeline.setSelectedFrames() Selects a range of frames in the current layer or sets the selected frames to the selection array passed into this method.  timeline.setSelectedLayers() Sets the layer to be selected; also makes the specified layer the current layer.  timeline.showLayerMasking() Shows the layer masking during authoring by locking the mask and masked layers. Timeline object  Flash MX 2004.  The Timeline object represents the Flash timeline, which can be accessed for the current document by using fl.getDocumentDOM().getTimeline(). This method returns the timeline of the current scene or symbol that is being edited. When you work with scenes, each scene's timeline has an index value, and can be accessed for the current document by fl.getDocumentDOM().timelines[i]. (In this example, i is the index of the value of the timeline.) When you work with frames by using the methods and properties of the Timeline object, remember that the frame value is a zero-based index (not the actual frame number in the sequence of frames in the timeline). That is, the first frame has a frame index of 0. Method summary for the Timeline object The following methods are available for the Timeline object: Property summary for the Timeline object The following methods are available for the Timeline object: Property Description timeline.currentFrame A zero-based index for the frame at the current playhead location.  timeline.currentLayer A zero-based index for the currently active layer.  timeline.frameCount Read-only; an integer that represents the number of frames in this timeline's longest layer.  timeline.layerCount  Read-only; an integer that represents the number of layers in the specified timeline.  timeline.layers  Read-only; an array of layer objects.  timeline.name A string that represents the name of the current timeline.  Method Description timeline.addMotionGuide() Adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer. timeline.addNewLayer() Adds a new layer to the document and makes it the current layer. timeline.clearFrames() Deletes all the contents from a frame or range of frames on the current layer. timeline.clearKeyframes() Converts a keyframe to a regular frame and deletes its contents on the current layer. timeline.convertToBlankKeyframes() Converts frames to blank keyframes on the current layer.  timeline.convertToKeyframes() Converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  timeline.copyFrames() Copies a range of frames on the current layer to the clipboard. timeline.copyMotion() Copies motion on selected frames, either from a motion tween or from frame-by-frame animation, so it can be applied to other frames. timeline.copyMotionAsAS3() Copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript 3.0 code. timeline.createMotionTween() Sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary.  timeline.cutFrames() Cuts a range of frames on the current layer from the timeline and saves them to the clipboard.  timeline.deleteLayer() Deletes a layer. timeline.expandFolder() Expands or collapses the specified folder or folders. timeline.findLayerIndex() Finds an array of indexes for the layers with the given name. timeline.getFrameProperty() Retrieves the specified property's value for the selected frames.  timeline.getLayerProperty() Retrieves the specified property's value for the selected layers. timeline.getSelectedFrames() Retrieves the currently selected frames in an array.  timeline.getSelectedLayers() Retrieves the zero-based index values of the currently selected layers.  timeline.insertBlankKeyframe() Inserts a blank keyframe at the specified frame index; if the index is not specified, inserts the blank keyframe by using the playhead/selection. timeline.insertFrames() Inserts the specified number of frames at the given frame number.  timeline.insertKeyframe() Inserts a keyframe at the specified frame.  timeline.pasteFrames() Pastes the range of frames from the clipboard into the specified frames. timeline.pasteMotion() Pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline.  timeline.removeFrames() Deletes the frame.  timeline.reorderLayer() Moves the first specified layer before or after the second specified layer. timeline.reverseFrames() Reverses a range of frames. timeline.selectAllFrames() Selects all the frames in the current timeline. timeline.setFrameProperty() Sets the property of the Frame object for the selected frames. timeline.setLayerProperty() Sets the specified property on all the selected layers to a specified value. timeline.setSelectedFrames() Selects a range of frames in the current layer or sets the selected frames to the selection array passed into this method.  timeline.setSelectedLayers() Sets the layer to be selected; also makes the specified layer the current layer.  timeline.showLayerMasking() Shows the layer masking during authoring by locking the mask and masked layers. Timeline object  Flash MX 2004.  The Timeline object represents the Flash timeline, which can be accessed for the current document by using fl.getDocumentDOM().getTimeline(). This method returns the timeline of the current scene or symbol that is being edited. When you work with scenes, each scene's timeline has an index value, and can be accessed for the current document by fl.getDocumentDOM().timelines[i]. (In this example, i is the index of the value of the timeline.) When you work with frames by using the methods and properties of the Timeline object, remember that the frame value is a zero-based index (not the actual frame number in the sequence of frames in the timeline). That is, the first frame has a frame index of 0. Method summary for the Timeline object The following methods are available for the Timeline object: Property summary for the Timeline object The following methods are available for the Timeline object: Property Description timeline.currentFrame A zero-based index for the frame at the current playhead location.  timeline.currentLayer A zero-based index for the currently active layer.  timeline.frameCount Read-only; an integer that represents the number of frames in this timeline's longest layer.  timeline.layerCount  Read-only; an integer that represents the number of layers in the specified timeline.  timeline.layers  Read-only; an array of layer objects.  timeline.name A string that represents the name of the current timeline.  Method Description timeline.addMotionGuide() Adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer. timeline.addNewLayer() Adds a new layer to the document and makes it the current layer. timeline.clearFrames() Deletes all the contents from a frame or range of frames on the current layer. timeline.clearKeyframes() Converts a keyframe to a regular frame and deletes its contents on the current layer. timeline.convertToBlankKeyframes() Converts frames to blank keyframes on the current layer.  timeline.convertToKeyframes() Converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  timeline.copyFrames() Copies a range of frames on the current layer to the clipboard. timeline.copyMotion() Copies motion on selected frames, either from a motion tween or from frame-by-frame animation, so it can be applied to other frames. timeline.copyMotionAsAS3() Copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript 3.0 code. timeline.createMotionTween() Sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary.  timeline.cutFrames() Cuts a range of frames on the current layer from the timeline and saves them to the clipboard.  timeline.deleteLayer() Deletes a layer. timeline.expandFolder() Expands or collapses the specified folder or folders. timeline.findLayerIndex() Finds an array of indexes for the layers with the given name. timeline.getFrameProperty() Retrieves the specified property's value for the selected frames.  timeline.getLayerProperty() Retrieves the specified property's value for the selected layers. timeline.getSelectedFrames() Retrieves the currently selected frames in an array.  timeline.getSelectedLayers() Retrieves the zero-based index values of the currently selected layers.  timeline.insertBlankKeyframe() Inserts a blank keyframe at the specified frame index; if the index is not specified, inserts the blank keyframe by using the playhead/selection. timeline.insertFrames() Inserts the specified number of frames at the given frame number.  timeline.insertKeyframe() Inserts a keyframe at the specified frame.  timeline.pasteFrames() Pastes the range of frames from the clipboard into the specified frames. timeline.pasteMotion() Pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline.  timeline.removeFrames() Deletes the frame.  timeline.reorderLayer() Moves the first specified layer before or after the second specified layer. timeline.reverseFrames() Reverses a range of frames. timeline.selectAllFrames() Selects all the frames in the current timeline. timeline.setFrameProperty() Sets the property of the Frame object for the selected frames. timeline.setLayerProperty() Sets the specified property on all the selected layers to a specified value. timeline.setSelectedFrames() Selects a range of frames in the current layer or sets the selected frames to the selection array passed into this method.  timeline.setSelectedLayers() Sets the layer to be selected; also makes the specified layer the current layer.  timeline.showLayerMasking() Shows the layer masking during authoring by locking the mask and masked layers. Timeline object  Flash MX 2004.  The Timeline object represents the Flash timeline, which can be accessed for the current document by using fl.getDocumentDOM().getTimeline(). This method returns the timeline of the current scene or symbol that is being edited. When you work with scenes, each scene's timeline has an index value, and can be accessed for the current document by fl.getDocumentDOM().timelines[i]. (In this example, i is the index of the value of the timeline.) When you work with frames by using the methods and properties of the Timeline object, remember that the frame value is a zero-based index (not the actual frame number in the sequence of frames in the timeline). That is, the first frame has a frame index of 0. Method summary for the Timeline object The following methods are available for the Timeline object: Property summary for the Timeline object The following methods are available for the Timeline object: " />
<page href="00004517.html" title="timeline.addMotionGuide()" text="timeline.addMotionGuide()  Flash MX 2004. Usage timeline.addMotionGuide()  None.  Returns An integer that represents the zero-based index of the newly added guide layer. If the current layer type is not of type &quot;Normal&quot;, Flash returns&#160;-1.  Method; adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer, converting the current layer to a layer of type &quot;Guided&quot;. This method functions only on a layer of type &quot;Normal&quot;. It has no effect on a layer whose type is &quot;Folder&quot;, &quot;Mask&quot;, &quot;Masked&quot;, &quot;Guide&quot;, or &quot;Guided&quot;.  The following example adds a motion guide layer above the current layer, and converts the current layer to &quot;Guided&quot;:  fl.getDocumentDOM().getTimeline().addMotionGuide( timeline.addMotionGuide()  Flash MX 2004. Usage timeline.addMotionGuide()  None.  Returns An integer that represents the zero-based index of the newly added guide layer. If the current layer type is not of type &quot;Normal&quot;, Flash returns&#160;-1.  Method; adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer, converting the current layer to a layer of type &quot;Guided&quot;. This method functions only on a layer of type &quot;Normal&quot;. It has no effect on a layer whose type is &quot;Folder&quot;, &quot;Mask&quot;, &quot;Masked&quot;, &quot;Guide&quot;, or &quot;Guided&quot;.  The following example adds a motion guide layer above the current layer, and converts the current layer to &quot;Guided&quot;:  fl.getDocumentDOM().getTimeline().addMotionGuide( timeline.addMotionGuide()  Flash MX 2004. Usage timeline.addMotionGuide()  None.  Returns An integer that represents the zero-based index of the newly added guide layer. If the current layer type is not of type &quot;Normal&quot;, Flash returns&#160;-1.  Method; adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer, converting the current layer to a layer of type &quot;Guided&quot;. This method functions only on a layer of type &quot;Normal&quot;. It has no effect on a layer whose type is &quot;Folder&quot;, &quot;Mask&quot;, &quot;Masked&quot;, &quot;Guide&quot;, or &quot;Guided&quot;.  The following example adds a motion guide layer above the current layer, and converts the current layer to &quot;Guided&quot;:  fl.getDocumentDOM().getTimeline().addMotionGuide( timeline.addMotionGuide()  Flash MX 2004. Usage timeline.addMotionGuide()  None.  Returns An integer that represents the zero-based index of the newly added guide layer. If the current layer type is not of type &quot;Normal&quot;, Flash returns&#160;-1.  Method; adds a motion guide layer above the current layer and attaches the current layer to the newly added guide layer, converting the current layer to a layer of type &quot;Guided&quot;. This method functions only on a layer of type &quot;Normal&quot;. It has no effect on a layer whose type is &quot;Folder&quot;, &quot;Mask&quot;, &quot;Masked&quot;, &quot;Guide&quot;, or &quot;Guided&quot;.  The following example adds a motion guide layer above the current layer, and converts the current layer to &quot;Guided&quot;:  fl.getDocumentDOM().getTimeline().addMotionGuide( " />
<page href="00004518.html" title="timeline.addNewLayer()" text="timeline.addNewLayer()  Flash MX 2004. Usage timeline.addNewLayer([name] [, layerType [, bAddAbove]])   name&#160;A string that specifies the name for the new layer. If you omit this parameter, a new default layer name is assigned to the new layer (&quot;Layer n,&quot; where n is the total number of layers). This parameter is optional. layerType&#160;A string that specifies the type of layer to add. If you omit this parameter, a &quot;Normal&quot; type layer is created. This parameter is optional. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.  bAddAbove&#160;A Boolean value that, if set to true (the default), causes Flash to add the new layer above the current layer; false causes Flash to add the layer below the current layer. This parameter is optional. Returns An integer value of the zero-based index of the newly added layer.  Method; adds a new layer to the document and makes it the current layer.   The following example adds a new layer to the timeline with a default name generated by Flash: fl.getDocumentDOM().getTimeline().addNewLayer( The following example adds a new folder layer on top of the current layer and names it &quot;Folder1&quot;: fl.getDocumentDOM().getTimeline().addNewLayer(&quot;Folder1&quot;, &quot;folder&quot;, true timeline.addNewLayer()  Flash MX 2004. Usage timeline.addNewLayer([name] [, layerType [, bAddAbove]])   name&#160;A string that specifies the name for the new layer. If you omit this parameter, a new default layer name is assigned to the new layer (&quot;Layer n,&quot; where n is the total number of layers). This parameter is optional. layerType&#160;A string that specifies the type of layer to add. If you omit this parameter, a &quot;Normal&quot; type layer is created. This parameter is optional. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.  bAddAbove&#160;A Boolean value that, if set to true (the default), causes Flash to add the new layer above the current layer; false causes Flash to add the layer below the current layer. This parameter is optional. Returns An integer value of the zero-based index of the newly added layer.  Method; adds a new layer to the document and makes it the current layer.   The following example adds a new layer to the timeline with a default name generated by Flash: fl.getDocumentDOM().getTimeline().addNewLayer( The following example adds a new folder layer on top of the current layer and names it &quot;Folder1&quot;: fl.getDocumentDOM().getTimeline().addNewLayer(&quot;Folder1&quot;, &quot;folder&quot;, true timeline.addNewLayer()  Flash MX 2004. Usage timeline.addNewLayer([name] [, layerType [, bAddAbove]])   name&#160;A string that specifies the name for the new layer. If you omit this parameter, a new default layer name is assigned to the new layer (&quot;Layer n,&quot; where n is the total number of layers). This parameter is optional. layerType&#160;A string that specifies the type of layer to add. If you omit this parameter, a &quot;Normal&quot; type layer is created. This parameter is optional. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.  bAddAbove&#160;A Boolean value that, if set to true (the default), causes Flash to add the new layer above the current layer; false causes Flash to add the layer below the current layer. This parameter is optional. Returns An integer value of the zero-based index of the newly added layer.  Method; adds a new layer to the document and makes it the current layer.   The following example adds a new layer to the timeline with a default name generated by Flash: fl.getDocumentDOM().getTimeline().addNewLayer( The following example adds a new folder layer on top of the current layer and names it &quot;Folder1&quot;: fl.getDocumentDOM().getTimeline().addNewLayer(&quot;Folder1&quot;, &quot;folder&quot;, true timeline.addNewLayer()  Flash MX 2004. Usage timeline.addNewLayer([name] [, layerType [, bAddAbove]])   name&#160;A string that specifies the name for the new layer. If you omit this parameter, a new default layer name is assigned to the new layer (&quot;Layer n,&quot; where n is the total number of layers). This parameter is optional. layerType&#160;A string that specifies the type of layer to add. If you omit this parameter, a &quot;Normal&quot; type layer is created. This parameter is optional. Acceptable values are &quot;normal&quot;, &quot;guide&quot;, &quot;guided&quot;, &quot;mask&quot;, &quot;masked&quot;, and &quot;folder&quot;.  bAddAbove&#160;A Boolean value that, if set to true (the default), causes Flash to add the new layer above the current layer; false causes Flash to add the layer below the current layer. This parameter is optional. Returns An integer value of the zero-based index of the newly added layer.  Method; adds a new layer to the document and makes it the current layer.   The following example adds a new layer to the timeline with a default name generated by Flash: fl.getDocumentDOM().getTimeline().addNewLayer( The following example adds a new folder layer on top of the current layer and names it &quot;Folder1&quot;: fl.getDocumentDOM().getTimeline().addNewLayer(&quot;Folder1&quot;, &quot;folder&quot;, true " />
<page href="00004519.html" title="timeline.clearFrames()" text="timeline.clearFrames()  Flash MX 2004. Usage timeline.clearFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is&#160;optional.  endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; deletes all the contents from a frame or range of frames on the current layer.   The following example clears the frames from Frame 6 up to, but not including, Frame 11 (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().clearFrames(5, 10 The following example clears Frame 15: fl.getDocumentDOM().getTimeline().clearFrames(14 timeline.clearFrames()  Flash MX 2004. Usage timeline.clearFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is&#160;optional.  endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; deletes all the contents from a frame or range of frames on the current layer.   The following example clears the frames from Frame 6 up to, but not including, Frame 11 (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().clearFrames(5, 10 The following example clears Frame 15: fl.getDocumentDOM().getTimeline().clearFrames(14 timeline.clearFrames()  Flash MX 2004. Usage timeline.clearFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is&#160;optional.  endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; deletes all the contents from a frame or range of frames on the current layer.   The following example clears the frames from Frame 6 up to, but not including, Frame 11 (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().clearFrames(5, 10 The following example clears Frame 15: fl.getDocumentDOM().getTimeline().clearFrames(14 timeline.clearFrames()  Flash MX 2004. Usage timeline.clearFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is&#160;optional.  endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; deletes all the contents from a frame or range of frames on the current layer.   The following example clears the frames from Frame 6 up to, but not including, Frame 11 (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().clearFrames(5, 10 The following example clears Frame 15: fl.getDocumentDOM().getTimeline().clearFrames(14 " />
<page href="00004520.html" title="timeline.clearKeyframes()" text="timeline.clearKeyframes()  Flash MX 2004. Usage timeline.clearKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; converts a keyframe to a regular frame and deletes its contents on the current layer.   The following example clears the keyframes from Frame 5 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().clearKeyframes(4, 9 The following example clears the keyframe at Frame 15 and converts it to a regular frame: fl.getDocumentDOM().getTimeline().clearKeyframes(14 timeline.clearKeyframes()  Flash MX 2004. Usage timeline.clearKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; converts a keyframe to a regular frame and deletes its contents on the current layer.   The following example clears the keyframes from Frame 5 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().clearKeyframes(4, 9 The following example clears the keyframe at Frame 15 and converts it to a regular frame: fl.getDocumentDOM().getTimeline().clearKeyframes(14 timeline.clearKeyframes()  Flash MX 2004. Usage timeline.clearKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; converts a keyframe to a regular frame and deletes its contents on the current layer.   The following example clears the keyframes from Frame 5 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().clearKeyframes(4, 9 The following example clears the keyframe at Frame 15 and converts it to a regular frame: fl.getDocumentDOM().getTimeline().clearKeyframes(14 timeline.clearKeyframes()  Flash MX 2004. Usage timeline.clearKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that defines the beginning of the range of frames to clear. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that defines the end of the range of frames to clear. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; converts a keyframe to a regular frame and deletes its contents on the current layer.   The following example clears the keyframes from Frame 5 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().clearKeyframes(4, 9 The following example clears the keyframe at Frame 15 and converts it to a regular frame: fl.getDocumentDOM().getTimeline().clearKeyframes(14 " />
<page href="00004521.html" title="timeline.convertToBlankKeyframes()" text="timeline.convertToBlankKeyframes()  Flash MX 2004. Usage timeline.convertToBlankKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the starting frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which the conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts frames to blank keyframes on the current layer.  The following example converts Frame 2 up to, but not including, Frame 10 to blank keyframes (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(1, 9 The following example converts Frame 5 to a blank keyframe: fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(4 timeline.convertToBlankKeyframes()  Flash MX 2004. Usage timeline.convertToBlankKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the starting frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which the conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts frames to blank keyframes on the current layer.  The following example converts Frame 2 up to, but not including, Frame 10 to blank keyframes (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(1, 9 The following example converts Frame 5 to a blank keyframe: fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(4 timeline.convertToBlankKeyframes()  Flash MX 2004. Usage timeline.convertToBlankKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the starting frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which the conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts frames to blank keyframes on the current layer.  The following example converts Frame 2 up to, but not including, Frame 10 to blank keyframes (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(1, 9 The following example converts Frame 5 to a blank keyframe: fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(4 timeline.convertToBlankKeyframes()  Flash MX 2004. Usage timeline.convertToBlankKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the starting frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which the conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts frames to blank keyframes on the current layer.  The following example converts Frame 2 up to, but not including, Frame 10 to blank keyframes (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(1, 9 The following example converts Frame 5 to a blank keyframe: fl.getDocumentDOM().getTimeline().convertToBlankKeyframes(4 " />
<page href="00004522.html" title="timeline.convertToKeyframes()" text="timeline.convertToKeyframes()  Flash MX 2004. Usage timeline.convertToKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  The following example converts the selected frames to keyframes: fl.getDocumentDOM().getTimeline().convertToKeyframes( The following example converts to keyframes the frames from Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToKeyframes(1, 9 The following example converts Frame 5 to a keyframe: fl.getDocumentDOM().getTimeline().convertToKeyframes(4 timeline.convertToKeyframes()  Flash MX 2004. Usage timeline.convertToKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  The following example converts the selected frames to keyframes: fl.getDocumentDOM().getTimeline().convertToKeyframes( The following example converts to keyframes the frames from Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToKeyframes(1, 9 The following example converts Frame 5 to a keyframe: fl.getDocumentDOM().getTimeline().convertToKeyframes(4 timeline.convertToKeyframes()  Flash MX 2004. Usage timeline.convertToKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  The following example converts the selected frames to keyframes: fl.getDocumentDOM().getTimeline().convertToKeyframes( The following example converts to keyframes the frames from Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToKeyframes(1, 9 The following example converts Frame 5 to a keyframe: fl.getDocumentDOM().getTimeline().convertToKeyframes(4 timeline.convertToKeyframes()  Flash MX 2004. Usage timeline.convertToKeyframes([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame to convert to keyframes. If you omit startFrameIndex, the method converts the currently selected frames. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which conversion to keyframes will stop. The range of frames to convert goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; converts a range of frames to keyframes (or converts the selection if no frames are specified) on the current layer.  The following example converts the selected frames to keyframes: fl.getDocumentDOM().getTimeline().convertToKeyframes( The following example converts to keyframes the frames from Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().convertToKeyframes(1, 9 The following example converts Frame 5 to a keyframe: fl.getDocumentDOM().getTimeline().convertToKeyframes(4 " />
<page href="00004523.html" title="timeline.copyFrames()" text="timeline.copyFrames()  Flash MX 2004. Usage timeline.copyFrames([startFrameIndex [, endFrameIndex]])   startFrameIndex&#160;A zero-based index that specifies the beginning of the range of frames to copy. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop copying. The range of frames to copy goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; copies a range of frames on the current layer to the clipboard.  The following example copies the selected frames to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames( The following example copies Frame 2 up to, but not including, Frame 10, to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().copyFrames(1, 9 The following example copies Frame 5 to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames(4 timeline.copyFrames()  Flash MX 2004. Usage timeline.copyFrames([startFrameIndex [, endFrameIndex]])   startFrameIndex&#160;A zero-based index that specifies the beginning of the range of frames to copy. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop copying. The range of frames to copy goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; copies a range of frames on the current layer to the clipboard.  The following example copies the selected frames to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames( The following example copies Frame 2 up to, but not including, Frame 10, to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().copyFrames(1, 9 The following example copies Frame 5 to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames(4 timeline.copyFrames()  Flash MX 2004. Usage timeline.copyFrames([startFrameIndex [, endFrameIndex]])   startFrameIndex&#160;A zero-based index that specifies the beginning of the range of frames to copy. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop copying. The range of frames to copy goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; copies a range of frames on the current layer to the clipboard.  The following example copies the selected frames to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames( The following example copies Frame 2 up to, but not including, Frame 10, to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().copyFrames(1, 9 The following example copies Frame 5 to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames(4 timeline.copyFrames()  Flash MX 2004. Usage timeline.copyFrames([startFrameIndex [, endFrameIndex]])   startFrameIndex&#160;A zero-based index that specifies the beginning of the range of frames to copy. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop copying. The range of frames to copy goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  Nothing.   Method; copies a range of frames on the current layer to the clipboard.  The following example copies the selected frames to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames( The following example copies Frame 2 up to, but not including, Frame 10, to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().copyFrames(1, 9 The following example copies Frame 5 to the clipboard: fl.getDocumentDOM().getTimeline().copyFrames(4 " />
<page href="00004524.html" title="timeline.copyMotion()" text="timeline.copyMotion()  Flash CS3 Professional.  timeline.copyMotion()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation. You can then use timeline.pasteMotion() to apply the motion to other frames. To copy motion as text (code) that you can paste into a script, see timeline.copyMotionAsAS3().  The following example copies the motion from the selected frame or frames: fl.getDocumentDOM().getTimeline().copyMotion(   timeline.copyMotionAsAS3(), timeline.pasteMotion() timeline.copyMotion()  Flash CS3 Professional.  timeline.copyMotion()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation. You can then use timeline.pasteMotion() to apply the motion to other frames. To copy motion as text (code) that you can paste into a script, see timeline.copyMotionAsAS3().  The following example copies the motion from the selected frame or frames: fl.getDocumentDOM().getTimeline().copyMotion(   timeline.copyMotionAsAS3(), timeline.pasteMotion() timeline.copyMotion()  Flash CS3 Professional.  timeline.copyMotion()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation. You can then use timeline.pasteMotion() to apply the motion to other frames. To copy motion as text (code) that you can paste into a script, see timeline.copyMotionAsAS3().  The following example copies the motion from the selected frame or frames: fl.getDocumentDOM().getTimeline().copyMotion(   timeline.copyMotionAsAS3(), timeline.pasteMotion() timeline.copyMotion()  Flash CS3 Professional.  timeline.copyMotion()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation. You can then use timeline.pasteMotion() to apply the motion to other frames. To copy motion as text (code) that you can paste into a script, see timeline.copyMotionAsAS3().  The following example copies the motion from the selected frame or frames: fl.getDocumentDOM().getTimeline().copyMotion(   timeline.copyMotionAsAS3(), timeline.pasteMotion() " />
<page href="00004525.html" title="timeline.copyMotionAsAS3()" text="timeline.copyMotionAsAS3()  Flash CS3 Professional.  timeline.copyMotionAsAS3()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript&#160;3.0 code. You can then paste this code into a script. To copy motion in a format that you can apply to other frames, see timeline.copyMotion().  The following example copies the motion from the selected frame or frames to the clipboard as ActionScript&#160;3.0 code: fl.getDocumentDOM().getTimeline().copyMotionAsAS3(   timeline.copyMotion() timeline.copyMotionAsAS3()  Flash CS3 Professional.  timeline.copyMotionAsAS3()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript&#160;3.0 code. You can then paste this code into a script. To copy motion in a format that you can apply to other frames, see timeline.copyMotion().  The following example copies the motion from the selected frame or frames to the clipboard as ActionScript&#160;3.0 code: fl.getDocumentDOM().getTimeline().copyMotionAsAS3(   timeline.copyMotion() timeline.copyMotionAsAS3()  Flash CS3 Professional.  timeline.copyMotionAsAS3()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript&#160;3.0 code. You can then paste this code into a script. To copy motion in a format that you can apply to other frames, see timeline.copyMotion().  The following example copies the motion from the selected frame or frames to the clipboard as ActionScript&#160;3.0 code: fl.getDocumentDOM().getTimeline().copyMotionAsAS3(   timeline.copyMotion() timeline.copyMotionAsAS3()  Flash CS3 Professional.  timeline.copyMotionAsAS3()  None.  Nothing.  Method; copies motion on selected frames, either from a motion tween or from frame-by-frame animation, to the clipboard as ActionScript&#160;3.0 code. You can then paste this code into a script. To copy motion in a format that you can apply to other frames, see timeline.copyMotion().  The following example copies the motion from the selected frame or frames to the clipboard as ActionScript&#160;3.0 code: fl.getDocumentDOM().getTimeline().copyMotionAsAS3(   timeline.copyMotion() " />
<page href="00004526.html" title="timeline.createMotionTween()" text="timeline.createMotionTween()  Flash MX 2004. Usage timeline.createMotionTween([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning frame at which to create a motion tween. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop the motion tween. The range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is optional. Returns  Nothing.   Method; sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary. This property is the equivalent to the Create Motion Tween menu item in the Flash authoring tool.   The following example converts the shape in the first frame up to, but not including, Frame 10 to a graphic symbol instance and sets the frame.tweenType to motion (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().createMotionTween(0, 9 timeline.createMotionTween()  Flash MX 2004. Usage timeline.createMotionTween([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning frame at which to create a motion tween. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop the motion tween. The range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is optional. Returns  Nothing.   Method; sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary. This property is the equivalent to the Create Motion Tween menu item in the Flash authoring tool.   The following example converts the shape in the first frame up to, but not including, Frame 10 to a graphic symbol instance and sets the frame.tweenType to motion (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().createMotionTween(0, 9 timeline.createMotionTween()  Flash MX 2004. Usage timeline.createMotionTween([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning frame at which to create a motion tween. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop the motion tween. The range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is optional. Returns  Nothing.   Method; sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary. This property is the equivalent to the Create Motion Tween menu item in the Flash authoring tool.   The following example converts the shape in the first frame up to, but not including, Frame 10 to a graphic symbol instance and sets the frame.tweenType to motion (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().createMotionTween(0, 9 timeline.createMotionTween()  Flash MX 2004. Usage timeline.createMotionTween([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning frame at which to create a motion tween. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop the motion tween. The range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is optional. Returns  Nothing.   Method; sets the frame.tweenType property to motion for each selected keyframe on the current layer, and converts each frame's contents to a single symbol instance if necessary. This property is the equivalent to the Create Motion Tween menu item in the Flash authoring tool.   The following example converts the shape in the first frame up to, but not including, Frame 10 to a graphic symbol instance and sets the frame.tweenType to motion (remember that index values are different from frame&#160;number values):  fl.getDocumentDOM().getTimeline().createMotionTween(0, 9 " />
<page href="00004527.html" title="timeline.currentFrame" text="timeline.currentFrame  Flash MX 2004.  timeline.currentFrame  Property; the zero-based index for the frame at the current playhead location.   The following example sets the playhead of the current timeline to Frame&#160;10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentFrame = 9; The following example stores the value of the current playhead location in the curFrame variable:  var curFrame = fl.getDocumentDOM().getTimeline().currentFrame; timeline.currentFrame  Flash MX 2004.  timeline.currentFrame  Property; the zero-based index for the frame at the current playhead location.   The following example sets the playhead of the current timeline to Frame&#160;10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentFrame = 9; The following example stores the value of the current playhead location in the curFrame variable:  var curFrame = fl.getDocumentDOM().getTimeline().currentFrame; timeline.currentFrame  Flash MX 2004.  timeline.currentFrame  Property; the zero-based index for the frame at the current playhead location.   The following example sets the playhead of the current timeline to Frame&#160;10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentFrame = 9; The following example stores the value of the current playhead location in the curFrame variable:  var curFrame = fl.getDocumentDOM().getTimeline().currentFrame; timeline.currentFrame  Flash MX 2004.  timeline.currentFrame  Property; the zero-based index for the frame at the current playhead location.   The following example sets the playhead of the current timeline to Frame&#160;10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentFrame = 9; The following example stores the value of the current playhead location in the curFrame variable:  var curFrame = fl.getDocumentDOM().getTimeline().currentFrame; " />
<page href="00004528.html" title="timeline.currentLayer" text="timeline.currentLayer  Flash MX 2004.  timeline.currentLayer  Property; the zero-based index for the currently active layer. A value of&#160;0 specifies the top layer, a value of&#160;1 specifies the layer below it, and so on.  The following example makes the top layer active:  fl.getDocumentDOM().getTimeline().currentLayer = 0;  The following example stores the index of the currently active layer in the curLayer variable: var curLayer = fl.getDocumentDOM().getTimeline().currentLayer; timeline.currentLayer  Flash MX 2004.  timeline.currentLayer  Property; the zero-based index for the currently active layer. A value of&#160;0 specifies the top layer, a value of&#160;1 specifies the layer below it, and so on.  The following example makes the top layer active:  fl.getDocumentDOM().getTimeline().currentLayer = 0;  The following example stores the index of the currently active layer in the curLayer variable: var curLayer = fl.getDocumentDOM().getTimeline().currentLayer; timeline.currentLayer  Flash MX 2004.  timeline.currentLayer  Property; the zero-based index for the currently active layer. A value of&#160;0 specifies the top layer, a value of&#160;1 specifies the layer below it, and so on.  The following example makes the top layer active:  fl.getDocumentDOM().getTimeline().currentLayer = 0;  The following example stores the index of the currently active layer in the curLayer variable: var curLayer = fl.getDocumentDOM().getTimeline().currentLayer; timeline.currentLayer  Flash MX 2004.  timeline.currentLayer  Property; the zero-based index for the currently active layer. A value of&#160;0 specifies the top layer, a value of&#160;1 specifies the layer below it, and so on.  The following example makes the top layer active:  fl.getDocumentDOM().getTimeline().currentLayer = 0;  The following example stores the index of the currently active layer in the curLayer variable: var curLayer = fl.getDocumentDOM().getTimeline().currentLayer; " />
<page href="00004529.html" title="timeline.cutFrames()" text="timeline.cutFrames()  Flash MX 2004. Usage timeline.cutFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to cut. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop cutting. The range&#160;of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; cuts a range of frames on the current layer from the timeline and saves them to the clipboard.   The following example cuts the selected frames from the timeline and saves them to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames( The following example cuts Frame 2 up to, but not including, Frame 10 from the timeline and saves them to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().cutFrames(1, 9 The following example cuts Frame 5 from the timeline and saves it to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames(4 timeline.cutFrames()  Flash MX 2004. Usage timeline.cutFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to cut. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop cutting. The range&#160;of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; cuts a range of frames on the current layer from the timeline and saves them to the clipboard.   The following example cuts the selected frames from the timeline and saves them to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames( The following example cuts Frame 2 up to, but not including, Frame 10 from the timeline and saves them to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().cutFrames(1, 9 The following example cuts Frame 5 from the timeline and saves it to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames(4 timeline.cutFrames()  Flash MX 2004. Usage timeline.cutFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to cut. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop cutting. The range&#160;of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; cuts a range of frames on the current layer from the timeline and saves them to the clipboard.   The following example cuts the selected frames from the timeline and saves them to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames( The following example cuts Frame 2 up to, but not including, Frame 10 from the timeline and saves them to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().cutFrames(1, 9 The following example cuts Frame 5 from the timeline and saves it to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames(4 timeline.cutFrames()  Flash MX 2004. Usage timeline.cutFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to cut. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop cutting. The range&#160;of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; cuts a range of frames on the current layer from the timeline and saves them to the clipboard.   The following example cuts the selected frames from the timeline and saves them to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames( The following example cuts Frame 2 up to, but not including, Frame 10 from the timeline and saves them to the clipboard (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().cutFrames(1, 9 The following example cuts Frame 5 from the timeline and saves it to the clipboard: fl.getDocumentDOM().getTimeline().cutFrames(4 " />
<page href="00004530.html" title="timeline.deleteLayer()" text="timeline.deleteLayer()  Flash MX 2004. Usage timeline.deleteLayer([index])  index&#160;A zero-based index that specifies the layer to be deleted. If there is only one layer in the timeline, this method has no effect. This parameter is optional. Returns  Nothing.   Method; deletes a layer. If the layer is a folder, all layers within the folder are deleted. If you do not specify the layer index, Flash deletes the currently selected layers.   The following example deletes the second layer from the top:  fl.getDocumentDOM().getTimeline().deleteLayer(1 The following example deletes the currently selected layers:  fl.getDocumentDOM().getTimeline().deleteLayer( timeline.deleteLayer()  Flash MX 2004. Usage timeline.deleteLayer([index])  index&#160;A zero-based index that specifies the layer to be deleted. If there is only one layer in the timeline, this method has no effect. This parameter is optional. Returns  Nothing.   Method; deletes a layer. If the layer is a folder, all layers within the folder are deleted. If you do not specify the layer index, Flash deletes the currently selected layers.   The following example deletes the second layer from the top:  fl.getDocumentDOM().getTimeline().deleteLayer(1 The following example deletes the currently selected layers:  fl.getDocumentDOM().getTimeline().deleteLayer( timeline.deleteLayer()  Flash MX 2004. Usage timeline.deleteLayer([index])  index&#160;A zero-based index that specifies the layer to be deleted. If there is only one layer in the timeline, this method has no effect. This parameter is optional. Returns  Nothing.   Method; deletes a layer. If the layer is a folder, all layers within the folder are deleted. If you do not specify the layer index, Flash deletes the currently selected layers.   The following example deletes the second layer from the top:  fl.getDocumentDOM().getTimeline().deleteLayer(1 The following example deletes the currently selected layers:  fl.getDocumentDOM().getTimeline().deleteLayer( timeline.deleteLayer()  Flash MX 2004. Usage timeline.deleteLayer([index])  index&#160;A zero-based index that specifies the layer to be deleted. If there is only one layer in the timeline, this method has no effect. This parameter is optional. Returns  Nothing.   Method; deletes a layer. If the layer is a folder, all layers within the folder are deleted. If you do not specify the layer index, Flash deletes the currently selected layers.   The following example deletes the second layer from the top:  fl.getDocumentDOM().getTimeline().deleteLayer(1 The following example deletes the currently selected layers:  fl.getDocumentDOM().getTimeline().deleteLayer( " />
<page href="00004531.html" title="timeline.expandFolder()" text="timeline.expandFolder()  Flash MX 2004. Usage timeline.expandFolder(bExpand [, bRecurseNestedParents [, index]])  bExpand&#160;A Boolean value that, if set to true, causes the method to expand the folder; false causes the method to collapse the folder. bRecurseNestedParents&#160;A Boolean value that, if set to true, causes all the layers within the specified folder to be opened or closed, based on the bExpand parameter. This parameter is optional. index&#160;A zero-based index of the folder to expand or collapse. Use&#160;-1 to apply to all layers (you also must set bRecurseNestedParents to true). This property is equivalent to the Expand All/Collapse All menu items in the Flash authoring tool. This parameter is optional. Returns  Nothing.   Method; expands or collapses the specified folder or folders. If you do not specify a layer, this method operates on the current layer.  The following examples use this folder structure: Folder 1 ***  --layer 7  --Folder 2 ****  ----Layer 5  The following example expands Folder 1 only:  fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().expandFolder(true  The following example expands Folder 1 only (assuming that Folder 2 collapsed when Folder 1 last collapsed; otherwise, Folder 2 appears expanded): fl.getDocumentDOM().getTimeline().expandFolder(true, false, 0 The following example collapses all folders in the current timeline:  fl.getDocumentDOM().getTimeline().expandFolder(false, true, -1 timeline.expandFolder()  Flash MX 2004. Usage timeline.expandFolder(bExpand [, bRecurseNestedParents [, index]])  bExpand&#160;A Boolean value that, if set to true, causes the method to expand the folder; false causes the method to collapse the folder. bRecurseNestedParents&#160;A Boolean value that, if set to true, causes all the layers within the specified folder to be opened or closed, based on the bExpand parameter. This parameter is optional. index&#160;A zero-based index of the folder to expand or collapse. Use&#160;-1 to apply to all layers (you also must set bRecurseNestedParents to true). This property is equivalent to the Expand All/Collapse All menu items in the Flash authoring tool. This parameter is optional. Returns  Nothing.   Method; expands or collapses the specified folder or folders. If you do not specify a layer, this method operates on the current layer.  The following examples use this folder structure: Folder 1 ***  --layer 7  --Folder 2 ****  ----Layer 5  The following example expands Folder 1 only:  fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().expandFolder(true  The following example expands Folder 1 only (assuming that Folder 2 collapsed when Folder 1 last collapsed; otherwise, Folder 2 appears expanded): fl.getDocumentDOM().getTimeline().expandFolder(true, false, 0 The following example collapses all folders in the current timeline:  fl.getDocumentDOM().getTimeline().expandFolder(false, true, -1 timeline.expandFolder()  Flash MX 2004. Usage timeline.expandFolder(bExpand [, bRecurseNestedParents [, index]])  bExpand&#160;A Boolean value that, if set to true, causes the method to expand the folder; false causes the method to collapse the folder. bRecurseNestedParents&#160;A Boolean value that, if set to true, causes all the layers within the specified folder to be opened or closed, based on the bExpand parameter. This parameter is optional. index&#160;A zero-based index of the folder to expand or collapse. Use&#160;-1 to apply to all layers (you also must set bRecurseNestedParents to true). This property is equivalent to the Expand All/Collapse All menu items in the Flash authoring tool. This parameter is optional. Returns  Nothing.   Method; expands or collapses the specified folder or folders. If you do not specify a layer, this method operates on the current layer.  The following examples use this folder structure: Folder 1 ***  --layer 7  --Folder 2 ****  ----Layer 5  The following example expands Folder 1 only:  fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().expandFolder(true  The following example expands Folder 1 only (assuming that Folder 2 collapsed when Folder 1 last collapsed; otherwise, Folder 2 appears expanded): fl.getDocumentDOM().getTimeline().expandFolder(true, false, 0 The following example collapses all folders in the current timeline:  fl.getDocumentDOM().getTimeline().expandFolder(false, true, -1 timeline.expandFolder()  Flash MX 2004. Usage timeline.expandFolder(bExpand [, bRecurseNestedParents [, index]])  bExpand&#160;A Boolean value that, if set to true, causes the method to expand the folder; false causes the method to collapse the folder. bRecurseNestedParents&#160;A Boolean value that, if set to true, causes all the layers within the specified folder to be opened or closed, based on the bExpand parameter. This parameter is optional. index&#160;A zero-based index of the folder to expand or collapse. Use&#160;-1 to apply to all layers (you also must set bRecurseNestedParents to true). This property is equivalent to the Expand All/Collapse All menu items in the Flash authoring tool. This parameter is optional. Returns  Nothing.   Method; expands or collapses the specified folder or folders. If you do not specify a layer, this method operates on the current layer.  The following examples use this folder structure: Folder 1 ***  --layer 7  --Folder 2 ****  ----Layer 5  The following example expands Folder 1 only:  fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().expandFolder(true  The following example expands Folder 1 only (assuming that Folder 2 collapsed when Folder 1 last collapsed; otherwise, Folder 2 appears expanded): fl.getDocumentDOM().getTimeline().expandFolder(true, false, 0 The following example collapses all folders in the current timeline:  fl.getDocumentDOM().getTimeline().expandFolder(false, true, -1 " />
<page href="00004532.html" title="timeline.findLayerIndex()" text="timeline.findLayerIndex()  Flash MX 2004. Usage timeline.findLayerIndex(name)  name &#160;A string that specifies the name of the layer to find.  Returns  An array of index values for the specified layer. If the specified layer is not found, Flash returns undefined.  Method; finds an array of indexes for the layers with the given name. The layer index is flat, so folders are considered part of the main index.   The following example shows the index values of all layers named Layer 7 in the Output&#160;panel: var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 7&quot; fl.trace(layerIndex The following example illustrates how to pass the values returned from this method back to timeline.setSelectedLayers(): var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 1&quot; fl.getDocumentDOM().getTimeline().setSelectedLayers(layerIndex[0], true timeline.findLayerIndex()  Flash MX 2004. Usage timeline.findLayerIndex(name)  name &#160;A string that specifies the name of the layer to find.  Returns  An array of index values for the specified layer. If the specified layer is not found, Flash returns undefined.  Method; finds an array of indexes for the layers with the given name. The layer index is flat, so folders are considered part of the main index.   The following example shows the index values of all layers named Layer 7 in the Output&#160;panel: var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 7&quot; fl.trace(layerIndex The following example illustrates how to pass the values returned from this method back to timeline.setSelectedLayers(): var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 1&quot; fl.getDocumentDOM().getTimeline().setSelectedLayers(layerIndex[0], true timeline.findLayerIndex()  Flash MX 2004. Usage timeline.findLayerIndex(name)  name &#160;A string that specifies the name of the layer to find.  Returns  An array of index values for the specified layer. If the specified layer is not found, Flash returns undefined.  Method; finds an array of indexes for the layers with the given name. The layer index is flat, so folders are considered part of the main index.   The following example shows the index values of all layers named Layer 7 in the Output&#160;panel: var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 7&quot; fl.trace(layerIndex The following example illustrates how to pass the values returned from this method back to timeline.setSelectedLayers(): var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 1&quot; fl.getDocumentDOM().getTimeline().setSelectedLayers(layerIndex[0], true timeline.findLayerIndex()  Flash MX 2004. Usage timeline.findLayerIndex(name)  name &#160;A string that specifies the name of the layer to find.  Returns  An array of index values for the specified layer. If the specified layer is not found, Flash returns undefined.  Method; finds an array of indexes for the layers with the given name. The layer index is flat, so folders are considered part of the main index.   The following example shows the index values of all layers named Layer 7 in the Output&#160;panel: var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 7&quot; fl.trace(layerIndex The following example illustrates how to pass the values returned from this method back to timeline.setSelectedLayers(): var layerIndex = fl.getDocumentDOM().getTimeline().findLayerIndex(&quot;Layer 1&quot; fl.getDocumentDOM().getTimeline().setSelectedLayers(layerIndex[0], true " />
<page href="00004533.html" title="timeline.frameCount" text="timeline.frameCount  Flash MX 2004.  timeline.frameCount  Read-only property; an integer that represents the number of frames in this timeline's longest&#160;layer.   The following example uses a countNum variable to store the number of frames in the current document's longest layer:  var countNum = fl.getDocumentDOM().getTimeline().frameCount; timeline.frameCount  Flash MX 2004.  timeline.frameCount  Read-only property; an integer that represents the number of frames in this timeline's longest&#160;layer.   The following example uses a countNum variable to store the number of frames in the current document's longest layer:  var countNum = fl.getDocumentDOM().getTimeline().frameCount; timeline.frameCount  Flash MX 2004.  timeline.frameCount  Read-only property; an integer that represents the number of frames in this timeline's longest&#160;layer.   The following example uses a countNum variable to store the number of frames in the current document's longest layer:  var countNum = fl.getDocumentDOM().getTimeline().frameCount; timeline.frameCount  Flash MX 2004.  timeline.frameCount  Read-only property; an integer that represents the number of frames in this timeline's longest&#160;layer.   The following example uses a countNum variable to store the number of frames in the current document's longest layer:  var countNum = fl.getDocumentDOM().getTimeline().frameCount; " />
<page href="00004534.html" title="timeline.getFrameProperty()" text="timeline.getFrameProperty()  Flash MX 2004. Usage timeline.getFrameProperty(property [, startframeIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property for which to get the value. See Property summary for the Frame object for a complete list of properties. startFrameIndex&#160;A zero-based index that specifies the starting frame number for which to get the value. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the end of the range of frames to select. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  A value for the specified property, or undefined if all the selected frames do not have the same property value.   Method; retrieves the specified property's value for the selected frames.   The following example retrieves the name of the first frame in the current document's top layer and displays the name in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 0, true var frameName = fl.getDocumentDOM().getTimeline().getFrameProperty(&quot;name&quot; fl.trace(frameName timeline.getFrameProperty()  Flash MX 2004. Usage timeline.getFrameProperty(property [, startframeIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property for which to get the value. See Property summary for the Frame object for a complete list of properties. startFrameIndex&#160;A zero-based index that specifies the starting frame number for which to get the value. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the end of the range of frames to select. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  A value for the specified property, or undefined if all the selected frames do not have the same property value.   Method; retrieves the specified property's value for the selected frames.   The following example retrieves the name of the first frame in the current document's top layer and displays the name in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 0, true var frameName = fl.getDocumentDOM().getTimeline().getFrameProperty(&quot;name&quot; fl.trace(frameName timeline.getFrameProperty()  Flash MX 2004. Usage timeline.getFrameProperty(property [, startframeIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property for which to get the value. See Property summary for the Frame object for a complete list of properties. startFrameIndex&#160;A zero-based index that specifies the starting frame number for which to get the value. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the end of the range of frames to select. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  A value for the specified property, or undefined if all the selected frames do not have the same property value.   Method; retrieves the specified property's value for the selected frames.   The following example retrieves the name of the first frame in the current document's top layer and displays the name in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 0, true var frameName = fl.getDocumentDOM().getTimeline().getFrameProperty(&quot;name&quot; fl.trace(frameName timeline.getFrameProperty()  Flash MX 2004. Usage timeline.getFrameProperty(property [, startframeIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property for which to get the value. See Property summary for the Frame object for a complete list of properties. startFrameIndex&#160;A zero-based index that specifies the starting frame number for which to get the value. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the end of the range of frames to select. The range goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns  A value for the specified property, or undefined if all the selected frames do not have the same property value.   Method; retrieves the specified property's value for the selected frames.   The following example retrieves the name of the first frame in the current document's top layer and displays the name in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 0, true var frameName = fl.getDocumentDOM().getTimeline().getFrameProperty(&quot;name&quot; fl.trace(frameName " />
<page href="00004535.html" title="timeline.getLayerProperty()" text="timeline.getLayerProperty()  Flash MX 2004. Usage timeline.getLayerProperty(property)  property&#160;A string that specifies the name of the property whose value you want to retrieve. For a list of properties, see Property summary for the Layer object. Returns  The value of the specified property. Flash looks at the layer's properties to determine the type. If all the specified layers don't have the same property value, Flash returns undefined.   Method; retrieves the specified property's value for the selected layers.   The following example retrieves the name of the top layer in the current document and displays it in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0;  var layerName = fl.getDocumentDOM().getTimeline().getLayerProperty(&quot;name&quot; fl.trace(layerName timeline.getLayerProperty()  Flash MX 2004. Usage timeline.getLayerProperty(property)  property&#160;A string that specifies the name of the property whose value you want to retrieve. For a list of properties, see Property summary for the Layer object. Returns  The value of the specified property. Flash looks at the layer's properties to determine the type. If all the specified layers don't have the same property value, Flash returns undefined.   Method; retrieves the specified property's value for the selected layers.   The following example retrieves the name of the top layer in the current document and displays it in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0;  var layerName = fl.getDocumentDOM().getTimeline().getLayerProperty(&quot;name&quot; fl.trace(layerName timeline.getLayerProperty()  Flash MX 2004. Usage timeline.getLayerProperty(property)  property&#160;A string that specifies the name of the property whose value you want to retrieve. For a list of properties, see Property summary for the Layer object. Returns  The value of the specified property. Flash looks at the layer's properties to determine the type. If all the specified layers don't have the same property value, Flash returns undefined.   Method; retrieves the specified property's value for the selected layers.   The following example retrieves the name of the top layer in the current document and displays it in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0;  var layerName = fl.getDocumentDOM().getTimeline().getLayerProperty(&quot;name&quot; fl.trace(layerName timeline.getLayerProperty()  Flash MX 2004. Usage timeline.getLayerProperty(property)  property&#160;A string that specifies the name of the property whose value you want to retrieve. For a list of properties, see Property summary for the Layer object. Returns  The value of the specified property. Flash looks at the layer's properties to determine the type. If all the specified layers don't have the same property value, Flash returns undefined.   Method; retrieves the specified property's value for the selected layers.   The following example retrieves the name of the top layer in the current document and displays it in the Output panel: fl.getDocumentDOM().getTimeline().currentLayer = 0;  var layerName = fl.getDocumentDOM().getTimeline().getLayerProperty(&quot;name&quot; fl.trace(layerName " />
<page href="00004536.html" title="timeline.getSelectedFrames()" text="timeline.getSelectedFrames()  Flash MX 2004.  None.  Returns  An array containing 3n integers, where n is the number of selected regions. The first integer in each group is the layer index, the second integer is the start frame of the beginning of the selection, and the third integer specifies the ending frame of that selection range. The ending frame is not included in the selection.  Method; retrieves the currently selected frames in an array.   With the top layer being the current layer, the following example displays 0,5,10,0,20,25 in the Output panel: var timeline = fl.getDocumentDOM().getTimeline( timeline.setSelectedFrames(5,10 timeline.setSelectedFrames(20,25,false var theSelectedFrames = timeline.getSelectedFrames( fl.trace(theSelectedFrames  timeline.setSelectedFrames() timeline.getSelectedFrames()  Flash MX 2004.  None.  Returns  An array containing 3n integers, where n is the number of selected regions. The first integer in each group is the layer index, the second integer is the start frame of the beginning of the selection, and the third integer specifies the ending frame of that selection range. The ending frame is not included in the selection.  Method; retrieves the currently selected frames in an array.   With the top layer being the current layer, the following example displays 0,5,10,0,20,25 in the Output panel: var timeline = fl.getDocumentDOM().getTimeline( timeline.setSelectedFrames(5,10 timeline.setSelectedFrames(20,25,false var theSelectedFrames = timeline.getSelectedFrames( fl.trace(theSelectedFrames  timeline.setSelectedFrames() timeline.getSelectedFrames()  Flash MX 2004.  None.  Returns  An array containing 3n integers, where n is the number of selected regions. The first integer in each group is the layer index, the second integer is the start frame of the beginning of the selection, and the third integer specifies the ending frame of that selection range. The ending frame is not included in the selection.  Method; retrieves the currently selected frames in an array.   With the top layer being the current layer, the following example displays 0,5,10,0,20,25 in the Output panel: var timeline = fl.getDocumentDOM().getTimeline( timeline.setSelectedFrames(5,10 timeline.setSelectedFrames(20,25,false var theSelectedFrames = timeline.getSelectedFrames( fl.trace(theSelectedFrames  timeline.setSelectedFrames() timeline.getSelectedFrames()  Flash MX 2004.  None.  Returns  An array containing 3n integers, where n is the number of selected regions. The first integer in each group is the layer index, the second integer is the start frame of the beginning of the selection, and the third integer specifies the ending frame of that selection range. The ending frame is not included in the selection.  Method; retrieves the currently selected frames in an array.   With the top layer being the current layer, the following example displays 0,5,10,0,20,25 in the Output panel: var timeline = fl.getDocumentDOM().getTimeline( timeline.setSelectedFrames(5,10 timeline.setSelectedFrames(20,25,false var theSelectedFrames = timeline.getSelectedFrames( fl.trace(theSelectedFrames  timeline.setSelectedFrames() " />
<page href="00004537.html" title="timeline.getSelectedLayers()" text="timeline.getSelectedLayers()  Flash MX 2004.  None.  Returns  An array of the zero-based index values of the selected layers.   Method; gets the zero-based index values of the currently selected layers.   The following example displays 1,0 in the Output panel: fl.getDocumentDOM().getTimeline().setSelectedLayers(0  fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  var layerArray = fl.getDocumentDOM().getTimeline().getSelectedLayers(  fl.trace(layerArray  timeline.setSelectedLayers() timeline.getSelectedLayers()  Flash MX 2004.  None.  Returns  An array of the zero-based index values of the selected layers.   Method; gets the zero-based index values of the currently selected layers.   The following example displays 1,0 in the Output panel: fl.getDocumentDOM().getTimeline().setSelectedLayers(0  fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  var layerArray = fl.getDocumentDOM().getTimeline().getSelectedLayers(  fl.trace(layerArray  timeline.setSelectedLayers() timeline.getSelectedLayers()  Flash MX 2004.  None.  Returns  An array of the zero-based index values of the selected layers.   Method; gets the zero-based index values of the currently selected layers.   The following example displays 1,0 in the Output panel: fl.getDocumentDOM().getTimeline().setSelectedLayers(0  fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  var layerArray = fl.getDocumentDOM().getTimeline().getSelectedLayers(  fl.trace(layerArray  timeline.setSelectedLayers() timeline.getSelectedLayers()  Flash MX 2004.  None.  Returns  An array of the zero-based index values of the selected layers.   Method; gets the zero-based index values of the currently selected layers.   The following example displays 1,0 in the Output panel: fl.getDocumentDOM().getTimeline().setSelectedLayers(0  fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  var layerArray = fl.getDocumentDOM().getTimeline().getSelectedLayers(  fl.trace(layerArray  timeline.setSelectedLayers() " />
<page href="00004538.html" title="timeline.insertBlankKeyframe()" text="timeline.insertBlankKeyframe()  Flash MX 2004. Usage timeline.insertBlankKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame at which to insert the keyframe. If you omit frameNumIndex, the method uses the current playhead frame number. This parameter is optional. If the specified or selected frame is a regular frame, the keyframe is inserted at the frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame 5, this method makes Frame 5 a blank keyframe, and the length of the frame span is still 10 frames. If Frame 5 is selected and is a keyframe with a regular frame next to it, this method inserts a blank keyframe at Frame 6. If Frame 5 is a keyframe and the frame next to it is already a keyframe, no keyframe is inserted but the playhead moves to Frame 6. Returns  Nothing.   Method; inserts a blank keyframe at the specified frame index; if the index is not specified, the method inserts the blank keyframe by using the playhead/selection. See also timeline.insertKeyframe().  The following example inserts a blank keyframe at Frame 20 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().insertBlankKeyframe(19 The following example inserts a blank keyframe at the currently selected frame (or playhead location if no frame is selected): fl.getDocumentDOM().getTimeline().insertBlankKeyframe( timeline.insertBlankKeyframe()  Flash MX 2004. Usage timeline.insertBlankKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame at which to insert the keyframe. If you omit frameNumIndex, the method uses the current playhead frame number. This parameter is optional. If the specified or selected frame is a regular frame, the keyframe is inserted at the frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame 5, this method makes Frame 5 a blank keyframe, and the length of the frame span is still 10 frames. If Frame 5 is selected and is a keyframe with a regular frame next to it, this method inserts a blank keyframe at Frame 6. If Frame 5 is a keyframe and the frame next to it is already a keyframe, no keyframe is inserted but the playhead moves to Frame 6. Returns  Nothing.   Method; inserts a blank keyframe at the specified frame index; if the index is not specified, the method inserts the blank keyframe by using the playhead/selection. See also timeline.insertKeyframe().  The following example inserts a blank keyframe at Frame 20 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().insertBlankKeyframe(19 The following example inserts a blank keyframe at the currently selected frame (or playhead location if no frame is selected): fl.getDocumentDOM().getTimeline().insertBlankKeyframe( timeline.insertBlankKeyframe()  Flash MX 2004. Usage timeline.insertBlankKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame at which to insert the keyframe. If you omit frameNumIndex, the method uses the current playhead frame number. This parameter is optional. If the specified or selected frame is a regular frame, the keyframe is inserted at the frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame 5, this method makes Frame 5 a blank keyframe, and the length of the frame span is still 10 frames. If Frame 5 is selected and is a keyframe with a regular frame next to it, this method inserts a blank keyframe at Frame 6. If Frame 5 is a keyframe and the frame next to it is already a keyframe, no keyframe is inserted but the playhead moves to Frame 6. Returns  Nothing.   Method; inserts a blank keyframe at the specified frame index; if the index is not specified, the method inserts the blank keyframe by using the playhead/selection. See also timeline.insertKeyframe().  The following example inserts a blank keyframe at Frame 20 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().insertBlankKeyframe(19 The following example inserts a blank keyframe at the currently selected frame (or playhead location if no frame is selected): fl.getDocumentDOM().getTimeline().insertBlankKeyframe( timeline.insertBlankKeyframe()  Flash MX 2004. Usage timeline.insertBlankKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame at which to insert the keyframe. If you omit frameNumIndex, the method uses the current playhead frame number. This parameter is optional. If the specified or selected frame is a regular frame, the keyframe is inserted at the frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame 5, this method makes Frame 5 a blank keyframe, and the length of the frame span is still 10 frames. If Frame 5 is selected and is a keyframe with a regular frame next to it, this method inserts a blank keyframe at Frame 6. If Frame 5 is a keyframe and the frame next to it is already a keyframe, no keyframe is inserted but the playhead moves to Frame 6. Returns  Nothing.   Method; inserts a blank keyframe at the specified frame index; if the index is not specified, the method inserts the blank keyframe by using the playhead/selection. See also timeline.insertKeyframe().  The following example inserts a blank keyframe at Frame 20 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().insertBlankKeyframe(19 The following example inserts a blank keyframe at the currently selected frame (or playhead location if no frame is selected): fl.getDocumentDOM().getTimeline().insertBlankKeyframe( " />
<page href="00004539.html" title="timeline.insertFrames()" text="timeline.insertFrames()  Flash MX 2004. Usage timeline.insertFrames([numFrames [, bAllLayers [, frameNumIndex]]])  numFrames&#160;An integer that specifies the number of frames to insert. If you omit this parameter, the method inserts frames at the current selection in the current layer. This parameter is optional. bAllLayers&#160;A Boolean value that, if set to true (the default), causes the method to insert the specified number of frames in the numFrames parameter into all layers; if set to false, the method inserts frames into the current layer. This parameter is optional. frameNumIndex&#160;A zero-based index that specifies the frame at which to insert a new frame. This parameter is optional. Returns Nothing.   Method; inserts the specified number of frames at the specified index.  If no parameters are specified, this method works as follows: If one or more frames are selected, the method inserts the selected number of frames at the location of the first selected frame in the current layer. That is, if frames&#160;6 through&#160;10 are selected (a total of&#160;five frames), the method adds five frames at Frame&#160;6 in the layer containing the selected frames. If no frames are selected, the method inserts one frame at the current frame on all layers. If parameters are specified, the method works as follows: If only numFrames is specified, inserts the specified number of frames at the current frame on the current layer. If numFrames is specified and bAllLayers is true, inserts the specified number of frames at the current frame on all layers. If all three parameters are specified, inserts the specified number of frames at the specified index (frameIndex the value passed for bAllLayers determines if the frames are added only to the current layer or to all layers. If the specified or selected frame is a regular frame, the frame is inserted at that frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame&#160;5 (or pass a value&#160;of&#160;4 for frameIndex), this method adds a frame at Frame&#160;5, and the length of the frame span becomes 11 frames. If Frame&#160;5 is selected and it is a keyframe, this method inserts a frame at Frame&#160;6 regardless of whether the frame next to it is also a keyframe.  The following example inserts a frame (or frames, depending on the selection) at the current selection in the current layer: fl.getDocumentDOM().getTimeline().insertFrames( The following example inserts five frames at the current frame in all layers: fl.getDocumentDOM().getTimeline().insertFrames(5 The following example inserts three frames in the current layer only: fl.getDocumentDOM().getTimeline().insertFrames(3, false The following example inserts four frames in all layers, starting from the first frame: fl.getDocumentDOM().getTimeline().insertFrames(4, true, 0    If you have multiple layers with frames in them, and you select a frame in one layer when using the previous command, Flash inserts the frames in the selected layer only. If you have multiple layers with no frames selected in them, Flash inserts the frames in all layers. timeline.insertFrames()  Flash MX 2004. Usage timeline.insertFrames([numFrames [, bAllLayers [, frameNumIndex]]])  numFrames&#160;An integer that specifies the number of frames to insert. If you omit this parameter, the method inserts frames at the current selection in the current layer. This parameter is optional. bAllLayers&#160;A Boolean value that, if set to true (the default), causes the method to insert the specified number of frames in the numFrames parameter into all layers; if set to false, the method inserts frames into the current layer. This parameter is optional. frameNumIndex&#160;A zero-based index that specifies the frame at which to insert a new frame. This parameter is optional. Returns Nothing.   Method; inserts the specified number of frames at the specified index.  If no parameters are specified, this method works as follows: If one or more frames are selected, the method inserts the selected number of frames at the location of the first selected frame in the current layer. That is, if frames&#160;6 through&#160;10 are selected (a total of&#160;five frames), the method adds five frames at Frame&#160;6 in the layer containing the selected frames. If no frames are selected, the method inserts one frame at the current frame on all layers. If parameters are specified, the method works as follows: If only numFrames is specified, inserts the specified number of frames at the current frame on the current layer. If numFrames is specified and bAllLayers is true, inserts the specified number of frames at the current frame on all layers. If all three parameters are specified, inserts the specified number of frames at the specified index (frameIndex the value passed for bAllLayers determines if the frames are added only to the current layer or to all layers. If the specified or selected frame is a regular frame, the frame is inserted at that frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame&#160;5 (or pass a value&#160;of&#160;4 for frameIndex), this method adds a frame at Frame&#160;5, and the length of the frame span becomes 11 frames. If Frame&#160;5 is selected and it is a keyframe, this method inserts a frame at Frame&#160;6 regardless of whether the frame next to it is also a keyframe.  The following example inserts a frame (or frames, depending on the selection) at the current selection in the current layer: fl.getDocumentDOM().getTimeline().insertFrames( The following example inserts five frames at the current frame in all layers: fl.getDocumentDOM().getTimeline().insertFrames(5 The following example inserts three frames in the current layer only: fl.getDocumentDOM().getTimeline().insertFrames(3, false The following example inserts four frames in all layers, starting from the first frame: fl.getDocumentDOM().getTimeline().insertFrames(4, true, 0    If you have multiple layers with frames in them, and you select a frame in one layer when using the previous command, Flash inserts the frames in the selected layer only. If you have multiple layers with no frames selected in them, Flash inserts the frames in all layers. timeline.insertFrames()  Flash MX 2004. Usage timeline.insertFrames([numFrames [, bAllLayers [, frameNumIndex]]])  numFrames&#160;An integer that specifies the number of frames to insert. If you omit this parameter, the method inserts frames at the current selection in the current layer. This parameter is optional. bAllLayers&#160;A Boolean value that, if set to true (the default), causes the method to insert the specified number of frames in the numFrames parameter into all layers; if set to false, the method inserts frames into the current layer. This parameter is optional. frameNumIndex&#160;A zero-based index that specifies the frame at which to insert a new frame. This parameter is optional. Returns Nothing.   Method; inserts the specified number of frames at the specified index.  If no parameters are specified, this method works as follows: If one or more frames are selected, the method inserts the selected number of frames at the location of the first selected frame in the current layer. That is, if frames&#160;6 through&#160;10 are selected (a total of&#160;five frames), the method adds five frames at Frame&#160;6 in the layer containing the selected frames. If no frames are selected, the method inserts one frame at the current frame on all layers. If parameters are specified, the method works as follows: If only numFrames is specified, inserts the specified number of frames at the current frame on the current layer. If numFrames is specified and bAllLayers is true, inserts the specified number of frames at the current frame on all layers. If all three parameters are specified, inserts the specified number of frames at the specified index (frameIndex the value passed for bAllLayers determines if the frames are added only to the current layer or to all layers. If the specified or selected frame is a regular frame, the frame is inserted at that frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame&#160;5 (or pass a value&#160;of&#160;4 for frameIndex), this method adds a frame at Frame&#160;5, and the length of the frame span becomes 11 frames. If Frame&#160;5 is selected and it is a keyframe, this method inserts a frame at Frame&#160;6 regardless of whether the frame next to it is also a keyframe.  The following example inserts a frame (or frames, depending on the selection) at the current selection in the current layer: fl.getDocumentDOM().getTimeline().insertFrames( The following example inserts five frames at the current frame in all layers: fl.getDocumentDOM().getTimeline().insertFrames(5 The following example inserts three frames in the current layer only: fl.getDocumentDOM().getTimeline().insertFrames(3, false The following example inserts four frames in all layers, starting from the first frame: fl.getDocumentDOM().getTimeline().insertFrames(4, true, 0    If you have multiple layers with frames in them, and you select a frame in one layer when using the previous command, Flash inserts the frames in the selected layer only. If you have multiple layers with no frames selected in them, Flash inserts the frames in all layers. timeline.insertFrames()  Flash MX 2004. Usage timeline.insertFrames([numFrames [, bAllLayers [, frameNumIndex]]])  numFrames&#160;An integer that specifies the number of frames to insert. If you omit this parameter, the method inserts frames at the current selection in the current layer. This parameter is optional. bAllLayers&#160;A Boolean value that, if set to true (the default), causes the method to insert the specified number of frames in the numFrames parameter into all layers; if set to false, the method inserts frames into the current layer. This parameter is optional. frameNumIndex&#160;A zero-based index that specifies the frame at which to insert a new frame. This parameter is optional. Returns Nothing.   Method; inserts the specified number of frames at the specified index.  If no parameters are specified, this method works as follows: If one or more frames are selected, the method inserts the selected number of frames at the location of the first selected frame in the current layer. That is, if frames&#160;6 through&#160;10 are selected (a total of&#160;five frames), the method adds five frames at Frame&#160;6 in the layer containing the selected frames. If no frames are selected, the method inserts one frame at the current frame on all layers. If parameters are specified, the method works as follows: If only numFrames is specified, inserts the specified number of frames at the current frame on the current layer. If numFrames is specified and bAllLayers is true, inserts the specified number of frames at the current frame on all layers. If all three parameters are specified, inserts the specified number of frames at the specified index (frameIndex the value passed for bAllLayers determines if the frames are added only to the current layer or to all layers. If the specified or selected frame is a regular frame, the frame is inserted at that frame. For example, if you have a span of 10 frames numbered 1-10 and you select Frame&#160;5 (or pass a value&#160;of&#160;4 for frameIndex), this method adds a frame at Frame&#160;5, and the length of the frame span becomes 11 frames. If Frame&#160;5 is selected and it is a keyframe, this method inserts a frame at Frame&#160;6 regardless of whether the frame next to it is also a keyframe.  The following example inserts a frame (or frames, depending on the selection) at the current selection in the current layer: fl.getDocumentDOM().getTimeline().insertFrames( The following example inserts five frames at the current frame in all layers: fl.getDocumentDOM().getTimeline().insertFrames(5 The following example inserts three frames in the current layer only: fl.getDocumentDOM().getTimeline().insertFrames(3, false The following example inserts four frames in all layers, starting from the first frame: fl.getDocumentDOM().getTimeline().insertFrames(4, true, 0  " />
<page href="00004540.html" title="timeline.insertKeyframe()" text="timeline.insertKeyframe()  Flash MX 2004. Usage timeline.insertKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame index at which to insert the keyframe in the current layer. If you omit frameNumIndex, the method uses the frame number of the current playhead or selected frame. This parameter is optional. Returns  Nothing.   Method; inserts a keyframe at the specified frame. If you omit the parameter, the method inserts a keyframe using the playhead or selection location. This method works the same as timeline.insertBlankKeyframe() except that the inserted keyframe contains the contents of the frame it converted (that is, it's not blank).  The following example inserts a keyframe at the playhead or selected location:  fl.getDocumentDOM().getTimeline().insertKeyframe( The following example inserts a keyframe at Frame 10 of the second layer (remember that index values are different from frame or layer&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().insertKeyframe(9  timeline.insertKeyframe()  Flash MX 2004. Usage timeline.insertKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame index at which to insert the keyframe in the current layer. If you omit frameNumIndex, the method uses the frame number of the current playhead or selected frame. This parameter is optional. Returns  Nothing.   Method; inserts a keyframe at the specified frame. If you omit the parameter, the method inserts a keyframe using the playhead or selection location. This method works the same as timeline.insertBlankKeyframe() except that the inserted keyframe contains the contents of the frame it converted (that is, it's not blank).  The following example inserts a keyframe at the playhead or selected location:  fl.getDocumentDOM().getTimeline().insertKeyframe( The following example inserts a keyframe at Frame 10 of the second layer (remember that index values are different from frame or layer&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().insertKeyframe(9  timeline.insertKeyframe()  Flash MX 2004. Usage timeline.insertKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame index at which to insert the keyframe in the current layer. If you omit frameNumIndex, the method uses the frame number of the current playhead or selected frame. This parameter is optional. Returns  Nothing.   Method; inserts a keyframe at the specified frame. If you omit the parameter, the method inserts a keyframe using the playhead or selection location. This method works the same as timeline.insertBlankKeyframe() except that the inserted keyframe contains the contents of the frame it converted (that is, it's not blank).  The following example inserts a keyframe at the playhead or selected location:  fl.getDocumentDOM().getTimeline().insertKeyframe( The following example inserts a keyframe at Frame 10 of the second layer (remember that index values are different from frame or layer&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().insertKeyframe(9  timeline.insertKeyframe()  Flash MX 2004. Usage timeline.insertKeyframe([frameNumIndex])  frameNumIndex&#160;A zero-based index that specifies the frame index at which to insert the keyframe in the current layer. If you omit frameNumIndex, the method uses the frame number of the current playhead or selected frame. This parameter is optional. Returns  Nothing.   Method; inserts a keyframe at the specified frame. If you omit the parameter, the method inserts a keyframe using the playhead or selection location. This method works the same as timeline.insertBlankKeyframe() except that the inserted keyframe contains the contents of the frame it converted (that is, it's not blank).  The following example inserts a keyframe at the playhead or selected location:  fl.getDocumentDOM().getTimeline().insertKeyframe( The following example inserts a keyframe at Frame 10 of the second layer (remember that index values are different from frame or layer&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 1; fl.getDocumentDOM().getTimeline().insertKeyframe(9  " />
<page href="00004541.html" title="timeline.layerCount" text="timeline.layerCount  Flash MX 2004.  timeline.layerCount  Read-only property; an integer that represents the number of layers in the specified timeline.   The following example uses the NumLayer variable to store the number of layers in the current scene: var NumLayer = fl.getDocumentDOM().getTimeline().layerCount; timeline.layerCount  Flash MX 2004.  timeline.layerCount  Read-only property; an integer that represents the number of layers in the specified timeline.   The following example uses the NumLayer variable to store the number of layers in the current scene: var NumLayer = fl.getDocumentDOM().getTimeline().layerCount; timeline.layerCount  Flash MX 2004.  timeline.layerCount  Read-only property; an integer that represents the number of layers in the specified timeline.   The following example uses the NumLayer variable to store the number of layers in the current scene: var NumLayer = fl.getDocumentDOM().getTimeline().layerCount; timeline.layerCount  Flash MX 2004.  timeline.layerCount  Read-only property; an integer that represents the number of layers in the specified timeline.   The following example uses the NumLayer variable to store the number of layers in the current scene: var NumLayer = fl.getDocumentDOM().getTimeline().layerCount; " />
<page href="00004542.html" title="timeline.layers" text="timeline.layers  Flash MX 2004.  timeline.layers  Read-only property; an array of layer objects.   The following example uses the currentLayers variable to store the array of layer objects in the current document:  var currentLayers = fl.getDocumentDOM().getTimeline().layers; timeline.layers  Flash MX 2004.  timeline.layers  Read-only property; an array of layer objects.   The following example uses the currentLayers variable to store the array of layer objects in the current document:  var currentLayers = fl.getDocumentDOM().getTimeline().layers; timeline.layers  Flash MX 2004.  timeline.layers  Read-only property; an array of layer objects.   The following example uses the currentLayers variable to store the array of layer objects in the current document:  var currentLayers = fl.getDocumentDOM().getTimeline().layers; timeline.layers  Flash MX 2004.  timeline.layers  Read-only property; an array of layer objects.   The following example uses the currentLayers variable to store the array of layer objects in the current document:  var currentLayers = fl.getDocumentDOM().getTimeline().layers; " />
<page href="00004543.html" title="timeline.name" text="timeline.name  Flash MX 2004.  timeline.name  Property; a string that specifies the name of the current timeline. This name is the name of the current scene, screen (slide or form), or symbol that is being edited.  The following example retrieves the first scene name: var sceneName = fl.getDocumentDOM().timelines[0].name; The following example sets the first scene name to FirstScene:  fl.getDocumentDOM().timelines[0].name = &quot;FirstScene&quot;; timeline.name  Flash MX 2004.  timeline.name  Property; a string that specifies the name of the current timeline. This name is the name of the current scene, screen (slide or form), or symbol that is being edited.  The following example retrieves the first scene name: var sceneName = fl.getDocumentDOM().timelines[0].name; The following example sets the first scene name to FirstScene:  fl.getDocumentDOM().timelines[0].name = &quot;FirstScene&quot;; timeline.name  Flash MX 2004.  timeline.name  Property; a string that specifies the name of the current timeline. This name is the name of the current scene, screen (slide or form), or symbol that is being edited.  The following example retrieves the first scene name: var sceneName = fl.getDocumentDOM().timelines[0].name; The following example sets the first scene name to FirstScene:  fl.getDocumentDOM().timelines[0].name = &quot;FirstScene&quot;; timeline.name  Flash MX 2004.  timeline.name  Property; a string that specifies the name of the current timeline. This name is the name of the current scene, screen (slide or form), or symbol that is being edited.  The following example retrieves the first scene name: var sceneName = fl.getDocumentDOM().timelines[0].name; The following example sets the first scene name to FirstScene:  fl.getDocumentDOM().timelines[0].name = &quot;FirstScene&quot;; " />
<page href="00004544.html" title="timeline.pasteFrames()" text="timeline.pasteFrames()  Flash MX 2004. Usage timeline.pasteFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to paste. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop pasting frames. The method pastes up to, but not including, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; pastes the range of frames from the clipboard into the specified frames.  The following example pastes the frames on the clipboard to the currently selected frame or playhead location: fl.getDocumentDOM().getTimeline().pasteFrames( The following example pastes the frames on the clipboard at Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().pasteFrames(1, 9 The following example pastes the frames on the clipboard starting at Frame 5: fl.getDocumentDOM().getTimeline().pasteFrames(4 timeline.pasteFrames()  Flash MX 2004. Usage timeline.pasteFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to paste. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop pasting frames. The method pastes up to, but not including, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; pastes the range of frames from the clipboard into the specified frames.  The following example pastes the frames on the clipboard to the currently selected frame or playhead location: fl.getDocumentDOM().getTimeline().pasteFrames( The following example pastes the frames on the clipboard at Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().pasteFrames(1, 9 The following example pastes the frames on the clipboard starting at Frame 5: fl.getDocumentDOM().getTimeline().pasteFrames(4 timeline.pasteFrames()  Flash MX 2004. Usage timeline.pasteFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to paste. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop pasting frames. The method pastes up to, but not including, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; pastes the range of frames from the clipboard into the specified frames.  The following example pastes the frames on the clipboard to the currently selected frame or playhead location: fl.getDocumentDOM().getTimeline().pasteFrames( The following example pastes the frames on the clipboard at Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().pasteFrames(1, 9 The following example pastes the frames on the clipboard starting at Frame 5: fl.getDocumentDOM().getTimeline().pasteFrames(4 timeline.pasteFrames()  Flash MX 2004. Usage timeline.pasteFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the beginning of a range of frames to paste. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop pasting frames. The method pastes up to, but not including, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; pastes the range of frames from the clipboard into the specified frames.  The following example pastes the frames on the clipboard to the currently selected frame or playhead location: fl.getDocumentDOM().getTimeline().pasteFrames( The following example pastes the frames on the clipboard at Frame 2 up to, but not including, Frame 10 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().pasteFrames(1, 9 The following example pastes the frames on the clipboard starting at Frame 5: fl.getDocumentDOM().getTimeline().pasteFrames(4 " />
<page href="00004545.html" title="timeline.pasteMotion()" text="timeline.pasteMotion()  Flash CS3 Professional.  timeline.pasteMotion()  None.  Nothing.  Method; pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline. If necessary, existing frames are displaced (moved to the right) to make room for the frames being pasted.  The following example pastes the motion on the clipboard to the currently selected frame or playhead location, displacing that frame to the right of the pasted frames: fl.getDocumentDOM().getTimeline().pasteMotion(   timeline.copyMotion() timeline.pasteMotion()  Flash CS3 Professional.  timeline.pasteMotion()  None.  Nothing.  Method; pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline. If necessary, existing frames are displaced (moved to the right) to make room for the frames being pasted.  The following example pastes the motion on the clipboard to the currently selected frame or playhead location, displacing that frame to the right of the pasted frames: fl.getDocumentDOM().getTimeline().pasteMotion(   timeline.copyMotion() timeline.pasteMotion()  Flash CS3 Professional.  timeline.pasteMotion()  None.  Nothing.  Method; pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline. If necessary, existing frames are displaced (moved to the right) to make room for the frames being pasted.  The following example pastes the motion on the clipboard to the currently selected frame or playhead location, displacing that frame to the right of the pasted frames: fl.getDocumentDOM().getTimeline().pasteMotion(   timeline.copyMotion() timeline.pasteMotion()  Flash CS3 Professional.  timeline.pasteMotion()  None.  Nothing.  Method; pastes the range of motion frames retrieved by timeline.copyMotion() to the Timeline. If necessary, existing frames are displaced (moved to the right) to make room for the frames being pasted.  The following example pastes the motion on the clipboard to the currently selected frame or playhead location, displacing that frame to the right of the pasted frames: fl.getDocumentDOM().getTimeline().pasteMotion(   timeline.copyMotion() " />
<page href="00004546.html" title="timeline.removeFrames()" text="timeline.removeFrames()  Flash MX 2004. Usage timeline.removeFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start removing frames. If you omit startFrameIndex, the method uses the current selection; if there is no selection, all frames at the current playhead on all layers are removed. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop removing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; deletes the frame.   The following example deletes Frame 5 up to, but not including, Frame 10 of the top layer in the current scene (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(4, 9 The following example deletes Frame 8 on the top layer in the current scene: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(7 timeline.removeFrames()  Flash MX 2004. Usage timeline.removeFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start removing frames. If you omit startFrameIndex, the method uses the current selection; if there is no selection, all frames at the current playhead on all layers are removed. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop removing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; deletes the frame.   The following example deletes Frame 5 up to, but not including, Frame 10 of the top layer in the current scene (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(4, 9 The following example deletes Frame 8 on the top layer in the current scene: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(7 timeline.removeFrames()  Flash MX 2004. Usage timeline.removeFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start removing frames. If you omit startFrameIndex, the method uses the current selection; if there is no selection, all frames at the current playhead on all layers are removed. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop removing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; deletes the frame.   The following example deletes Frame 5 up to, but not including, Frame 10 of the top layer in the current scene (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(4, 9 The following example deletes Frame 8 on the top layer in the current scene: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(7 timeline.removeFrames()  Flash MX 2004. Usage timeline.removeFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start removing frames. If you omit startFrameIndex, the method uses the current selection; if there is no selection, all frames at the current playhead on all layers are removed. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the frame at which to stop removing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the startFrameIndex value. This parameter is&#160;optional. Returns  Nothing.   Method; deletes the frame.   The following example deletes Frame 5 up to, but not including, Frame 10 of the top layer in the current scene (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(4, 9 The following example deletes Frame 8 on the top layer in the current scene: fl.getDocumentDOM().getTimeline().currentLayer = 0; fl.getDocumentDOM().getTimeline().removeFrames(7 " />
<page href="00004547.html" title="timeline.reorderLayer()" text="timeline.reorderLayer()  Flash MX 2004. Usage timeline.reorderLayer(layerToMove, layerToPutItBy [, bAddBefore])  layerToMove&#160;A zero-based index that specifies which layer to move.  layerToPutItBy&#160;A zero-based index that specifies which layer you want to move the layer next to. For example, if you specify 1 for layerToMove and 0 for layerToPutItBy, the second layer is placed next to the first layer. bAddBefore&#160;Specifies whether to move the layer before or after layerToPutItBy. If you specify false, the layer is moved after layerToPutItBy. The default value is&#160;true. This parameter is optional. Returns  Nothing.   Method; moves the first specified layer before or after the second specified layer.   The following example moves the layer at index 2 to the top (on top of the layer at index 0):  fl.getDocumentDOM().getTimeline().reorderLayer(2, 0  The following example places the layer at index 3 after the layer at index 5:  fl.getDocumentDOM().getTimeline().reorderLayer(3, 5, false timeline.reorderLayer()  Flash MX 2004. Usage timeline.reorderLayer(layerToMove, layerToPutItBy [, bAddBefore])  layerToMove&#160;A zero-based index that specifies which layer to move.  layerToPutItBy&#160;A zero-based index that specifies which layer you want to move the layer next to. For example, if you specify 1 for layerToMove and 0 for layerToPutItBy, the second layer is placed next to the first layer. bAddBefore&#160;Specifies whether to move the layer before or after layerToPutItBy. If you specify false, the layer is moved after layerToPutItBy. The default value is&#160;true. This parameter is optional. Returns  Nothing.   Method; moves the first specified layer before or after the second specified layer.   The following example moves the layer at index 2 to the top (on top of the layer at index 0):  fl.getDocumentDOM().getTimeline().reorderLayer(2, 0  The following example places the layer at index 3 after the layer at index 5:  fl.getDocumentDOM().getTimeline().reorderLayer(3, 5, false timeline.reorderLayer()  Flash MX 2004. Usage timeline.reorderLayer(layerToMove, layerToPutItBy [, bAddBefore])  layerToMove&#160;A zero-based index that specifies which layer to move.  layerToPutItBy&#160;A zero-based index that specifies which layer you want to move the layer next to. For example, if you specify 1 for layerToMove and 0 for layerToPutItBy, the second layer is placed next to the first layer. bAddBefore&#160;Specifies whether to move the layer before or after layerToPutItBy. If you specify false, the layer is moved after layerToPutItBy. The default value is&#160;true. This parameter is optional. Returns  Nothing.   Method; moves the first specified layer before or after the second specified layer.   The following example moves the layer at index 2 to the top (on top of the layer at index 0):  fl.getDocumentDOM().getTimeline().reorderLayer(2, 0  The following example places the layer at index 3 after the layer at index 5:  fl.getDocumentDOM().getTimeline().reorderLayer(3, 5, false timeline.reorderLayer()  Flash MX 2004. Usage timeline.reorderLayer(layerToMove, layerToPutItBy [, bAddBefore])  layerToMove&#160;A zero-based index that specifies which layer to move.  layerToPutItBy&#160;A zero-based index that specifies which layer you want to move the layer next to. For example, if you specify 1 for layerToMove and 0 for layerToPutItBy, the second layer is placed next to the first layer. bAddBefore&#160;Specifies whether to move the layer before or after layerToPutItBy. If you specify false, the layer is moved after layerToPutItBy. The default value is&#160;true. This parameter is optional. Returns  Nothing.   Method; moves the first specified layer before or after the second specified layer.   The following example moves the layer at index 2 to the top (on top of the layer at index 0):  fl.getDocumentDOM().getTimeline().reorderLayer(2, 0  The following example places the layer at index 3 after the layer at index 5:  fl.getDocumentDOM().getTimeline().reorderLayer(3, 5, false " />
<page href="00004548.html" title="timeline.reverseFrames()" text="timeline.reverseFrames()  Flash MX 2004. Usage timeline.reverseFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start reversing frames. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop reversing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; reverses a range of frames.   The following example reverses the positions of the currently selected frames: fl.getDocumentDOM().getTimeline().reverseFrames(  The following example reverses frames from Frame 10 up to, but not including, Frame 15 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().reverseFrames(9, 14 timeline.reverseFrames()  Flash MX 2004. Usage timeline.reverseFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start reversing frames. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop reversing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; reverses a range of frames.   The following example reverses the positions of the currently selected frames: fl.getDocumentDOM().getTimeline().reverseFrames(  The following example reverses frames from Frame 10 up to, but not including, Frame 15 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().reverseFrames(9, 14 timeline.reverseFrames()  Flash MX 2004. Usage timeline.reverseFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start reversing frames. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop reversing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; reverses a range of frames.   The following example reverses the positions of the currently selected frames: fl.getDocumentDOM().getTimeline().reverseFrames(  The following example reverses frames from Frame 10 up to, but not including, Frame 15 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().reverseFrames(9, 14 timeline.reverseFrames()  Flash MX 2004. Usage timeline.reverseFrames([startFrameIndex [, endFrameIndex]])  startFrameIndex&#160;A zero-based index that specifies the first frame at which to start reversing frames. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop reversing frames; the range of frames goes up to, but does not include, endFrameIndex. If you specify only startFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; reverses a range of frames.   The following example reverses the positions of the currently selected frames: fl.getDocumentDOM().getTimeline().reverseFrames(  The following example reverses frames from Frame 10 up to, but not including, Frame 15 (remember that index values are different from frame&#160;number values): fl.getDocumentDOM().getTimeline().reverseFrames(9, 14 " />
<page href="00004549.html" title="timeline.selectAllFrames()" text="timeline.selectAllFrames()  Flash MX 2004.  timeline.selectAllFrames()  None.  Returns  Nothing.   Method; selects all the frames in the current timeline.   The following example selects all the frames in the current timeline. fl.getDocumentDOM().getTimeline().selectAllFrames( timeline.selectAllFrames()  Flash MX 2004.  timeline.selectAllFrames()  None.  Returns  Nothing.   Method; selects all the frames in the current timeline.   The following example selects all the frames in the current timeline. fl.getDocumentDOM().getTimeline().selectAllFrames( timeline.selectAllFrames()  Flash MX 2004.  timeline.selectAllFrames()  None.  Returns  Nothing.   Method; selects all the frames in the current timeline.   The following example selects all the frames in the current timeline. fl.getDocumentDOM().getTimeline().selectAllFrames( timeline.selectAllFrames()  Flash MX 2004.  timeline.selectAllFrames()  None.  Returns  Nothing.   Method; selects all the frames in the current timeline.   The following example selects all the frames in the current timeline. fl.getDocumentDOM().getTimeline().selectAllFrames( " />
<page href="00004550.html" title="timeline.setFrameProperty()" text="timeline.setFrameProperty()  Flash MX 2004. Usage timeline.setFrameProperty(property, value [, startFrameIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property to be modified. For a complete list of properties and values, see Property summary for the Frame object. value&#160;Specifies the value to which you want to set the property. To determine the appropriate values and type, see Property summary for the Frame object.  startFrameIndex&#160;A zero-based index that specifies the starting frame number to modify. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop. The range of frames goes up to, but does not include, endFrameIndex. If you specify startFrameIndex but omit endFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; sets the property of the Frame object for the selected frames.   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(&quot;actionScript&quot;, &quot;stop(&quot; 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&#160;number values): var doc = fl.getDocumentDOM( doc.getTimeline().setFrameProperty(&quot;tweenType&quot;,&quot;motion&quot;,1,4    You can't use this method to set values for read-only properties such as frame.duration and frame.elements. timeline.setFrameProperty()  Flash MX 2004. Usage timeline.setFrameProperty(property, value [, startFrameIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property to be modified. For a complete list of properties and values, see Property summary for the Frame object. value&#160;Specifies the value to which you want to set the property. To determine the appropriate values and type, see Property summary for the Frame object.  startFrameIndex&#160;A zero-based index that specifies the starting frame number to modify. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop. The range of frames goes up to, but does not include, endFrameIndex. If you specify startFrameIndex but omit endFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; sets the property of the Frame object for the selected frames.   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(&quot;actionScript&quot;, &quot;stop(&quot; 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&#160;number values): var doc = fl.getDocumentDOM( doc.getTimeline().setFrameProperty(&quot;tweenType&quot;,&quot;motion&quot;,1,4    You can't use this method to set values for read-only properties such as frame.duration and frame.elements. timeline.setFrameProperty()  Flash MX 2004. Usage timeline.setFrameProperty(property, value [, startFrameIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property to be modified. For a complete list of properties and values, see Property summary for the Frame object. value&#160;Specifies the value to which you want to set the property. To determine the appropriate values and type, see Property summary for the Frame object.  startFrameIndex&#160;A zero-based index that specifies the starting frame number to modify. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop. The range of frames goes up to, but does not include, endFrameIndex. If you specify startFrameIndex but omit endFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; sets the property of the Frame object for the selected frames.   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(&quot;actionScript&quot;, &quot;stop(&quot; 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&#160;number values): var doc = fl.getDocumentDOM( doc.getTimeline().setFrameProperty(&quot;tweenType&quot;,&quot;motion&quot;,1,4    You can't use this method to set values for read-only properties such as frame.duration and frame.elements. timeline.setFrameProperty()  Flash MX 2004. Usage timeline.setFrameProperty(property, value [, startFrameIndex [, endFrameIndex]])  property&#160;A string that specifies the name of the property to be modified. For a complete list of properties and values, see Property summary for the Frame object. value&#160;Specifies the value to which you want to set the property. To determine the appropriate values and type, see Property summary for the Frame object.  startFrameIndex&#160;A zero-based index that specifies the starting frame number to modify. If you omit startFrameIndex, the method uses the current selection. This parameter is optional. endFrameIndex&#160;A zero-based index that specifies the first frame at which to stop. The range of frames goes up to, but does not include, endFrameIndex. If you specify startFrameIndex but omit endFrameIndex, endFrameIndex defaults to the value of startFrameIndex. This parameter is optional. Returns Nothing.   Method; sets the property of the Frame object for the selected frames.   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(&quot;actionScript&quot;, &quot;stop(&quot; 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&#160;number values): var doc = fl.getDocumentDOM( doc.getTimeline().setFrameProperty(&quot;tweenType&quot;,&quot;motion&quot;,1,4  " />
<page href="00004551.html" title="timeline.setLayerProperty()" text="timeline.setLayerProperty()  Flash MX 2004. Usage timeline.setLayerProperty(property, value [, layersToChange])  property&#160;A string that specifies the property to set. For a list of properties, see Layer object. value&#160;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&#160;A string that identifies which layers should be modified. Acceptable values are &quot;selected&quot;, &quot;all&quot;, and &quot;others&quot;. The default value is &quot;selected&quot; if you omit this parameter. This parameter is optional. Returns  Nothing.   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(&quot;visible&quot;, false The following example sets the name of the selected layer(s) to &quot;selLayer&quot;: fl.getDocumentDOM().getTimeline().setLayerProperty(&quot;name&quot;, &quot;selLayer&quot; timeline.setLayerProperty()  Flash MX 2004. Usage timeline.setLayerProperty(property, value [, layersToChange])  property&#160;A string that specifies the property to set. For a list of properties, see Layer object. value&#160;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&#160;A string that identifies which layers should be modified. Acceptable values are &quot;selected&quot;, &quot;all&quot;, and &quot;others&quot;. The default value is &quot;selected&quot; if you omit this parameter. This parameter is optional. Returns  Nothing.   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(&quot;visible&quot;, false The following example sets the name of the selected layer(s) to &quot;selLayer&quot;: fl.getDocumentDOM().getTimeline().setLayerProperty(&quot;name&quot;, &quot;selLayer&quot; timeline.setLayerProperty()  Flash MX 2004. Usage timeline.setLayerProperty(property, value [, layersToChange])  property&#160;A string that specifies the property to set. For a list of properties, see Layer object. value&#160;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&#160;A string that identifies which layers should be modified. Acceptable values are &quot;selected&quot;, &quot;all&quot;, and &quot;others&quot;. The default value is &quot;selected&quot; if you omit this parameter. This parameter is optional. Returns  Nothing.   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(&quot;visible&quot;, false The following example sets the name of the selected layer(s) to &quot;selLayer&quot;: fl.getDocumentDOM().getTimeline().setLayerProperty(&quot;name&quot;, &quot;selLayer&quot; timeline.setLayerProperty()  Flash MX 2004. Usage timeline.setLayerProperty(property, value [, layersToChange])  property&#160;A string that specifies the property to set. For a list of properties, see Layer object. value&#160;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&#160;A string that identifies which layers should be modified. Acceptable values are &quot;selected&quot;, &quot;all&quot;, and &quot;others&quot;. The default value is &quot;selected&quot; if you omit this parameter. This parameter is optional. Returns  Nothing.   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(&quot;visible&quot;, false The following example sets the name of the selected layer(s) to &quot;selLayer&quot;: fl.getDocumentDOM().getTimeline().setLayerProperty(&quot;name&quot;, &quot;selLayer&quot; " />
<page href="00004552.html" title="timeline.setSelectedFrames()" text="timeline.setSelectedFrames()  Flash MX 2004. Usage timeline.setSelectedFrames(startFrameIndex, endFrameIndex [, bReplaceCurrentSelection]) timeline.setSelectedFrames(selectionList [, bReplaceCurrentSelection])  startFrameIndex&#160;A zero-based index that specifies the beginning frame to set.  endFrameIndex&#160;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&#160;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&#160;An array of three integers, as returned by timeline.getSelectedFrames().  Returns  Nothing.   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 examples show two ways to select the top layer, Frame 1, up to, but not including, Frame 10, and then to add 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&#160;number values): fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 9 fl.getDocumentDOM().getTimeline().setSelectedFrames(11, 14, false fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 0, 9] fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 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: var savedSelectionList = fl.getDocumentDOM().getTimeline().getSelectedFrames( // Do something that changes the selection. fl.getDocumentDOM().getTimeline().setSelectedFrames(savedSelectionList  timeline.getSelectedFrames() timeline.setSelectedFrames()  Flash MX 2004. Usage timeline.setSelectedFrames(startFrameIndex, endFrameIndex [, bReplaceCurrentSelection]) timeline.setSelectedFrames(selectionList [, bReplaceCurrentSelection])  startFrameIndex&#160;A zero-based index that specifies the beginning frame to set.  endFrameIndex&#160;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&#160;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&#160;An array of three integers, as returned by timeline.getSelectedFrames().  Returns  Nothing.   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 examples show two ways to select the top layer, Frame 1, up to, but not including, Frame 10, and then to add 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&#160;number values): fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 9 fl.getDocumentDOM().getTimeline().setSelectedFrames(11, 14, false fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 0, 9] fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 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: var savedSelectionList = fl.getDocumentDOM().getTimeline().getSelectedFrames( // Do something that changes the selection. fl.getDocumentDOM().getTimeline().setSelectedFrames(savedSelectionList  timeline.getSelectedFrames() timeline.setSelectedFrames()  Flash MX 2004. Usage timeline.setSelectedFrames(startFrameIndex, endFrameIndex [, bReplaceCurrentSelection]) timeline.setSelectedFrames(selectionList [, bReplaceCurrentSelection])  startFrameIndex&#160;A zero-based index that specifies the beginning frame to set.  endFrameIndex&#160;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&#160;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&#160;An array of three integers, as returned by timeline.getSelectedFrames().  Returns  Nothing.   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 examples show two ways to select the top layer, Frame 1, up to, but not including, Frame 10, and then to add 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&#160;number values): fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 9 fl.getDocumentDOM().getTimeline().setSelectedFrames(11, 14, false fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 0, 9] fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 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: var savedSelectionList = fl.getDocumentDOM().getTimeline().getSelectedFrames( // Do something that changes the selection. fl.getDocumentDOM().getTimeline().setSelectedFrames(savedSelectionList  timeline.getSelectedFrames() timeline.setSelectedFrames()  Flash MX 2004. Usage timeline.setSelectedFrames(startFrameIndex, endFrameIndex [, bReplaceCurrentSelection]) timeline.setSelectedFrames(selectionList [, bReplaceCurrentSelection])  startFrameIndex&#160;A zero-based index that specifies the beginning frame to set.  endFrameIndex&#160;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&#160;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&#160;An array of three integers, as returned by timeline.getSelectedFrames().  Returns  Nothing.   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 examples show two ways to select the top layer, Frame 1, up to, but not including, Frame 10, and then to add 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&#160;number values): fl.getDocumentDOM().getTimeline().setSelectedFrames(0, 9 fl.getDocumentDOM().getTimeline().setSelectedFrames(11, 14, false fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 0, 9] fl.getDocumentDOM().getTimeline().setSelectedFrames([0, 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: var savedSelectionList = fl.getDocumentDOM().getTimeline().getSelectedFrames( // Do something that changes the selection. fl.getDocumentDOM().getTimeline().setSelectedFrames(savedSelectionList  timeline.getSelectedFrames() " />
<page href="00004553.html" title="timeline.setSelectedLayers()" text="timeline.setSelectedLayers()  Flash MX 2004. Usage timeline.setSelectedLayers(index [, bReplaceCurrentSelection])  index&#160;A zero-based index for the layer to select.  bReplaceCurrentSelection&#160;A Boolean value that, if it is set to true, causes the method to replace the current selection; false causes the method to extend the current selection. The default value is true. This parameter is optional. Returns  Nothing.   Method; sets the layer to be selected, and also makes the specified layer the current layer. Selecting a layer also means that all the frames in the layer are selected.   The following example selects the top layer:  fl.getDocumentDOM().getTimeline().setSelectedLayers(0 The following example adds the next layer to the selection: fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  timeline.getSelectedLayers() timeline.setSelectedLayers()  Flash MX 2004. Usage timeline.setSelectedLayers(index [, bReplaceCurrentSelection])  index&#160;A zero-based index for the layer to select.  bReplaceCurrentSelection&#160;A Boolean value that, if it is set to true, causes the method to replace the current selection; false causes the method to extend the current selection. The default value is true. This parameter is optional. Returns  Nothing.   Method; sets the layer to be selected, and also makes the specified layer the current layer. Selecting a layer also means that all the frames in the layer are selected.   The following example selects the top layer:  fl.getDocumentDOM().getTimeline().setSelectedLayers(0 The following example adds the next layer to the selection: fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  timeline.getSelectedLayers() timeline.setSelectedLayers()  Flash MX 2004. Usage timeline.setSelectedLayers(index [, bReplaceCurrentSelection])  index&#160;A zero-based index for the layer to select.  bReplaceCurrentSelection&#160;A Boolean value that, if it is set to true, causes the method to replace the current selection; false causes the method to extend the current selection. The default value is true. This parameter is optional. Returns  Nothing.   Method; sets the layer to be selected, and also makes the specified layer the current layer. Selecting a layer also means that all the frames in the layer are selected.   The following example selects the top layer:  fl.getDocumentDOM().getTimeline().setSelectedLayers(0 The following example adds the next layer to the selection: fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  timeline.getSelectedLayers() timeline.setSelectedLayers()  Flash MX 2004. Usage timeline.setSelectedLayers(index [, bReplaceCurrentSelection])  index&#160;A zero-based index for the layer to select.  bReplaceCurrentSelection&#160;A Boolean value that, if it is set to true, causes the method to replace the current selection; false causes the method to extend the current selection. The default value is true. This parameter is optional. Returns  Nothing.   Method; sets the layer to be selected, and also makes the specified layer the current layer. Selecting a layer also means that all the frames in the layer are selected.   The following example selects the top layer:  fl.getDocumentDOM().getTimeline().setSelectedLayers(0 The following example adds the next layer to the selection: fl.getDocumentDOM().getTimeline().setSelectedLayers(1, false  timeline.getSelectedLayers() " />
<page href="00004554.html" title="timeline.showLayerMasking()" text="timeline.showLayerMasking()  Flash MX 2004. Usage timeline.showLayerMasking([layer])  layer&#160;A zero-based index of a mask or masked layer to show masking during authoring. This parameter is optional. Returns  Nothing.   Method; shows the layer masking during authoring by locking the mask and masked layers. This method uses the current layer if no layer is specified. If you use this method on a layer that is not of type Mask or Masked, Flash displays an error in the Output panel.  The following example specifies that the layer masking of the first layer should show during authoring. fl.getDocumentDOM().getTimeline().showLayerMasking(0  timeline.showLayerMasking()  Flash MX 2004. Usage timeline.showLayerMasking([layer])  layer&#160;A zero-based index of a mask or masked layer to show masking during authoring. This parameter is optional. Returns  Nothing.   Method; shows the layer masking during authoring by locking the mask and masked layers. This method uses the current layer if no layer is specified. If you use this method on a layer that is not of type Mask or Masked, Flash displays an error in the Output panel.  The following example specifies that the layer masking of the first layer should show during authoring. fl.getDocumentDOM().getTimeline().showLayerMasking(0  timeline.showLayerMasking()  Flash MX 2004. Usage timeline.showLayerMasking([layer])  layer&#160;A zero-based index of a mask or masked layer to show masking during authoring. This parameter is optional. Returns  Nothing.   Method; shows the layer masking during authoring by locking the mask and masked layers. This method uses the current layer if no layer is specified. If you use this method on a layer that is not of type Mask or Masked, Flash displays an error in the Output panel.  The following example specifies that the layer masking of the first layer should show during authoring. fl.getDocumentDOM().getTimeline().showLayerMasking(0  timeline.showLayerMasking()  Flash MX 2004. Usage timeline.showLayerMasking([layer])  layer&#160;A zero-based index of a mask or masked layer to show masking during authoring. This parameter is optional. Returns  Nothing.   Method; shows the layer masking during authoring by locking the mask and masked layers. This method uses the current layer if no layer is specified. If you use this method on a layer that is not of type Mask or Masked, Flash displays an error in the Output panel.  The following example specifies that the layer masking of the first layer should show during authoring. fl.getDocumentDOM().getTimeline().showLayerMasking(0  " />
<page href="00004555.html" title="ToolObj object" text="ToolObj object  Flash MX 2004.  A ToolObj object represents an individual tool in the Tools panel. To access a ToolObj object, use properties of the Tools object: either the tools.toolObjs array or tools.activeTool. Method summary for the ToolObj object The following methods are available for the ToolObj object. Property summary for the ToolObj object The following properties are available for the ToolObj object: Property Description toolObj.depth An integer that specifies the depth of the tool in the pop-up menu in the Tools panel. toolObj.iconID An integer that specifies the resource ID of the tool. toolObj.position Read-only; an integer specifying the position of the tool in the Tools panel. Method Description toolObj.enablePIControl() Enables or disables the specified control in a Property inspector. Used only when creating extensible tools. toolObj.setIcon() Identifies a PNG file to use as a tool icon in the Flash Tools panel. toolObj.setMenuString() Sets the string that appears in the pop-up menu as the name for the tool.  toolObj.setOptionsFile() Associates an XML file with the tool. toolObj.setPI() Sets a particular Property inspector to be used when the tool is activated. toolObj.setToolName() Assigns a name to the tool for the configuration of the Tools panel. toolObj.setToolTip() Sets the tooltip that appears when the mouse is held over the tool icon. toolObj.showPIControl() Shows or hides a control in the Property inspector.  toolObj.showTransformHandles() Called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active.    The following methods are used only when creating extensible tools. ToolObj object  Flash MX 2004.  A ToolObj object represents an individual tool in the Tools panel. To access a ToolObj object, use properties of the Tools object: either the tools.toolObjs array or tools.activeTool. Method summary for the ToolObj object The following methods are available for the ToolObj object. Property summary for the ToolObj object The following properties are available for the ToolObj object: Property Description toolObj.depth An integer that specifies the depth of the tool in the pop-up menu in the Tools panel. toolObj.iconID An integer that specifies the resource ID of the tool. toolObj.position Read-only; an integer specifying the position of the tool in the Tools panel. Method Description toolObj.enablePIControl() Enables or disables the specified control in a Property inspector. Used only when creating extensible tools. toolObj.setIcon() Identifies a PNG file to use as a tool icon in the Flash Tools panel. toolObj.setMenuString() Sets the string that appears in the pop-up menu as the name for the tool.  toolObj.setOptionsFile() Associates an XML file with the tool. toolObj.setPI() Sets a particular Property inspector to be used when the tool is activated. toolObj.setToolName() Assigns a name to the tool for the configuration of the Tools panel. toolObj.setToolTip() Sets the tooltip that appears when the mouse is held over the tool icon. toolObj.showPIControl() Shows or hides a control in the Property inspector.  toolObj.showTransformHandles() Called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active.    The following methods are used only when creating extensible tools. ToolObj object  Flash MX 2004.  A ToolObj object represents an individual tool in the Tools panel. To access a ToolObj object, use properties of the Tools object: either the tools.toolObjs array or tools.activeTool. Method summary for the ToolObj object The following methods are available for the ToolObj object. Property summary for the ToolObj object The following properties are available for the ToolObj object: Property Description toolObj.depth An integer that specifies the depth of the tool in the pop-up menu in the Tools panel. toolObj.iconID An integer that specifies the resource ID of the tool. toolObj.position Read-only; an integer specifying the position of the tool in the Tools panel. Method Description toolObj.enablePIControl() Enables or disables the specified control in a Property inspector. Used only when creating extensible tools. toolObj.setIcon() Identifies a PNG file to use as a tool icon in the Flash Tools panel. toolObj.setMenuString() Sets the string that appears in the pop-up menu as the name for the tool.  toolObj.setOptionsFile() Associates an XML file with the tool. toolObj.setPI() Sets a particular Property inspector to be used when the tool is activated. toolObj.setToolName() Assigns a name to the tool for the configuration of the Tools panel. toolObj.setToolTip() Sets the tooltip that appears when the mouse is held over the tool icon. toolObj.showPIControl() Shows or hides a control in the Property inspector.  toolObj.showTransformHandles() Called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active.    The following methods are used only when creating extensible tools. ToolObj object  Flash MX 2004.  A ToolObj object represents an individual tool in the Tools panel. To access a ToolObj object, use properties of the Tools object: either the tools.toolObjs array or tools.activeTool. Method summary for the ToolObj object The following methods are available for the ToolObj object. Property summary for the ToolObj object The following properties are available for the ToolObj object: " />
<page href="00004556.html" title="toolObj.depth" text="toolObj.depth  Flash MX 2004.  toolObj.depth  Read-only property; an integer that specifies the depth of the tool in the pop-up menu in the Tools panel. This property is used only when creating extensible tools.  The following example specifies that the tool has a depth of&#160;1, which means one level under a tool in the Tools panel: fl.tools.activeTool.depth = 1; toolObj.depth  Flash MX 2004.  toolObj.depth  Read-only property; an integer that specifies the depth of the tool in the pop-up menu in the Tools panel. This property is used only when creating extensible tools.  The following example specifies that the tool has a depth of&#160;1, which means one level under a tool in the Tools panel: fl.tools.activeTool.depth = 1; toolObj.depth  Flash MX 2004.  toolObj.depth  Read-only property; an integer that specifies the depth of the tool in the pop-up menu in the Tools panel. This property is used only when creating extensible tools.  The following example specifies that the tool has a depth of&#160;1, which means one level under a tool in the Tools panel: fl.tools.activeTool.depth = 1; toolObj.depth  Flash MX 2004.  toolObj.depth  Read-only property; an integer that specifies the depth of the tool in the pop-up menu in the Tools panel. This property is used only when creating extensible tools.  The following example specifies that the tool has a depth of&#160;1, which means one level under a tool in the Tools panel: fl.tools.activeTool.depth = 1; " />
<page href="00004557.html" title="toolObj.enablePIControl()" text="toolObj.enablePIControl()  Flash MX 2004. Usage toolObj.enablePIControl(control, bEnable)  control&#160;A string that specifies the name of the control to enable or disable. Legal values depend on the Property inspector invoked by this tool (see toolObj.setPI()). A shape Property inspector has the following controls:  A text Property inspector has the following controls: A movie Property inspector has the following controls:  bEnable&#160;A Boolean value that determines whether to enable (true) or disable (false) the control.  Returns  Nothing.  Method; enables or disables the specified control in a Property inspector. Used only when creating extensible tools.   The following command in an extensible tool's JavaScript file sets Flash to not show the stroke options in the Property inspector for that tool:  theTool.enablePIControl(&quot;stroke&quot;, false  type font pointsize  color bold italic direction alignLeft alignCenter alignRight alignJustify spacing position autoKern small rotation format lineType selectable html border deviceFonts varEdit options link maxChars target stroke fill size publish background framerate player profile toolObj.enablePIControl()  Flash MX 2004. Usage toolObj.enablePIControl(control, bEnable)  control&#160;A string that specifies the name of the control to enable or disable. Legal values depend on the Property inspector invoked by this tool (see toolObj.setPI()). A shape Property inspector has the following controls:  A text Property inspector has the following controls: A movie Property inspector has the following controls:  bEnable&#160;A Boolean value that determines whether to enable (true) or disable (false) the control.  Returns  Nothing.  Method; enables or disables the specified control in a Property inspector. Used only when creating extensible tools.   The following command in an extensible tool's JavaScript file sets Flash to not show the stroke options in the Property inspector for that tool:  theTool.enablePIControl(&quot;stroke&quot;, false  type font pointsize  color bold italic direction alignLeft alignCenter alignRight alignJustify spacing position autoKern small rotation format lineType selectable html border deviceFonts varEdit options link maxChars target stroke fill size publish background framerate player profile toolObj.enablePIControl()  Flash MX 2004. Usage toolObj.enablePIControl(control, bEnable)  control&#160;A string that specifies the name of the control to enable or disable. Legal values depend on the Property inspector invoked by this tool (see toolObj.setPI()). A shape Property inspector has the following controls:  A text Property inspector has the following controls: A movie Property inspector has the following controls:  bEnable&#160;A Boolean value that determines whether to enable (true) or disable (false) the control.  Returns  Nothing.  Method; enables or disables the specified control in a Property inspector. Used only when creating extensible tools.   The following command in an extensible tool's JavaScript file sets Flash to not show the stroke options in the Property inspector for that tool:  theTool.enablePIControl(&quot;stroke&quot;, false  type font pointsize  color bold italic direction alignLeft alignCenter alignRight alignJustify spacing position autoKern small rotation format lineType selectable html border deviceFonts varEdit options link maxChars target stroke fill size publish background framerate player profile toolObj.enablePIControl()  Flash MX 2004. Usage toolObj.enablePIControl(control, bEnable)  control&#160;A string that specifies the name of the control to enable or disable. Legal values depend on the Property inspector invoked by this tool (see toolObj.setPI()). A shape Property inspector has the following controls:  A text Property inspector has the following controls: A movie Property inspector has the following controls:  bEnable&#160;A Boolean value that determines whether to enable (true) or disable (false) the control.  Returns  Nothing.  Method; enables or disables the specified control in a Property inspector. Used only when creating extensible tools.   The following command in an extensible tool's JavaScript file sets Flash to not show the stroke options in the Property inspector for that tool:  theTool.enablePIControl(&quot;stroke&quot;, false  " />
<page href="00004558.html" title="toolObj.iconID" text="toolObj.iconID  Flash MX 2004.  toolObj.iconID  Read-only property; an integer with a value of -1. This property is used only when you create extensible tools. An iconID value of -1 means that Flash will not try find an icon for the tool. Instead, the script for the tool should specify the icon to display in the Tools panel; see toolObj.setIcon().  The following example assigns a value of -1 (the icon ID of the current tool) to the toolIconID variable: var toolIconID = fl.tools.activeTool.iconID toolObj.iconID  Flash MX 2004.  toolObj.iconID  Read-only property; an integer with a value of -1. This property is used only when you create extensible tools. An iconID value of -1 means that Flash will not try find an icon for the tool. Instead, the script for the tool should specify the icon to display in the Tools panel; see toolObj.setIcon().  The following example assigns a value of -1 (the icon ID of the current tool) to the toolIconID variable: var toolIconID = fl.tools.activeTool.iconID toolObj.iconID  Flash MX 2004.  toolObj.iconID  Read-only property; an integer with a value of -1. This property is used only when you create extensible tools. An iconID value of -1 means that Flash will not try find an icon for the tool. Instead, the script for the tool should specify the icon to display in the Tools panel; see toolObj.setIcon().  The following example assigns a value of -1 (the icon ID of the current tool) to the toolIconID variable: var toolIconID = fl.tools.activeTool.iconID toolObj.iconID  Flash MX 2004.  toolObj.iconID  Read-only property; an integer with a value of -1. This property is used only when you create extensible tools. An iconID value of -1 means that Flash will not try find an icon for the tool. Instead, the script for the tool should specify the icon to display in the Tools panel; see toolObj.setIcon().  The following example assigns a value of -1 (the icon ID of the current tool) to the toolIconID variable: var toolIconID = fl.tools.activeTool.iconID " />
<page href="00004559.html" title="toolObj.position" text="toolObj.position  Flash MX 2004.  toolObj.position  Read-only property; an integer that specifies the position of the tool in the Tools panel. This property is used only when you create extensible tools.  The following commands in the mouseDown() method of a tool's JavaScript file will show that tool's position in the Tools panel as an integer in the Output panel: myToolPos = fl.tools.activeTool.position; fl.trace(myToolPos toolObj.position  Flash MX 2004.  toolObj.position  Read-only property; an integer that specifies the position of the tool in the Tools panel. This property is used only when you create extensible tools.  The following commands in the mouseDown() method of a tool's JavaScript file will show that tool's position in the Tools panel as an integer in the Output panel: myToolPos = fl.tools.activeTool.position; fl.trace(myToolPos toolObj.position  Flash MX 2004.  toolObj.position  Read-only property; an integer that specifies the position of the tool in the Tools panel. This property is used only when you create extensible tools.  The following commands in the mouseDown() method of a tool's JavaScript file will show that tool's position in the Tools panel as an integer in the Output panel: myToolPos = fl.tools.activeTool.position; fl.trace(myToolPos toolObj.position  Flash MX 2004.  toolObj.position  Read-only property; an integer that specifies the position of the tool in the Tools panel. This property is used only when you create extensible tools.  The following commands in the mouseDown() method of a tool's JavaScript file will show that tool's position in the Tools panel as an integer in the Output panel: myToolPos = fl.tools.activeTool.position; fl.trace(myToolPos " />
<page href="00004560.html" title="toolObj.setIcon()" text="toolObj.setIcon()  Flash MX 2004. Usage toolObj.setIcon(file)  file&#160;A string that specifies the name of the PNG file to use as the icon. The PNG file must be placed in the same folder as the JSFL file.  Returns  Nothing.   Method; identifies a PNG file to use as a tool icon in the Tools panel. This method is used only when you create extensible tools.  The following example specifies that the image in the PolyStar.png file should be used as the icon for the tool named PolyStar. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setIcon(&quot;PolyStar.png&quot; toolObj.setIcon()  Flash MX 2004. Usage toolObj.setIcon(file)  file&#160;A string that specifies the name of the PNG file to use as the icon. The PNG file must be placed in the same folder as the JSFL file.  Returns  Nothing.   Method; identifies a PNG file to use as a tool icon in the Tools panel. This method is used only when you create extensible tools.  The following example specifies that the image in the PolyStar.png file should be used as the icon for the tool named PolyStar. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setIcon(&quot;PolyStar.png&quot; toolObj.setIcon()  Flash MX 2004. Usage toolObj.setIcon(file)  file&#160;A string that specifies the name of the PNG file to use as the icon. The PNG file must be placed in the same folder as the JSFL file.  Returns  Nothing.   Method; identifies a PNG file to use as a tool icon in the Tools panel. This method is used only when you create extensible tools.  The following example specifies that the image in the PolyStar.png file should be used as the icon for the tool named PolyStar. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setIcon(&quot;PolyStar.png&quot; toolObj.setIcon()  Flash MX 2004. Usage toolObj.setIcon(file)  file&#160;A string that specifies the name of the PNG file to use as the icon. The PNG file must be placed in the same folder as the JSFL file.  Returns  Nothing.   Method; identifies a PNG file to use as a tool icon in the Tools panel. This method is used only when you create extensible tools.  The following example specifies that the image in the PolyStar.png file should be used as the icon for the tool named PolyStar. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setIcon(&quot;PolyStar.png&quot; " />
<page href="00004561.html" title="toolObj.setMenuString()" text="toolObj.setMenuString()  Flash MX 2004. Usage toolObj.setMenuString(menuStr)  menuStr&#160;A string that specifies the name that appears in the pop-up menu as the name for the tool.  Returns  Nothing.   Method; sets the string that appears in the pop-up menu as the name for the tool. This method is used only when you create extensible tools.  The following example specifies that the tool named theTool should display the name &quot;PolyStar&#160;Tool&quot; in its pop-up menu. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setMenuString(&quot;PolyStar Tool&quot; toolObj.setMenuString()  Flash MX 2004. Usage toolObj.setMenuString(menuStr)  menuStr&#160;A string that specifies the name that appears in the pop-up menu as the name for the tool.  Returns  Nothing.   Method; sets the string that appears in the pop-up menu as the name for the tool. This method is used only when you create extensible tools.  The following example specifies that the tool named theTool should display the name &quot;PolyStar&#160;Tool&quot; in its pop-up menu. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setMenuString(&quot;PolyStar Tool&quot; toolObj.setMenuString()  Flash MX 2004. Usage toolObj.setMenuString(menuStr)  menuStr&#160;A string that specifies the name that appears in the pop-up menu as the name for the tool.  Returns  Nothing.   Method; sets the string that appears in the pop-up menu as the name for the tool. This method is used only when you create extensible tools.  The following example specifies that the tool named theTool should display the name &quot;PolyStar&#160;Tool&quot; in its pop-up menu. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setMenuString(&quot;PolyStar Tool&quot; toolObj.setMenuString()  Flash MX 2004. Usage toolObj.setMenuString(menuStr)  menuStr&#160;A string that specifies the name that appears in the pop-up menu as the name for the tool.  Returns  Nothing.   Method; sets the string that appears in the pop-up menu as the name for the tool. This method is used only when you create extensible tools.  The following example specifies that the tool named theTool should display the name &quot;PolyStar&#160;Tool&quot; in its pop-up menu. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setMenuString(&quot;PolyStar Tool&quot; " />
<page href="00004562.html" title="toolObj.setOptionsFile()" text="toolObj.setOptionsFile()  Flash MX 2004. Usage toolObj.setOptionsFile(xmlFile)  xmlFile&#160;A string that specifies the name of the XML file that has the description of the tool's options. The XML file must be placed in the same folder as the JSFL file.  Returns Nothing.   Method; associates an XML file with the tool. The file specifies the options to appear in a modal panel that is invoked by an Options button in the Property inspector. You would usually use this method in the configureTool() function inside your JSFL file. See configureTool(). For example, the PolyStar.xml file specifies three options associated with the Polygon tool: &lt;properties&gt;  &lt;property name=&quot;Style&quot;  variable=&quot;style&quot;  list=&quot;polygon,star&quot;  defaultValue=&quot;0&quot;  type=&quot;Strings&quot; /&gt;   &lt;property name=&quot;Number of Sides&quot;  variable=&quot;nsides&quot;   min=&quot;3&quot;   max=&quot;32&quot;  defaultValue=&quot;5&quot;  type=&quot;Number&quot; /&gt;    &lt;property name=&quot;Star point size&quot;  variable=&quot;pointParam&quot;   min=&quot;0&quot;   max=&quot;1&quot;  defaultValue=&quot;.5&quot;  type=&quot;Double&quot; /&gt;   &lt;/properties&gt;  The following example specifies that the file named PolyStar.xml is associated with the currently active tool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setOptionsFile(&quot;PolyStar.xml&quot; toolObj.setOptionsFile()  Flash MX 2004. Usage toolObj.setOptionsFile(xmlFile)  xmlFile&#160;A string that specifies the name of the XML file that has the description of the tool's options. The XML file must be placed in the same folder as the JSFL file.  Returns Nothing.   Method; associates an XML file with the tool. The file specifies the options to appear in a modal panel that is invoked by an Options button in the Property inspector. You would usually use this method in the configureTool() function inside your JSFL file. See configureTool(). For example, the PolyStar.xml file specifies three options associated with the Polygon tool: &lt;properties&gt;  &lt;property name=&quot;Style&quot;  variable=&quot;style&quot;  list=&quot;polygon,star&quot;  defaultValue=&quot;0&quot;  type=&quot;Strings&quot; /&gt;   &lt;property name=&quot;Number of Sides&quot;  variable=&quot;nsides&quot;   min=&quot;3&quot;   max=&quot;32&quot;  defaultValue=&quot;5&quot;  type=&quot;Number&quot; /&gt;    &lt;property name=&quot;Star point size&quot;  variable=&quot;pointParam&quot;   min=&quot;0&quot;   max=&quot;1&quot;  defaultValue=&quot;.5&quot;  type=&quot;Double&quot; /&gt;   &lt;/properties&gt;  The following example specifies that the file named PolyStar.xml is associated with the currently active tool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setOptionsFile(&quot;PolyStar.xml&quot; toolObj.setOptionsFile()  Flash MX 2004. Usage toolObj.setOptionsFile(xmlFile)  xmlFile&#160;A string that specifies the name of the XML file that has the description of the tool's options. The XML file must be placed in the same folder as the JSFL file.  Returns Nothing.   Method; associates an XML file with the tool. The file specifies the options to appear in a modal panel that is invoked by an Options button in the Property inspector. You would usually use this method in the configureTool() function inside your JSFL file. See configureTool(). For example, the PolyStar.xml file specifies three options associated with the Polygon tool: &lt;properties&gt;  &lt;property name=&quot;Style&quot;  variable=&quot;style&quot;  list=&quot;polygon,star&quot;  defaultValue=&quot;0&quot;  type=&quot;Strings&quot; /&gt;   &lt;property name=&quot;Number of Sides&quot;  variable=&quot;nsides&quot;   min=&quot;3&quot;   max=&quot;32&quot;  defaultValue=&quot;5&quot;  type=&quot;Number&quot; /&gt;    &lt;property name=&quot;Star point size&quot;  variable=&quot;pointParam&quot;   min=&quot;0&quot;   max=&quot;1&quot;  defaultValue=&quot;.5&quot;  type=&quot;Double&quot; /&gt;   &lt;/properties&gt;  The following example specifies that the file named PolyStar.xml is associated with the currently active tool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setOptionsFile(&quot;PolyStar.xml&quot; toolObj.setOptionsFile()  Flash MX 2004. Usage toolObj.setOptionsFile(xmlFile)  xmlFile&#160;A string that specifies the name of the XML file that has the description of the tool's options. The XML file must be placed in the same folder as the JSFL file.  Returns Nothing.   Method; associates an XML file with the tool. The file specifies the options to appear in a modal panel that is invoked by an Options button in the Property inspector. You would usually use this method in the configureTool() function inside your JSFL file. See configureTool(). For example, the PolyStar.xml file specifies three options associated with the Polygon tool: &lt;properties&gt;  &lt;property name=&quot;Style&quot;  variable=&quot;style&quot;  list=&quot;polygon,star&quot;  defaultValue=&quot;0&quot;  type=&quot;Strings&quot; /&gt;   &lt;property name=&quot;Number of Sides&quot;  variable=&quot;nsides&quot;   min=&quot;3&quot;   max=&quot;32&quot;  defaultValue=&quot;5&quot;  type=&quot;Number&quot; /&gt;    &lt;property name=&quot;Star point size&quot;  variable=&quot;pointParam&quot;   min=&quot;0&quot;   max=&quot;1&quot;  defaultValue=&quot;.5&quot;  type=&quot;Double&quot; /&gt;   &lt;/properties&gt;  The following example specifies that the file named PolyStar.xml is associated with the currently active tool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setOptionsFile(&quot;PolyStar.xml&quot; " />
<page href="00004563.html" title="toolObj.setPI()" text="toolObj.setPI()  Flash MX 2004. Usage toolObj.setPI(pi)  pi&#160;A string that specifies the Property inspector to invoke for this tool.  Returns Nothing.   Method; specifies which Property inspector should be used when the tool is activated. This method is used only when you create extensible tools. Acceptable values are &quot;shape&quot; (the default), &quot;text&quot;, and &quot;movie&quot;.   The following example specifies that the shape Property inspector should be used when the tool is activated. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setPI(&quot;shape&quot; toolObj.setPI()  Flash MX 2004. Usage toolObj.setPI(pi)  pi&#160;A string that specifies the Property inspector to invoke for this tool.  Returns Nothing.   Method; specifies which Property inspector should be used when the tool is activated. This method is used only when you create extensible tools. Acceptable values are &quot;shape&quot; (the default), &quot;text&quot;, and &quot;movie&quot;.   The following example specifies that the shape Property inspector should be used when the tool is activated. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setPI(&quot;shape&quot; toolObj.setPI()  Flash MX 2004. Usage toolObj.setPI(pi)  pi&#160;A string that specifies the Property inspector to invoke for this tool.  Returns Nothing.   Method; specifies which Property inspector should be used when the tool is activated. This method is used only when you create extensible tools. Acceptable values are &quot;shape&quot; (the default), &quot;text&quot;, and &quot;movie&quot;.   The following example specifies that the shape Property inspector should be used when the tool is activated. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setPI(&quot;shape&quot; toolObj.setPI()  Flash MX 2004. Usage toolObj.setPI(pi)  pi&#160;A string that specifies the Property inspector to invoke for this tool.  Returns Nothing.   Method; specifies which Property inspector should be used when the tool is activated. This method is used only when you create extensible tools. Acceptable values are &quot;shape&quot; (the default), &quot;text&quot;, and &quot;movie&quot;.   The following example specifies that the shape Property inspector should be used when the tool is activated. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool):  theTool = fl.tools.activeTool; theTool.setPI(&quot;shape&quot; " />
<page href="00004564.html" title="toolObj.setToolName()" text="toolObj.setToolName()  Flash MX 2004. Usage toolObj.setToolName(name)  name&#160;A string that specifies the name of the tool.  Returns  Nothing.   Method; assigns a name to the tool for the configuration of the Tools panel. This method is used only when you create extensible tools. The name is used only by the XML layout file that Flash reads to construct the Tools panel. The name does not appear in the Flash user interface.  The following example assigns the name &quot;polystar&quot; to the tool named theTool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolName(&quot;polystar&quot; toolObj.setToolName()  Flash MX 2004. Usage toolObj.setToolName(name)  name&#160;A string that specifies the name of the tool.  Returns  Nothing.   Method; assigns a name to the tool for the configuration of the Tools panel. This method is used only when you create extensible tools. The name is used only by the XML layout file that Flash reads to construct the Tools panel. The name does not appear in the Flash user interface.  The following example assigns the name &quot;polystar&quot; to the tool named theTool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolName(&quot;polystar&quot; toolObj.setToolName()  Flash MX 2004. Usage toolObj.setToolName(name)  name&#160;A string that specifies the name of the tool.  Returns  Nothing.   Method; assigns a name to the tool for the configuration of the Tools panel. This method is used only when you create extensible tools. The name is used only by the XML layout file that Flash reads to construct the Tools panel. The name does not appear in the Flash user interface.  The following example assigns the name &quot;polystar&quot; to the tool named theTool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolName(&quot;polystar&quot; toolObj.setToolName()  Flash MX 2004. Usage toolObj.setToolName(name)  name&#160;A string that specifies the name of the tool.  Returns  Nothing.   Method; assigns a name to the tool for the configuration of the Tools panel. This method is used only when you create extensible tools. The name is used only by the XML layout file that Flash reads to construct the Tools panel. The name does not appear in the Flash user interface.  The following example assigns the name &quot;polystar&quot; to the tool named theTool. This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolName(&quot;polystar&quot; " />
<page href="00004565.html" title="toolObj.setToolTip()" text="toolObj.setToolTip()  Flash MX 2004. Usage toolObj.setToolTip(toolTip)  toolTip&#160;A string that specifies the tooltip to use for the tool.  Returns  Nothing.   Method; sets the tooltip that appears when the mouse is held over the tool icon. This method is used only when you create extensible tools.  The following example specifies that the tooltip for the tool should be &quot;PolyStar&#160;Tool.&quot; This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolTip(&quot;PolyStar Tool&quot; toolObj.setToolTip()  Flash MX 2004. Usage toolObj.setToolTip(toolTip)  toolTip&#160;A string that specifies the tooltip to use for the tool.  Returns  Nothing.   Method; sets the tooltip that appears when the mouse is held over the tool icon. This method is used only when you create extensible tools.  The following example specifies that the tooltip for the tool should be &quot;PolyStar&#160;Tool.&quot; This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolTip(&quot;PolyStar Tool&quot; toolObj.setToolTip()  Flash MX 2004. Usage toolObj.setToolTip(toolTip)  toolTip&#160;A string that specifies the tooltip to use for the tool.  Returns  Nothing.   Method; sets the tooltip that appears when the mouse is held over the tool icon. This method is used only when you create extensible tools.  The following example specifies that the tooltip for the tool should be &quot;PolyStar&#160;Tool.&quot; This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolTip(&quot;PolyStar Tool&quot; toolObj.setToolTip()  Flash MX 2004. Usage toolObj.setToolTip(toolTip)  toolTip&#160;A string that specifies the tooltip to use for the tool.  Returns  Nothing.   Method; sets the tooltip that appears when the mouse is held over the tool icon. This method is used only when you create extensible tools.  The following example specifies that the tooltip for the tool should be &quot;PolyStar&#160;Tool.&quot; This code is taken from the sample PolyStar.jsfl file (see Sample PolyStar tool): theTool = fl.tools.activeTool; theTool.setToolTip(&quot;PolyStar Tool&quot; " />
<page href="00004566.html" title="toolObj.showPIControl()" text="toolObj.showPIControl()  Flash MX 2004. Usage toolObj.showPIControl(control, bShow)  control&#160;A string that specifies the name of the control to show or hide. This method is used only when you create extensible tools. Valid values depend on the Property inspector invoked by this tool (see toolObj.setPI()).  A shape Property inspector has the following controls:  A text Property inspector has the following controls:  The movie Property inspector has the following controls: bShow&#160;A Boolean value that determines whether to show or hide the specified control (true shows the control; false hides the control).  Returns  Nothing.   Method; shows or hides a control in the Property inspector. This method is used only when you create extensible tools.  The following command in an extensible tool's JavaScript file will set Flash to not show the fill options in the Property inspector for that tool: fl.tools.activeTool.showPIControl(&quot;fill&quot;, false  stroke fill type font pointsize  color bold italic direction alignLeft alignCenter alignRight alignJustify spacing position autoKern small rotation format lineType selectable html border deviceFonts varEdit options link maxChars target size publish background framerate player profile toolObj.showPIControl()  Flash MX 2004. Usage toolObj.showPIControl(control, bShow)  control&#160;A string that specifies the name of the control to show or hide. This method is used only when you create extensible tools. Valid values depend on the Property inspector invoked by this tool (see toolObj.setPI()).  A shape Property inspector has the following controls:  A text Property inspector has the following controls:  The movie Property inspector has the following controls: bShow&#160;A Boolean value that determines whether to show or hide the specified control (true shows the control; false hides the control).  Returns  Nothing.   Method; shows or hides a control in the Property inspector. This method is used only when you create extensible tools.  The following command in an extensible tool's JavaScript file will set Flash to not show the fill options in the Property inspector for that tool: fl.tools.activeTool.showPIControl(&quot;fill&quot;, false  stroke fill type font pointsize  color bold italic direction alignLeft alignCenter alignRight alignJustify spacing position autoKern small rotation format lineType selectable html border deviceFonts varEdit options link maxChars target size publish background framerate player profile toolObj.showPIControl()  Flash MX 2004. Usage toolObj.showPIControl(control, bShow)  control&#160;A string that specifies the name of the control to show or hide. This method is used only when you create extensible tools. Valid values depend on the Property inspector invoked by this tool (see toolObj.setPI()).  A shape Property inspector has the following controls:  A text Property inspector has the following controls:  The movie Property inspector has the following controls: bShow&#160;A Boolean value that determines whether to show or hide the specified control (true shows the control; false hides the control).  Returns  Nothing.   Method; shows or hides a control in the Property inspector. This method is used only when you create extensible tools.  The following command in an extensible tool's JavaScript file will set Flash to not show the fill options in the Property inspector for that tool: fl.tools.activeTool.showPIControl(&quot;fill&quot;, false  stroke fill type font pointsize  color bold italic direction alignLeft alignCenter alignRight alignJustify spacing position autoKern small rotation format lineType selectable html border deviceFonts varEdit options link maxChars target size publish background framerate player profile toolObj.showPIControl()  Flash MX 2004. Usage toolObj.showPIControl(control, bShow)  control&#160;A string that specifies the name of the control to show or hide. This method is used only when you create extensible tools. Valid values depend on the Property inspector invoked by this tool (see toolObj.setPI()).  A shape Property inspector has the following controls:  A text Property inspector has the following controls:  The movie Property inspector has the following controls: bShow&#160;A Boolean value that determines whether to show or hide the specified control (true shows the control; false hides the control).  Returns  Nothing.   Method; shows or hides a control in the Property inspector. This method is used only when you create extensible tools.  The following command in an extensible tool's JavaScript file will set Flash to not show the fill options in the Property inspector for that tool: fl.tools.activeTool.showPIControl(&quot;fill&quot;, false  " />
<page href="00004567.html" title="toolObj.showTransformHandles()" text="toolObj.showTransformHandles()  Flash MX 2004. Usage toolObj.showTransformHandles(bShow)  bShow&#160;A Boolean value that determines whether to show or hide the free transform handles for the current tool (true shows the handles; false hides them).  Returns  Nothing.   Method; called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active. This method is used only when you create extensible tools.  See configureTool(). toolObj.showTransformHandles()  Flash MX 2004. Usage toolObj.showTransformHandles(bShow)  bShow&#160;A Boolean value that determines whether to show or hide the free transform handles for the current tool (true shows the handles; false hides them).  Returns  Nothing.   Method; called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active. This method is used only when you create extensible tools.  See configureTool(). toolObj.showTransformHandles()  Flash MX 2004. Usage toolObj.showTransformHandles(bShow)  bShow&#160;A Boolean value that determines whether to show or hide the free transform handles for the current tool (true shows the handles; false hides them).  Returns  Nothing.   Method; called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active. This method is used only when you create extensible tools.  See configureTool(). toolObj.showTransformHandles()  Flash MX 2004. Usage toolObj.showTransformHandles(bShow)  bShow&#160;A Boolean value that determines whether to show or hide the free transform handles for the current tool (true shows the handles; false hides them).  Returns  Nothing.   Method; called in the configureTool() method of an extensible tool's JavaScript file to indicate that the free transform handles should appear when the tool is active. This method is used only when you create extensible tools.  See configureTool(). " />
<page href="00004568.html" title="Tools object" text="Tools object  Flash MX 2004.  The Tools object is accessible from the flash object (fl.tools). The tools.toolObjs property contains an array of ToolObj objects, and the tools.activeTool property returns the ToolObj object for the currently active tool. (See also ToolObj object and Extensible tools.) Method summary for the Tools object The following methods are available for the Tools object: Property summary for the Tools object The following properties are available for the Tools object: Property Description tools.activeTool  Read-only; returns the ToolObj object for the currently active tool.  tools.altIsDown Read-only; a Boolean value that identifies if the Alt key is being pressed.  tools.ctlIsDown  Read-only; a Boolean value that identifies if the Control key is being pressed.  tools.mouseIsDown Read-only; a Boolean value that identifies if the left mouse button is currently pressed.  tools.penDownLoc Read-only; a point that represents the position of the last mouse-down event on the Stage.  tools.penLoc  Read-only; a point that represents the current location of the mouse.  tools.shiftIsDown  Read-only; a Boolean value that identifies if the Shift key is being pressed.  tools.toolObjs  Read-only; an array of ToolObj objects.  Method Description tools.constrainPoint() Takes two points and returns a new adjusted or constrained point.  tools.getKeyDown() Returns the most recently pressed key. tools.setCursor() Sets the pointer to a specified appearance. tools.snapPoint() Takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object.    The following methods and properties are used only when creating extensible tools. Tools object  Flash MX 2004.  The Tools object is accessible from the flash object (fl.tools). The tools.toolObjs property contains an array of ToolObj objects, and the tools.activeTool property returns the ToolObj object for the currently active tool. (See also ToolObj object and Extensible tools.) Method summary for the Tools object The following methods are available for the Tools object: Property summary for the Tools object The following properties are available for the Tools object: Property Description tools.activeTool  Read-only; returns the ToolObj object for the currently active tool.  tools.altIsDown Read-only; a Boolean value that identifies if the Alt key is being pressed.  tools.ctlIsDown  Read-only; a Boolean value that identifies if the Control key is being pressed.  tools.mouseIsDown Read-only; a Boolean value that identifies if the left mouse button is currently pressed.  tools.penDownLoc Read-only; a point that represents the position of the last mouse-down event on the Stage.  tools.penLoc  Read-only; a point that represents the current location of the mouse.  tools.shiftIsDown  Read-only; a Boolean value that identifies if the Shift key is being pressed.  tools.toolObjs  Read-only; an array of ToolObj objects.  Method Description tools.constrainPoint() Takes two points and returns a new adjusted or constrained point.  tools.getKeyDown() Returns the most recently pressed key. tools.setCursor() Sets the pointer to a specified appearance. tools.snapPoint() Takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object.    The following methods and properties are used only when creating extensible tools. Tools object  Flash MX 2004.  The Tools object is accessible from the flash object (fl.tools). The tools.toolObjs property contains an array of ToolObj objects, and the tools.activeTool property returns the ToolObj object for the currently active tool. (See also ToolObj object and Extensible tools.) Method summary for the Tools object The following methods are available for the Tools object: Property summary for the Tools object The following properties are available for the Tools object: Property Description tools.activeTool  Read-only; returns the ToolObj object for the currently active tool.  tools.altIsDown Read-only; a Boolean value that identifies if the Alt key is being pressed.  tools.ctlIsDown  Read-only; a Boolean value that identifies if the Control key is being pressed.  tools.mouseIsDown Read-only; a Boolean value that identifies if the left mouse button is currently pressed.  tools.penDownLoc Read-only; a point that represents the position of the last mouse-down event on the Stage.  tools.penLoc  Read-only; a point that represents the current location of the mouse.  tools.shiftIsDown  Read-only; a Boolean value that identifies if the Shift key is being pressed.  tools.toolObjs  Read-only; an array of ToolObj objects.  Method Description tools.constrainPoint() Takes two points and returns a new adjusted or constrained point.  tools.getKeyDown() Returns the most recently pressed key. tools.setCursor() Sets the pointer to a specified appearance. tools.snapPoint() Takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object.    The following methods and properties are used only when creating extensible tools. Tools object  Flash MX 2004.  The Tools object is accessible from the flash object (fl.tools). The tools.toolObjs property contains an array of ToolObj objects, and the tools.activeTool property returns the ToolObj object for the currently active tool. (See also ToolObj object and Extensible tools.) Method summary for the Tools object The following methods are available for the Tools object: Property summary for the Tools object The following properties are available for the Tools object: " />
<page href="00004569.html" title="tools.activeTool" text="tools.activeTool  Flash MX 2004.  tools.activeTool  Read-only property; returns the ToolObj object for the currently active tool.   The following example saves an object that represents the currently active tool in the theTool variable: var theTool = fl.tools.activeTool; tools.activeTool  Flash MX 2004.  tools.activeTool  Read-only property; returns the ToolObj object for the currently active tool.   The following example saves an object that represents the currently active tool in the theTool variable: var theTool = fl.tools.activeTool; tools.activeTool  Flash MX 2004.  tools.activeTool  Read-only property; returns the ToolObj object for the currently active tool.   The following example saves an object that represents the currently active tool in the theTool variable: var theTool = fl.tools.activeTool; tools.activeTool  Flash MX 2004.  tools.activeTool  Read-only property; returns the ToolObj object for the currently active tool.   The following example saves an object that represents the currently active tool in the theTool variable: var theTool = fl.tools.activeTool; " />
<page href="00004570.html" title="tools.altIsDown" text="tools.altIsDown  Flash MX 2004.  tools.altIsDown  Read-only property; a Boolean value that identifies if the Alt key is being pressed. The value is true if the Alt key is pressed, and false otherwise.   The following example determines whether the Alt key is being pressed: var isAltDown = fl.tools.altIsDown; tools.altIsDown  Flash MX 2004.  tools.altIsDown  Read-only property; a Boolean value that identifies if the Alt key is being pressed. The value is true if the Alt key is pressed, and false otherwise.   The following example determines whether the Alt key is being pressed: var isAltDown = fl.tools.altIsDown; tools.altIsDown  Flash MX 2004.  tools.altIsDown  Read-only property; a Boolean value that identifies if the Alt key is being pressed. The value is true if the Alt key is pressed, and false otherwise.   The following example determines whether the Alt key is being pressed: var isAltDown = fl.tools.altIsDown; tools.altIsDown  Flash MX 2004.  tools.altIsDown  Read-only property; a Boolean value that identifies if the Alt key is being pressed. The value is true if the Alt key is pressed, and false otherwise.   The following example determines whether the Alt key is being pressed: var isAltDown = fl.tools.altIsDown; " />
<page href="00004571.html" title="tools.constrainPoint()" text="tools.constrainPoint()  Flash MX 2004.  tools.constrainPoint(pt1, pt2)  pt1 and pt2&#160;Points that specify the starting-click point and the drag-to point.   A new adjusted or constrained point.  Method; takes two points and returns a new adjusted or constrained point. If the Shift key is pressed when the command is run, the returned point is constrained to follow either a 45º constrain (useful for something such as a line with an arrowhead) or to constrain an object to maintain its aspect ratio (such as pulling out a perfect square with the Rectangle tool).  The following example returns a constrained point: pt2 = fl.tools.constrainPoint(pt1, tempPt tools.constrainPoint()  Flash MX 2004.  tools.constrainPoint(pt1, pt2)  pt1 and pt2&#160;Points that specify the starting-click point and the drag-to point.   A new adjusted or constrained point.  Method; takes two points and returns a new adjusted or constrained point. If the Shift key is pressed when the command is run, the returned point is constrained to follow either a 45º constrain (useful for something such as a line with an arrowhead) or to constrain an object to maintain its aspect ratio (such as pulling out a perfect square with the Rectangle tool).  The following example returns a constrained point: pt2 = fl.tools.constrainPoint(pt1, tempPt tools.constrainPoint()  Flash MX 2004.  tools.constrainPoint(pt1, pt2)  pt1 and pt2&#160;Points that specify the starting-click point and the drag-to point.   A new adjusted or constrained point.  Method; takes two points and returns a new adjusted or constrained point. If the Shift key is pressed when the command is run, the returned point is constrained to follow either a 45º constrain (useful for something such as a line with an arrowhead) or to constrain an object to maintain its aspect ratio (such as pulling out a perfect square with the Rectangle tool).  The following example returns a constrained point: pt2 = fl.tools.constrainPoint(pt1, tempPt tools.constrainPoint()  Flash MX 2004.  tools.constrainPoint(pt1, pt2)  pt1 and pt2&#160;Points that specify the starting-click point and the drag-to point.   A new adjusted or constrained point.  Method; takes two points and returns a new adjusted or constrained point. If the Shift key is pressed when the command is run, the returned point is constrained to follow either a 45º constrain (useful for something such as a line with an arrowhead) or to constrain an object to maintain its aspect ratio (such as pulling out a perfect square with the Rectangle tool).  The following example returns a constrained point: pt2 = fl.tools.constrainPoint(pt1, tempPt " />
<page href="00004572.html" title="tools.ctlIsDown" text="tools.ctlIsDown  Flash MX 2004.  tools.ctlIsDown  Read-only property; a Boolean value that is true if the Control key is pressed; false&#160;otherwise.   The following example determines whether the Control key is being pressed: var isCtrldown = fl.tools.ctrlIsDown; tools.ctlIsDown  Flash MX 2004.  tools.ctlIsDown  Read-only property; a Boolean value that is true if the Control key is pressed; false&#160;otherwise.   The following example determines whether the Control key is being pressed: var isCtrldown = fl.tools.ctrlIsDown; tools.ctlIsDown  Flash MX 2004.  tools.ctlIsDown  Read-only property; a Boolean value that is true if the Control key is pressed; false&#160;otherwise.   The following example determines whether the Control key is being pressed: var isCtrldown = fl.tools.ctrlIsDown; tools.ctlIsDown  Flash MX 2004.  tools.ctlIsDown  Read-only property; a Boolean value that is true if the Control key is pressed; false&#160;otherwise.   The following example determines whether the Control key is being pressed: var isCtrldown = fl.tools.ctrlIsDown; " />
<page href="00004573.html" title="tools.getKeyDown()" text="tools.getKeyDown()  Flash MX 2004. Usage tools.getKeyDown()  None.  Returns  The integer value of the key.  Method; returns the most recently pressed key.   The following example displays the integer value of the most recently pressed key: var theKey = fl.tools.getKeyDown( fl.trace(theKey tools.getKeyDown()  Flash MX 2004. Usage tools.getKeyDown()  None.  Returns  The integer value of the key.  Method; returns the most recently pressed key.   The following example displays the integer value of the most recently pressed key: var theKey = fl.tools.getKeyDown( fl.trace(theKey tools.getKeyDown()  Flash MX 2004. Usage tools.getKeyDown()  None.  Returns  The integer value of the key.  Method; returns the most recently pressed key.   The following example displays the integer value of the most recently pressed key: var theKey = fl.tools.getKeyDown( fl.trace(theKey tools.getKeyDown()  Flash MX 2004. Usage tools.getKeyDown()  None.  Returns  The integer value of the key.  Method; returns the most recently pressed key.   The following example displays the integer value of the most recently pressed key: var theKey = fl.tools.getKeyDown( fl.trace(theKey " />
<page href="00004574.html" title="tools.mouseIsDown" text="tools.mouseIsDown  Flash MX 2004.  tools.mouseIsDown  Read-only property; a Boolean value that is true if the left mouse button is currently down; false otherwise.  The following example determines whether the left mouse button is pressed. var isMouseDown = fl.tools.mouseIsDown; tools.mouseIsDown  Flash MX 2004.  tools.mouseIsDown  Read-only property; a Boolean value that is true if the left mouse button is currently down; false otherwise.  The following example determines whether the left mouse button is pressed. var isMouseDown = fl.tools.mouseIsDown; tools.mouseIsDown  Flash MX 2004.  tools.mouseIsDown  Read-only property; a Boolean value that is true if the left mouse button is currently down; false otherwise.  The following example determines whether the left mouse button is pressed. var isMouseDown = fl.tools.mouseIsDown; tools.mouseIsDown  Flash MX 2004.  tools.mouseIsDown  Read-only property; a Boolean value that is true if the left mouse button is currently down; false otherwise.  The following example determines whether the left mouse button is pressed. var isMouseDown = fl.tools.mouseIsDown; " />
<page href="00004575.html" title="tools.penDownLoc" text="tools.penDownLoc  Flash MX 2004.  tools.penDownLoc  Read-only property; a point that represents the position of the last mouse-down event on the Stage. The tools.penDownLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.  The following example determines the position of the last mouse-down event on the Stage and displays the x and y values in the Output panel:  var pt1 = fl.tools.penDownLoc; fl.trace(&quot;x,y location of last mouseDown event was &quot; + pt1.x + &quot;, &quot; + pt1.y)  tools.penLoc tools.penDownLoc  Flash MX 2004.  tools.penDownLoc  Read-only property; a point that represents the position of the last mouse-down event on the Stage. The tools.penDownLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.  The following example determines the position of the last mouse-down event on the Stage and displays the x and y values in the Output panel:  var pt1 = fl.tools.penDownLoc; fl.trace(&quot;x,y location of last mouseDown event was &quot; + pt1.x + &quot;, &quot; + pt1.y)  tools.penLoc tools.penDownLoc  Flash MX 2004.  tools.penDownLoc  Read-only property; a point that represents the position of the last mouse-down event on the Stage. The tools.penDownLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.  The following example determines the position of the last mouse-down event on the Stage and displays the x and y values in the Output panel:  var pt1 = fl.tools.penDownLoc; fl.trace(&quot;x,y location of last mouseDown event was &quot; + pt1.x + &quot;, &quot; + pt1.y)  tools.penLoc tools.penDownLoc  Flash MX 2004.  tools.penDownLoc  Read-only property; a point that represents the position of the last mouse-down event on the Stage. The tools.penDownLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.  The following example determines the position of the last mouse-down event on the Stage and displays the x and y values in the Output panel:  var pt1 = fl.tools.penDownLoc; fl.trace(&quot;x,y location of last mouseDown event was &quot; + pt1.x + &quot;, &quot; + pt1.y)  tools.penLoc " />
<page href="00004576.html" title="tools.penLoc" text="tools.penLoc  Flash MX 2004.  tools.penLoc  Read-only property; a point that represents the current location of the mouse pointer. The tools.penLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.   The following example determines the current location of the mouse: var tempPt = fl.tools.penLoc;  tools.penDownLoc tools.penLoc  Flash MX 2004.  tools.penLoc  Read-only property; a point that represents the current location of the mouse pointer. The tools.penLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.   The following example determines the current location of the mouse: var tempPt = fl.tools.penLoc;  tools.penDownLoc tools.penLoc  Flash MX 2004.  tools.penLoc  Read-only property; a point that represents the current location of the mouse pointer. The tools.penLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.   The following example determines the current location of the mouse: var tempPt = fl.tools.penLoc;  tools.penDownLoc tools.penLoc  Flash MX 2004.  tools.penLoc  Read-only property; a point that represents the current location of the mouse pointer. The tools.penLoc property comprises two properties, x and y, corresponding to the x,y location of the mouse pointer.   The following example determines the current location of the mouse: var tempPt = fl.tools.penLoc;  tools.penDownLoc " />
<page href="00004577.html" title="tools.setCursor()" text="tools.setCursor()  Flash MX 2004. Usage tools.setCursor(cursor)  cursor&#160;An integer that defines the pointer appearance, as described in the following list:  0&#160;Plus cursor (+)  1&#160;black arrow  2&#160;white arrow  3&#160;four-way arrow  4&#160;two-way horizontal arrow  5&#160;two-way vertical arrow  6&#160;X  7&#160;hand cursor  Returns Nothing.   Method; sets the pointer to a specified appearance.   The following example sets the pointer to a black arrow. fl.tools.setCursor(1 tools.setCursor()  Flash MX 2004. Usage tools.setCursor(cursor)  cursor&#160;An integer that defines the pointer appearance, as described in the following list:  0&#160;Plus cursor (+)  1&#160;black arrow  2&#160;white arrow  3&#160;four-way arrow  4&#160;two-way horizontal arrow  5&#160;two-way vertical arrow  6&#160;X  7&#160;hand cursor  Returns Nothing.   Method; sets the pointer to a specified appearance.   The following example sets the pointer to a black arrow. fl.tools.setCursor(1 tools.setCursor()  Flash MX 2004. Usage tools.setCursor(cursor)  cursor&#160;An integer that defines the pointer appearance, as described in the following list:  0&#160;Plus cursor (+)  1&#160;black arrow  2&#160;white arrow  3&#160;four-way arrow  4&#160;two-way horizontal arrow  5&#160;two-way vertical arrow  6&#160;X  7&#160;hand cursor  Returns Nothing.   Method; sets the pointer to a specified appearance.   The following example sets the pointer to a black arrow. fl.tools.setCursor(1 tools.setCursor()  Flash MX 2004. Usage tools.setCursor(cursor)  cursor&#160;An integer that defines the pointer appearance, as described in the following list:  0&#160;Plus cursor (+)  1&#160;black arrow  2&#160;white arrow  3&#160;four-way arrow  4&#160;two-way horizontal arrow  5&#160;two-way vertical arrow  6&#160;X  7&#160;hand cursor  Returns Nothing.   Method; sets the pointer to a specified appearance.   The following example sets the pointer to a black arrow. fl.tools.setCursor(1 " />
<page href="00004578.html" title="tools.shiftIsDown" text="tools.shiftIsDown  Flash MX 2004.  tools.shiftIsDown  Read-only property; a Boolean value that is true if the Shift key is pressed; false otherwise.  The following example determines whether the Shift key is being pressed.  var isShiftDown = fl.tools.shiftIsDown; tools.shiftIsDown  Flash MX 2004.  tools.shiftIsDown  Read-only property; a Boolean value that is true if the Shift key is pressed; false otherwise.  The following example determines whether the Shift key is being pressed.  var isShiftDown = fl.tools.shiftIsDown; tools.shiftIsDown  Flash MX 2004.  tools.shiftIsDown  Read-only property; a Boolean value that is true if the Shift key is pressed; false otherwise.  The following example determines whether the Shift key is being pressed.  var isShiftDown = fl.tools.shiftIsDown; tools.shiftIsDown  Flash MX 2004.  tools.shiftIsDown  Read-only property; a Boolean value that is true if the Shift key is pressed; false otherwise.  The following example determines whether the Shift key is being pressed.  var isShiftDown = fl.tools.shiftIsDown; " />
<page href="00004579.html" title="tools.snapPoint()" text="tools.snapPoint()  Flash MX 2004.  tools.snapPoint(pt) Parameters pt&#160;Specifies the location of the point for which you want to return a snap point.   A new point that may be adjusted or snapped to the nearest geometric object.  Method; takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object. If snapping is disabled in the View menu in the Flash user interface, the point returned is the original point.   The following example returns a new point that may be snapped to the nearest geometric object.  var theSnapPoint = fl.tools.snapPoint(pt1 tools.snapPoint()  Flash MX 2004.  tools.snapPoint(pt) Parameters pt&#160;Specifies the location of the point for which you want to return a snap point.   A new point that may be adjusted or snapped to the nearest geometric object.  Method; takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object. If snapping is disabled in the View menu in the Flash user interface, the point returned is the original point.   The following example returns a new point that may be snapped to the nearest geometric object.  var theSnapPoint = fl.tools.snapPoint(pt1 tools.snapPoint()  Flash MX 2004.  tools.snapPoint(pt) Parameters pt&#160;Specifies the location of the point for which you want to return a snap point.   A new point that may be adjusted or snapped to the nearest geometric object.  Method; takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object. If snapping is disabled in the View menu in the Flash user interface, the point returned is the original point.   The following example returns a new point that may be snapped to the nearest geometric object.  var theSnapPoint = fl.tools.snapPoint(pt1 tools.snapPoint()  Flash MX 2004.  tools.snapPoint(pt) Parameters pt&#160;Specifies the location of the point for which you want to return a snap point.   A new point that may be adjusted or snapped to the nearest geometric object.  Method; takes a point as input and returns a new point that may be adjusted or snapped to the nearest geometric object. If snapping is disabled in the View menu in the Flash user interface, the point returned is the original point.   The following example returns a new point that may be snapped to the nearest geometric object.  var theSnapPoint = fl.tools.snapPoint(pt1 " />
<page href="00004580.html" title="tools.toolObjs" text="tools.toolObjs  Flash MX 2004.  tools.toolObjs  Read-only property; an array of ToolObj objects (see ToolObj object). tools.toolObjs  Flash MX 2004.  tools.toolObjs  Read-only property; an array of ToolObj objects (see ToolObj object). tools.toolObjs  Flash MX 2004.  tools.toolObjs  Read-only property; an array of ToolObj objects (see ToolObj object). tools.toolObjs  Flash MX 2004.  tools.toolObjs  Read-only property; an array of ToolObj objects (see ToolObj object). " />
<page href="00004581.html" title="Vertex object" text="Vertex object  Flash MX 2004.  The Vertex object is the part of the shape data structure that holds the coordinate data. Method summary for the Vertex object You can use the following methods with the Vertex object: Property summary for the Vertex object The following properties are available for the Vertex object: Property Description vertex.x  Read-only; the x location of the vertex in pixels.  vertex.y Read-only; the y location of the vertex in pixels.  Method Description vertex.getHalfEdge() Gets a HalfEdge object that shares this vertex. vertex.setLocation() Sets the location of the vertex.  Vertex object  Flash MX 2004.  The Vertex object is the part of the shape data structure that holds the coordinate data. Method summary for the Vertex object You can use the following methods with the Vertex object: Property summary for the Vertex object The following properties are available for the Vertex object: Property Description vertex.x  Read-only; the x location of the vertex in pixels.  vertex.y Read-only; the y location of the vertex in pixels.  Method Description vertex.getHalfEdge() Gets a HalfEdge object that shares this vertex. vertex.setLocation() Sets the location of the vertex.  Vertex object  Flash MX 2004.  The Vertex object is the part of the shape data structure that holds the coordinate data. Method summary for the Vertex object You can use the following methods with the Vertex object: Property summary for the Vertex object The following properties are available for the Vertex object: Property Description vertex.x  Read-only; the x location of the vertex in pixels.  vertex.y Read-only; the y location of the vertex in pixels.  Method Description vertex.getHalfEdge() Gets a HalfEdge object that shares this vertex. vertex.setLocation() Sets the location of the vertex.  Vertex object  Flash MX 2004.  The Vertex object is the part of the shape data structure that holds the coordinate data. Method summary for the Vertex object You can use the following methods with the Vertex object: Property summary for the Vertex object The following properties are available for the Vertex object: " />
<page href="00004582.html" title="vertex.getHalfEdge()" text="vertex.getHalfEdge()  Flash MX 2004. Usage vertex.getHalfEdge()  None.  Returns  A HalfEdge object.  Method; gets a HalfEdge object that shares this vertex.   The following example shows how to get other half edges that share the same vertex: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var theVertex = hEdge.getVertex(  var someHEdge = theVertex.getHalfEdge( // Not necessarily the same half edge  var theSameVertex = someHEdge.getVertex( fl.trace(&#39;the same vertex: &#39; + theSameVertex  vertex.getHalfEdge()  Flash MX 2004. Usage vertex.getHalfEdge()  None.  Returns  A HalfEdge object.  Method; gets a HalfEdge object that shares this vertex.   The following example shows how to get other half edges that share the same vertex: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var theVertex = hEdge.getVertex(  var someHEdge = theVertex.getHalfEdge( // Not necessarily the same half edge  var theSameVertex = someHEdge.getVertex( fl.trace(&#39;the same vertex: &#39; + theSameVertex  vertex.getHalfEdge()  Flash MX 2004. Usage vertex.getHalfEdge()  None.  Returns  A HalfEdge object.  Method; gets a HalfEdge object that shares this vertex.   The following example shows how to get other half edges that share the same vertex: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var theVertex = hEdge.getVertex(  var someHEdge = theVertex.getHalfEdge( // Not necessarily the same half edge  var theSameVertex = someHEdge.getVertex( fl.trace(&#39;the same vertex: &#39; + theSameVertex  vertex.getHalfEdge()  Flash MX 2004. Usage vertex.getHalfEdge()  None.  Returns  A HalfEdge object.  Method; gets a HalfEdge object that shares this vertex.   The following example shows how to get other half edges that share the same vertex: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var theVertex = hEdge.getVertex(  var someHEdge = theVertex.getHalfEdge( // Not necessarily the same half edge  var theSameVertex = someHEdge.getVertex( fl.trace(&#39;the same vertex: &#39; + theSameVertex  " />
<page href="00004583.html" title="vertex.setLocation()" text="vertex.setLocation()  Flash MX 2004. Usage vertex.setLocation(x, y)  x&#160;A floating-point value that specifies the x coordinate of where the vertex should be positioned, in pixels.  y&#160;A floating-point value that specifies the y coordinate of where the vertex should be positioned, in pixels.  Returns  Nothing.   Method; sets the location of the vertex. You must call shape.beginEdit() before using this method.  The following example sets the vertex to the origin point: var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(  var someHEdge = vertex.getHalfEdge( var vertex = someHEdge.getVertex(  // Move the vertex to the origin.  vertex.setLocation(0.0, 0.0 shape.endEdit( vertex.setLocation()  Flash MX 2004. Usage vertex.setLocation(x, y)  x&#160;A floating-point value that specifies the x coordinate of where the vertex should be positioned, in pixels.  y&#160;A floating-point value that specifies the y coordinate of where the vertex should be positioned, in pixels.  Returns  Nothing.   Method; sets the location of the vertex. You must call shape.beginEdit() before using this method.  The following example sets the vertex to the origin point: var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(  var someHEdge = vertex.getHalfEdge( var vertex = someHEdge.getVertex(  // Move the vertex to the origin.  vertex.setLocation(0.0, 0.0 shape.endEdit( vertex.setLocation()  Flash MX 2004. Usage vertex.setLocation(x, y)  x&#160;A floating-point value that specifies the x coordinate of where the vertex should be positioned, in pixels.  y&#160;A floating-point value that specifies the y coordinate of where the vertex should be positioned, in pixels.  Returns  Nothing.   Method; sets the location of the vertex. You must call shape.beginEdit() before using this method.  The following example sets the vertex to the origin point: var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(  var someHEdge = vertex.getHalfEdge( var vertex = someHEdge.getVertex(  // Move the vertex to the origin.  vertex.setLocation(0.0, 0.0 shape.endEdit( vertex.setLocation()  Flash MX 2004. Usage vertex.setLocation(x, y)  x&#160;A floating-point value that specifies the x coordinate of where the vertex should be positioned, in pixels.  y&#160;A floating-point value that specifies the y coordinate of where the vertex should be positioned, in pixels.  Returns  Nothing.   Method; sets the location of the vertex. You must call shape.beginEdit() before using this method.  The following example sets the vertex to the origin point: var shape = fl.getDocumentDOM().selection[0]; shape.beginEdit( var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(  var someHEdge = vertex.getHalfEdge( var vertex = someHEdge.getVertex(  // Move the vertex to the origin.  vertex.setLocation(0.0, 0.0 shape.endEdit( " />
<page href="00004584.html" title="vertex.x" text="vertex.x  Flash MX 2004.  vertex.x  Read-only property; the x location of the vertex, in pixels.   The following example displays the location of the x and y values of the vertex in the Output&#160;panel: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(   fl.trace(&#39;x location of vertex is: &#39; + vertex.x fl.trace(&#39;y location of vertex is: &#39; + vertex.y vertex.x  Flash MX 2004.  vertex.x  Read-only property; the x location of the vertex, in pixels.   The following example displays the location of the x and y values of the vertex in the Output&#160;panel: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(   fl.trace(&#39;x location of vertex is: &#39; + vertex.x fl.trace(&#39;y location of vertex is: &#39; + vertex.y vertex.x  Flash MX 2004.  vertex.x  Read-only property; the x location of the vertex, in pixels.   The following example displays the location of the x and y values of the vertex in the Output&#160;panel: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(   fl.trace(&#39;x location of vertex is: &#39; + vertex.x fl.trace(&#39;y location of vertex is: &#39; + vertex.y vertex.x  Flash MX 2004.  vertex.x  Read-only property; the x location of the vertex, in pixels.   The following example displays the location of the x and y values of the vertex in the Output&#160;panel: var shape = fl.getDocumentDOM().selection[0]; var hEdge = shape.edges[0].getHalfEdge(0  var vertex = hEdge.getVertex(   fl.trace(&#39;x location of vertex is: &#39; + vertex.x fl.trace(&#39;y location of vertex is: &#39; + vertex.y " />
<page href="00004585.html" title="vertex.y" text="vertex.y  Flash MX 2004.  vertex.y  Read-only property; the y location of the vertex, in pixels.   See vertex.x. vertex.y  Flash MX 2004.  vertex.y  Read-only property; the y location of the vertex, in pixels.   See vertex.x. vertex.y  Flash MX 2004.  vertex.y  Read-only property; the y location of the vertex, in pixels.   See vertex.x. vertex.y  Flash MX 2004.  vertex.y  Read-only property; the y location of the vertex, in pixels.   See vertex.x. " />
<page href="00004586.html" title="XMLUI object" text="XMLUI object  Flash MX 2004.  Flash 8 supports custom dialog boxes written in a subset of the XML User Interface Language (XUL). An XML User Interface (XMLUI) dialog box can be used by several Flash features, such as commands and behaviors, to provide a user interface for features that you build using extensibility. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out of one. The XMLUI methods can be used in callbacks, such as oncommand handlers in buttons. You can write a dialog.xml file and invoke it from the JavaScript API using the document.xmlPanel() method. To retrieve an object representing the current XMLUI dialog box, use fl.xmlui. Method summary for the XMLUI object The following methods are available for the XMLUI object:  Method Description xmlui.accept() Closes the current XMLUI dialog box with an accept state.  xmlui.cancel() Closes the current XMLUI dialog box with a cancel state.  xmlui.get() Retrieves the value of the specified property of the current XMLUI dialog box. xmlui.getControlItemElement() Returns the current control item for the specified control. xmlui.getEnabled() Returns a Boolean value that specifies whether the control is enabled or disabled (dimmed). xmlui.getVisible() Returns a Boolean value that specifies whether the control is visible or hidden. xmlui.set() Modifies the value of the specified property of the current XMLUI dialog box. xmlui.setControlItemElement() Sets the label and value for the current item.  xmlui.setControlItemElements() Sets the label, value pairs of the current item. xmlui.setEnabled() Enables or disables (dims) a control. xmlui.setVisible() Shows or hides a control. XMLUI object  Flash MX 2004.  Flash 8 supports custom dialog boxes written in a subset of the XML User Interface Language (XUL). An XML User Interface (XMLUI) dialog box can be used by several Flash features, such as commands and behaviors, to provide a user interface for features that you build using extensibility. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out of one. The XMLUI methods can be used in callbacks, such as oncommand handlers in buttons. You can write a dialog.xml file and invoke it from the JavaScript API using the document.xmlPanel() method. To retrieve an object representing the current XMLUI dialog box, use fl.xmlui. Method summary for the XMLUI object The following methods are available for the XMLUI object:  Method Description xmlui.accept() Closes the current XMLUI dialog box with an accept state.  xmlui.cancel() Closes the current XMLUI dialog box with a cancel state.  xmlui.get() Retrieves the value of the specified property of the current XMLUI dialog box. xmlui.getControlItemElement() Returns the current control item for the specified control. xmlui.getEnabled() Returns a Boolean value that specifies whether the control is enabled or disabled (dimmed). xmlui.getVisible() Returns a Boolean value that specifies whether the control is visible or hidden. xmlui.set() Modifies the value of the specified property of the current XMLUI dialog box. xmlui.setControlItemElement() Sets the label and value for the current item.  xmlui.setControlItemElements() Sets the label, value pairs of the current item. xmlui.setEnabled() Enables or disables (dims) a control. xmlui.setVisible() Shows or hides a control. XMLUI object  Flash MX 2004.  Flash 8 supports custom dialog boxes written in a subset of the XML User Interface Language (XUL). An XML User Interface (XMLUI) dialog box can be used by several Flash features, such as commands and behaviors, to provide a user interface for features that you build using extensibility. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out of one. The XMLUI methods can be used in callbacks, such as oncommand handlers in buttons. You can write a dialog.xml file and invoke it from the JavaScript API using the document.xmlPanel() method. To retrieve an object representing the current XMLUI dialog box, use fl.xmlui. Method summary for the XMLUI object The following methods are available for the XMLUI object:  Method Description xmlui.accept() Closes the current XMLUI dialog box with an accept state.  xmlui.cancel() Closes the current XMLUI dialog box with a cancel state.  xmlui.get() Retrieves the value of the specified property of the current XMLUI dialog box. xmlui.getControlItemElement() Returns the current control item for the specified control. xmlui.getEnabled() Returns a Boolean value that specifies whether the control is enabled or disabled (dimmed). xmlui.getVisible() Returns a Boolean value that specifies whether the control is visible or hidden. xmlui.set() Modifies the value of the specified property of the current XMLUI dialog box. xmlui.setControlItemElement() Sets the label and value for the current item.  xmlui.setControlItemElements() Sets the label, value pairs of the current item. xmlui.setEnabled() Enables or disables (dims) a control. xmlui.setVisible() Shows or hides a control. XMLUI object  Flash MX 2004.  Flash 8 supports custom dialog boxes written in a subset of the XML User Interface Language (XUL). An XML User Interface (XMLUI) dialog box can be used by several Flash features, such as commands and behaviors, to provide a user interface for features that you build using extensibility. The XMLUI object provides the ability to get and set properties of an XMLUI dialog box, and accept or cancel out of one. The XMLUI methods can be used in callbacks, such as oncommand handlers in buttons. You can write a dialog.xml file and invoke it from the JavaScript API using the document.xmlPanel() method. To retrieve an object representing the current XMLUI dialog box, use fl.xmlui. Method summary for the XMLUI object The following methods are available for the XMLUI object:  " />
<page href="00004587.html" title="xmlui.accept()" text="xmlui.accept()  Flash MX 2004. Usage xmlui.accept()  None.  Returns  Nothing.   Method; closes the current XMLUI dialog box with an accept state, which is equivalent to the user clicking the OK button.  fl.xmlui, document.xmlPanel(), xmlui.cancel() xmlui.accept()  Flash MX 2004. Usage xmlui.accept()  None.  Returns  Nothing.   Method; closes the current XMLUI dialog box with an accept state, which is equivalent to the user clicking the OK button.  fl.xmlui, document.xmlPanel(), xmlui.cancel() xmlui.accept()  Flash MX 2004. Usage xmlui.accept()  None.  Returns  Nothing.   Method; closes the current XMLUI dialog box with an accept state, which is equivalent to the user clicking the OK button.  fl.xmlui, document.xmlPanel(), xmlui.cancel() xmlui.accept()  Flash MX 2004. Usage xmlui.accept()  None.  Returns  Nothing.   Method; closes the current XMLUI dialog box with an accept state, which is equivalent to the user clicking the OK button.  fl.xmlui, document.xmlPanel(), xmlui.cancel() " />
<page href="00004588.html" title="xmlui.cancel()" text="xmlui.cancel()  Flash MX 2004. Usage xmlui.cancel()  None. Returns Nothing.   Method; closes the current XMLUI dialog box with a cancel state, which is equivalent to the user clicking the Cancel button.  fl.xmlui, document.xmlPanel(), xmlui.accept() xmlui.cancel()  Flash MX 2004. Usage xmlui.cancel()  None. Returns Nothing.   Method; closes the current XMLUI dialog box with a cancel state, which is equivalent to the user clicking the Cancel button.  fl.xmlui, document.xmlPanel(), xmlui.accept() xmlui.cancel()  Flash MX 2004. Usage xmlui.cancel()  None. Returns Nothing.   Method; closes the current XMLUI dialog box with a cancel state, which is equivalent to the user clicking the Cancel button.  fl.xmlui, document.xmlPanel(), xmlui.accept() xmlui.cancel()  Flash MX 2004. Usage xmlui.cancel()  None. Returns Nothing.   Method; closes the current XMLUI dialog box with a cancel state, which is equivalent to the user clicking the Cancel button.  fl.xmlui, document.xmlPanel(), xmlui.accept() " />
<page href="00004589.html" title="xmlui.get()" text="xmlui.get()  Flash MX 2004. Usage xmlui.get(controlPropertyName)  controlPropertyName&#160;A string that specifies the name of the XMLUI property whose value you want to retrieve.  Returns A string that represents the value of the specified property. In cases where you might expect a Boolean value of true or false, it returns the string &quot;true&quot; or &quot;false&quot;.  Method; retrieves the value of the specified property of the current XMLUI dialog box.  The following example returns the value of a property named &quot;URL&quot;: fl.xmlui.get(&quot;URL&quot;  fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set() xmlui.get()  Flash MX 2004. Usage xmlui.get(controlPropertyName)  controlPropertyName&#160;A string that specifies the name of the XMLUI property whose value you want to retrieve.  Returns A string that represents the value of the specified property. In cases where you might expect a Boolean value of true or false, it returns the string &quot;true&quot; or &quot;false&quot;.  Method; retrieves the value of the specified property of the current XMLUI dialog box.  The following example returns the value of a property named &quot;URL&quot;: fl.xmlui.get(&quot;URL&quot;  fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set() xmlui.get()  Flash MX 2004. Usage xmlui.get(controlPropertyName)  controlPropertyName&#160;A string that specifies the name of the XMLUI property whose value you want to retrieve.  Returns A string that represents the value of the specified property. In cases where you might expect a Boolean value of true or false, it returns the string &quot;true&quot; or &quot;false&quot;.  Method; retrieves the value of the specified property of the current XMLUI dialog box.  The following example returns the value of a property named &quot;URL&quot;: fl.xmlui.get(&quot;URL&quot;  fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set() xmlui.get()  Flash MX 2004. Usage xmlui.get(controlPropertyName)  controlPropertyName&#160;A string that specifies the name of the XMLUI property whose value you want to retrieve.  Returns A string that represents the value of the specified property. In cases where you might expect a Boolean value of true or false, it returns the string &quot;true&quot; or &quot;false&quot;.  Method; retrieves the value of the specified property of the current XMLUI dialog box.  The following example returns the value of a property named &quot;URL&quot;: fl.xmlui.get(&quot;URL&quot;  fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set() " />
<page href="00004590.html" title="xmlui.getControlItemElement()" text="xmlui.getControlItemElement()  Flash 8.  xmlui.getControlItemElement(controlPropertyName)  controlPropertyName&#160;A string that specifies the property whose control item element you want to retrieve.  An object that represents the current control item for the control specified by controlPropertyName.   Method; returns the label and value of the line selected in a ListBox or ComboBox control for the control specified by controlPropertyName.  The following example returns the label and value of the currently selected line for the myListBox control: var elem = new Object(  elem = fl.xmlui.getControlItemElement(&quot;myListBox&quot;  fl.trace(&quot;label = &quot; + elem.label + &quot; value = &quot; + elem.value  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() xmlui.getControlItemElement()  Flash 8.  xmlui.getControlItemElement(controlPropertyName)  controlPropertyName&#160;A string that specifies the property whose control item element you want to retrieve.  An object that represents the current control item for the control specified by controlPropertyName.   Method; returns the label and value of the line selected in a ListBox or ComboBox control for the control specified by controlPropertyName.  The following example returns the label and value of the currently selected line for the myListBox control: var elem = new Object(  elem = fl.xmlui.getControlItemElement(&quot;myListBox&quot;  fl.trace(&quot;label = &quot; + elem.label + &quot; value = &quot; + elem.value  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() xmlui.getControlItemElement()  Flash 8.  xmlui.getControlItemElement(controlPropertyName)  controlPropertyName&#160;A string that specifies the property whose control item element you want to retrieve.  An object that represents the current control item for the control specified by controlPropertyName.   Method; returns the label and value of the line selected in a ListBox or ComboBox control for the control specified by controlPropertyName.  The following example returns the label and value of the currently selected line for the myListBox control: var elem = new Object(  elem = fl.xmlui.getControlItemElement(&quot;myListBox&quot;  fl.trace(&quot;label = &quot; + elem.label + &quot; value = &quot; + elem.value  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() xmlui.getControlItemElement()  Flash 8.  xmlui.getControlItemElement(controlPropertyName)  controlPropertyName&#160;A string that specifies the property whose control item element you want to retrieve.  An object that represents the current control item for the control specified by controlPropertyName.   Method; returns the label and value of the line selected in a ListBox or ComboBox control for the control specified by controlPropertyName.  The following example returns the label and value of the currently selected line for the myListBox control: var elem = new Object(  elem = fl.xmlui.getControlItemElement(&quot;myListBox&quot;  fl.trace(&quot;label = &quot; + elem.label + &quot; value = &quot; + elem.value  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() " />
<page href="00004591.html" title="xmlui.getEnabled()" text="xmlui.getEnabled()  Flash 8.  xmlui.getEnabled(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose status you want to retrieve.  A Boolean value of true if the control is enabled; false otherwise.  Method; returns a Boolean value that specifies whether the control is enabled or disabled (dimmed).  The following example returns a value that indicates whether the control with the ID attribute myListBox is enabled:  var isEnabled = fl.xmlui.getEnabled(&quot;myListBox&quot; fl.trace(isEnabled  fl.xmlui, document.xmlPanel(), xmlui.setEnabled() xmlui.getEnabled()  Flash 8.  xmlui.getEnabled(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose status you want to retrieve.  A Boolean value of true if the control is enabled; false otherwise.  Method; returns a Boolean value that specifies whether the control is enabled or disabled (dimmed).  The following example returns a value that indicates whether the control with the ID attribute myListBox is enabled:  var isEnabled = fl.xmlui.getEnabled(&quot;myListBox&quot; fl.trace(isEnabled  fl.xmlui, document.xmlPanel(), xmlui.setEnabled() xmlui.getEnabled()  Flash 8.  xmlui.getEnabled(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose status you want to retrieve.  A Boolean value of true if the control is enabled; false otherwise.  Method; returns a Boolean value that specifies whether the control is enabled or disabled (dimmed).  The following example returns a value that indicates whether the control with the ID attribute myListBox is enabled:  var isEnabled = fl.xmlui.getEnabled(&quot;myListBox&quot; fl.trace(isEnabled  fl.xmlui, document.xmlPanel(), xmlui.setEnabled() xmlui.getEnabled()  Flash 8.  xmlui.getEnabled(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose status you want to retrieve.  A Boolean value of true if the control is enabled; false otherwise.  Method; returns a Boolean value that specifies whether the control is enabled or disabled (dimmed).  The following example returns a value that indicates whether the control with the ID attribute myListBox is enabled:  var isEnabled = fl.xmlui.getEnabled(&quot;myListBox&quot; fl.trace(isEnabled  fl.xmlui, document.xmlPanel(), xmlui.setEnabled() " />
<page href="00004592.html" title="xmlui.getVisible()" text="xmlui.getVisible()  Flash 8.  xmlui.getVisible(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose visibility status you want to retrieve.  A Boolean value of true if the control is visible, or false if it is invisible (hidden).  Method; returns a Boolean value that specifies whether the control is visible or hidden.  The following example returns a value that indicates whether the control with the ID attribute myListBox is visible:  var isVisible = fl.xmlui.getVisible(&quot;myListBox&quot; fl.trace(isVisible  xmlui.setVisible() xmlui.getVisible()  Flash 8.  xmlui.getVisible(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose visibility status you want to retrieve.  A Boolean value of true if the control is visible, or false if it is invisible (hidden).  Method; returns a Boolean value that specifies whether the control is visible or hidden.  The following example returns a value that indicates whether the control with the ID attribute myListBox is visible:  var isVisible = fl.xmlui.getVisible(&quot;myListBox&quot; fl.trace(isVisible  xmlui.setVisible() xmlui.getVisible()  Flash 8.  xmlui.getVisible(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose visibility status you want to retrieve.  A Boolean value of true if the control is visible, or false if it is invisible (hidden).  Method; returns a Boolean value that specifies whether the control is visible or hidden.  The following example returns a value that indicates whether the control with the ID attribute myListBox is visible:  var isVisible = fl.xmlui.getVisible(&quot;myListBox&quot; fl.trace(isVisible  xmlui.setVisible() xmlui.getVisible()  Flash 8.  xmlui.getVisible(controlID)  controlID&#160;A string that specifies the ID attribute of the control whose visibility status you want to retrieve.  A Boolean value of true if the control is visible, or false if it is invisible (hidden).  Method; returns a Boolean value that specifies whether the control is visible or hidden.  The following example returns a value that indicates whether the control with the ID attribute myListBox is visible:  var isVisible = fl.xmlui.getVisible(&quot;myListBox&quot; fl.trace(isVisible  xmlui.setVisible() " />
<page href="00004593.html" title="xmlui.set()" text="xmlui.set()  Flash MX 2004. Usage xmlui.set(controlPropertyName, value)  controlPropertyName&#160;A string that specifies the name of XMLUI property to modify. value&#160;A string that specifies the value to which you want to set the XMLUI property.  Returns Nothing.   Method; modifies the value of the specified property of the current XMLUI dialog box.  The following example sets the value of a property named URL to &quot;www.adobe.com&quot;: fl.xmlui.set(&quot;URL&quot;, &quot;www.adobe.com&quot;  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() xmlui.set()  Flash MX 2004. Usage xmlui.set(controlPropertyName, value)  controlPropertyName&#160;A string that specifies the name of XMLUI property to modify. value&#160;A string that specifies the value to which you want to set the XMLUI property.  Returns Nothing.   Method; modifies the value of the specified property of the current XMLUI dialog box.  The following example sets the value of a property named URL to &quot;www.adobe.com&quot;: fl.xmlui.set(&quot;URL&quot;, &quot;www.adobe.com&quot;  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() xmlui.set()  Flash MX 2004. Usage xmlui.set(controlPropertyName, value)  controlPropertyName&#160;A string that specifies the name of XMLUI property to modify. value&#160;A string that specifies the value to which you want to set the XMLUI property.  Returns Nothing.   Method; modifies the value of the specified property of the current XMLUI dialog box.  The following example sets the value of a property named URL to &quot;www.adobe.com&quot;: fl.xmlui.set(&quot;URL&quot;, &quot;www.adobe.com&quot;  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() xmlui.set()  Flash MX 2004. Usage xmlui.set(controlPropertyName, value)  controlPropertyName&#160;A string that specifies the name of XMLUI property to modify. value&#160;A string that specifies the value to which you want to set the XMLUI property.  Returns Nothing.   Method; modifies the value of the specified property of the current XMLUI dialog box.  The following example sets the value of a property named URL to &quot;www.adobe.com&quot;: fl.xmlui.set(&quot;URL&quot;, &quot;www.adobe.com&quot;  fl.xmlui, document.xmlPanel(), xmlui.get(), xmlui.setControlItemElement(), xmlui.setControlItemElements() " />
<page href="00004594.html" title="xmlui.setControlItemElement()" text="xmlui.setControlItemElement()  Flash 8.  xmlui.setControlItemElement(controlPropertyName, elementItem)  controlPropertyName&#160;A string that specifies the control item element to set. elementItem&#160;A JavaScript object with a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.  Method; sets the label and value of the currently selected line in the ListBox or ComboBox control specified by controlPropertyName.  The following example sets the label and value for the current item of the control property named &quot;PhoneNumber&quot;: var elem = new Object(  elem.label = &quot;Fax&quot;;  elem.value = &quot;707-555-5555&quot;; fl.xmlui.setControlItemElement(&quot;PhoneNumber&quot;,elem   fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElements() xmlui.setControlItemElement()  Flash 8.  xmlui.setControlItemElement(controlPropertyName, elementItem)  controlPropertyName&#160;A string that specifies the control item element to set. elementItem&#160;A JavaScript object with a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.  Method; sets the label and value of the currently selected line in the ListBox or ComboBox control specified by controlPropertyName.  The following example sets the label and value for the current item of the control property named &quot;PhoneNumber&quot;: var elem = new Object(  elem.label = &quot;Fax&quot;;  elem.value = &quot;707-555-5555&quot;; fl.xmlui.setControlItemElement(&quot;PhoneNumber&quot;,elem   fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElements() xmlui.setControlItemElement()  Flash 8.  xmlui.setControlItemElement(controlPropertyName, elementItem)  controlPropertyName&#160;A string that specifies the control item element to set. elementItem&#160;A JavaScript object with a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.  Method; sets the label and value of the currently selected line in the ListBox or ComboBox control specified by controlPropertyName.  The following example sets the label and value for the current item of the control property named &quot;PhoneNumber&quot;: var elem = new Object(  elem.label = &quot;Fax&quot;;  elem.value = &quot;707-555-5555&quot;; fl.xmlui.setControlItemElement(&quot;PhoneNumber&quot;,elem   fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElements() xmlui.setControlItemElement()  Flash 8.  xmlui.setControlItemElement(controlPropertyName, elementItem)  controlPropertyName&#160;A string that specifies the control item element to set. elementItem&#160;A JavaScript object with a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.  Method; sets the label and value of the currently selected line in the ListBox or ComboBox control specified by controlPropertyName.  The following example sets the label and value for the current item of the control property named &quot;PhoneNumber&quot;: var elem = new Object(  elem.label = &quot;Fax&quot;;  elem.value = &quot;707-555-5555&quot;; fl.xmlui.setControlItemElement(&quot;PhoneNumber&quot;,elem   fl.xmlui, document.xmlPanel(), xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElements() " />
<page href="00004595.html" title="xmlui.setControlItemElements()" text="xmlui.setControlItemElements()  Flash 8.  xmlui.setControlItemElements(controlID, elementItemArray)  controlID&#160;A string that specifies the ID attribute of the control you want to set. elementItemArray&#160;An array of JavaScript objects, where each object has a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.   Method; clears the values of the ListBox or ComboBox control specified by controlID and replaces the list or menu items with the label,&#160;value pairs specified by elementItemArray.   The following example sets the label and value of items in the control with the ID attribute myControlID to the label,&#160;value pairs specified: var nameArray = new Array(&quot;January&quot;, &quot;February&quot;, &quot;March&quot;  var monthArray = new Array(  for (i=0;i&lt;nameArray.length;i++){   elem = new Object(   elem.label = nameArray[i];   elem.value = i;   monthArray[i] = elem;  }  fl.xmlui.setControlItemElements(&quot;myControlID&quot;, monthArray   xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElement() xmlui.setControlItemElements()  Flash 8.  xmlui.setControlItemElements(controlID, elementItemArray)  controlID&#160;A string that specifies the ID attribute of the control you want to set. elementItemArray&#160;An array of JavaScript objects, where each object has a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.   Method; clears the values of the ListBox or ComboBox control specified by controlID and replaces the list or menu items with the label,&#160;value pairs specified by elementItemArray.   The following example sets the label and value of items in the control with the ID attribute myControlID to the label,&#160;value pairs specified: var nameArray = new Array(&quot;January&quot;, &quot;February&quot;, &quot;March&quot;  var monthArray = new Array(  for (i=0;i&lt;nameArray.length;i++){   elem = new Object(   elem.label = nameArray[i];   elem.value = i;   monthArray[i] = elem;  }  fl.xmlui.setControlItemElements(&quot;myControlID&quot;, monthArray   xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElement() xmlui.setControlItemElements()  Flash 8.  xmlui.setControlItemElements(controlID, elementItemArray)  controlID&#160;A string that specifies the ID attribute of the control you want to set. elementItemArray&#160;An array of JavaScript objects, where each object has a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.   Method; clears the values of the ListBox or ComboBox control specified by controlID and replaces the list or menu items with the label,&#160;value pairs specified by elementItemArray.   The following example sets the label and value of items in the control with the ID attribute myControlID to the label,&#160;value pairs specified: var nameArray = new Array(&quot;January&quot;, &quot;February&quot;, &quot;March&quot;  var monthArray = new Array(  for (i=0;i&lt;nameArray.length;i++){   elem = new Object(   elem.label = nameArray[i];   elem.value = i;   monthArray[i] = elem;  }  fl.xmlui.setControlItemElements(&quot;myControlID&quot;, monthArray   xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElement() xmlui.setControlItemElements()  Flash 8.  xmlui.setControlItemElements(controlID, elementItemArray)  controlID&#160;A string that specifies the ID attribute of the control you want to set. elementItemArray&#160;An array of JavaScript objects, where each object has a string property named label and an optional string property named value. If the value property does not exist, then it is created and assigned the same value as label.  Nothing.   Method; clears the values of the ListBox or ComboBox control specified by controlID and replaces the list or menu items with the label,&#160;value pairs specified by elementItemArray.   The following example sets the label and value of items in the control with the ID attribute myControlID to the label,&#160;value pairs specified: var nameArray = new Array(&quot;January&quot;, &quot;February&quot;, &quot;March&quot;  var monthArray = new Array(  for (i=0;i&lt;nameArray.length;i++){   elem = new Object(   elem.label = nameArray[i];   elem.value = i;   monthArray[i] = elem;  }  fl.xmlui.setControlItemElements(&quot;myControlID&quot;, monthArray   xmlui.getControlItemElement(), xmlui.set(), xmlui.setControlItemElement() " />
<page href="00004596.html" title="xmlui.setEnabled()" text="xmlui.setEnabled()  Flash 8.  xmlui.setEnabled(controlID, enable)  controlID&#160;A string that specifies the ID attribute of the control you want to enable or&#160;disable. enable&#160;A Boolean value of true if you want to enable the control, or false if you want to disable (dim) it.  Nothing.   Method; enables or disables (dims) a control.  The following example dims the control with the ID attribute myControl: fl.xmlui.setEnabled(&quot;myControl&quot;, false   xmlui.getEnabled() xmlui.setEnabled()  Flash 8.  xmlui.setEnabled(controlID, enable)  controlID&#160;A string that specifies the ID attribute of the control you want to enable or&#160;disable. enable&#160;A Boolean value of true if you want to enable the control, or false if you want to disable (dim) it.  Nothing.   Method; enables or disables (dims) a control.  The following example dims the control with the ID attribute myControl: fl.xmlui.setEnabled(&quot;myControl&quot;, false   xmlui.getEnabled() xmlui.setEnabled()  Flash 8.  xmlui.setEnabled(controlID, enable)  controlID&#160;A string that specifies the ID attribute of the control you want to enable or&#160;disable. enable&#160;A Boolean value of true if you want to enable the control, or false if you want to disable (dim) it.  Nothing.   Method; enables or disables (dims) a control.  The following example dims the control with the ID attribute myControl: fl.xmlui.setEnabled(&quot;myControl&quot;, false   xmlui.getEnabled() xmlui.setEnabled()  Flash 8.  xmlui.setEnabled(controlID, enable)  controlID&#160;A string that specifies the ID attribute of the control you want to enable or&#160;disable. enable&#160;A Boolean value of true if you want to enable the control, or false if you want to disable (dim) it.  Nothing.   Method; enables or disables (dims) a control.  The following example dims the control with the ID attribute myControl: fl.xmlui.setEnabled(&quot;myControl&quot;, false   xmlui.getEnabled() " />
<page href="00004597.html" title="xmlui.setVisible()" text="xmlui.setVisible()  Flash 8.  xmlui.setVisible(controlID, visible)  controlID&#160;A string that specifies the ID attribute of the control you want to show or hide. visible&#160;A Boolean value of true if you want to show the control; false if you want to hide it.  Nothing.   Method; shows or hides a control.  The following example hides the control with the ID attribute myControl: fl.xmlui.setVisible(&quot;myControl&quot;, false   xmlui.getVisible() xmlui.setVisible()  Flash 8.  xmlui.setVisible(controlID, visible)  controlID&#160;A string that specifies the ID attribute of the control you want to show or hide. visible&#160;A Boolean value of true if you want to show the control; false if you want to hide it.  Nothing.   Method; shows or hides a control.  The following example hides the control with the ID attribute myControl: fl.xmlui.setVisible(&quot;myControl&quot;, false   xmlui.getVisible() xmlui.setVisible()  Flash 8.  xmlui.setVisible(controlID, visible)  controlID&#160;A string that specifies the ID attribute of the control you want to show or hide. visible&#160;A Boolean value of true if you want to show the control; false if you want to hide it.  Nothing.   Method; shows or hides a control.  The following example hides the control with the ID attribute myControl: fl.xmlui.setVisible(&quot;myControl&quot;, false   xmlui.getVisible() xmlui.setVisible()  Flash 8.  xmlui.setVisible(controlID, visible)  controlID&#160;A string that specifies the ID attribute of the control you want to show or hide. visible&#160;A Boolean value of true if you want to show the control; false if you want to hide it.  Nothing.   Method; shows or hides a control.  The following example hides the control with the ID attribute myControl: fl.xmlui.setVisible(&quot;myControl&quot;, false   xmlui.getVisible() " />
<page href="00004598.html" title="VideoItem object" text="VideoItem object Inheritance&#160;Item object &gt; VideoItem object  Flash MX 2004.  The VideoItem object is a subclass of the Item object. Property summary for the VideoItem object In addition to the Item object properties, you can use the following properties with the VideoItem object: Property Description videoItem.sourceFilePath Read-only; a string that specifies the path to the video item. videoItem.videoType Read-only; a string that specifies the type of video the item represents. VideoItem object Inheritance&#160;Item object &gt; VideoItem object  Flash MX 2004.  The VideoItem object is a subclass of the Item object. Property summary for the VideoItem object In addition to the Item object properties, you can use the following properties with the VideoItem object: Property Description videoItem.sourceFilePath Read-only; a string that specifies the path to the video item. videoItem.videoType Read-only; a string that specifies the type of video the item represents. VideoItem object Inheritance&#160;Item object &gt; VideoItem object  Flash MX 2004.  The VideoItem object is a subclass of the Item object. Property summary for the VideoItem object In addition to the Item object properties, you can use the following properties with the VideoItem object: Property Description videoItem.sourceFilePath Read-only; a string that specifies the path to the video item. videoItem.videoType Read-only; a string that specifies the type of video the item represents. VideoItem object Inheritance&#160;Item object &gt; VideoItem object  Flash MX 2004.  The VideoItem object is a subclass of the Item object. Property summary for the VideoItem object In addition to the Item object properties, you can use the following properties with the VideoItem object: " />
<page href="00004599.html" title="videoItem.sourceFilePath" text="videoItem.sourceFilePath  Flash 8.  videoItem.sourceFilePath  Read-only property; a string, expressed as a file:///&#160;URI that specifies the path to the video&#160;item.   The following example displays the name and source file path of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; source is &quot; + myItem.sourceFilePath  } }  library.items videoItem.sourceFilePath  Flash 8.  videoItem.sourceFilePath  Read-only property; a string, expressed as a file:///&#160;URI that specifies the path to the video&#160;item.   The following example displays the name and source file path of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; source is &quot; + myItem.sourceFilePath  } }  library.items videoItem.sourceFilePath  Flash 8.  videoItem.sourceFilePath  Read-only property; a string, expressed as a file:///&#160;URI that specifies the path to the video&#160;item.   The following example displays the name and source file path of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; source is &quot; + myItem.sourceFilePath  } }  library.items videoItem.sourceFilePath  Flash 8.  videoItem.sourceFilePath  Read-only property; a string, expressed as a file:///&#160;URI that specifies the path to the video&#160;item.   The following example displays the name and source file path of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; source is &quot; + myItem.sourceFilePath  } }  library.items " />
<page href="00004600.html" title="videoItem.videoType" text="videoItem.videoType  Flash 8.  videoItem.videoType  Read-only property; a string that specifies the type of video the item represents. Possible values are &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, and &quot;video&quot;.  The following example displays the name and type of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; is &quot; + myItem.videoType  } }  library.items videoItem.videoType  Flash 8.  videoItem.videoType  Read-only property; a string that specifies the type of video the item represents. Possible values are &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, and &quot;video&quot;.  The following example displays the name and type of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; is &quot; + myItem.videoType  } }  library.items videoItem.videoType  Flash 8.  videoItem.videoType  Read-only property; a string that specifies the type of video the item represents. Possible values are &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, and &quot;video&quot;.  The following example displays the name and type of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; is &quot; + myItem.videoType  } }  library.items videoItem.videoType  Flash 8.  videoItem.videoType  Read-only property; a string that specifies the type of video the item represents. Possible values are &quot;embedded&#160;video&quot;, &quot;linked&#160;video&quot;, and &quot;video&quot;.  The following example displays the name and type of any items in the library that are of type &quot;video&quot;: for (idx in fl.getDocumentDOM().library.items) {  if (fl.getDocumentDOM().library.items[idx].itemType == &quot;video&quot;) {  var myItem = fl.getDocumentDOM().library.items[idx];  fl.trace(myItem.name + &quot; is &quot; + myItem.videoType  } }  library.items " />
<page href="00004601.html" title="C-Level Extensibility" text="C-Level Extensibility The C-level extensibility mechanism lets you implement Adobe Flash CS3 Professional 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 Adobe Flash JavaScript&#160;API.  The C-level extensibility mechanism was introduced in Macromedia Flash&#160;MX&#160;2004, and did not change in Flash&#160;8. The only revision in Flash&#160;CS3 is a change in the mm_jsapi.h file included in the sample ZIP or SIT file (see Sample DLL implementation).  For example, you might want to define a function that performs intense calculations more efficiently than JavaScript does, which improves performance, or when you want to create more advanced tools or effects. This extensibility mechanism is a subset of the Adobe Dreamweaver CS3 API. If you are familiar with that API, you might recognize the functions in the C-level extensibility mechanism API. However, this API differs from the Dreamweaver API in the following ways: This API does not contain all the commands in the Dreamweaver API. All declarations of type wchar_t and char in the Dreamweaver API are implemented as unsigned&#160;short declarations in this API, to support Unicode when strings are passed. The JSVal JS_BytesToValue() function in this API is not part of the Dreamweaver&#160;API. The location in which the DLL or shared library files must be stored is different (see Integrating C functions). C-Level Extensibility The C-level extensibility mechanism lets you implement Adobe Flash CS3 Professional 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 Adobe Flash JavaScript&#160;API.  The C-level extensibility mechanism was introduced in Macromedia Flash&#160;MX&#160;2004, and did not change in Flash&#160;8. The only revision in Flash&#160;CS3 is a change in the mm_jsapi.h file included in the sample ZIP or SIT file (see Sample DLL implementation).  For example, you might want to define a function that performs intense calculations more efficiently than JavaScript does, which improves performance, or when you want to create more advanced tools or effects. This extensibility mechanism is a subset of the Adobe Dreamweaver CS3 API. If you are familiar with that API, you might recognize the functions in the C-level extensibility mechanism API. However, this API differs from the Dreamweaver API in the following ways: This API does not contain all the commands in the Dreamweaver API. All declarations of type wchar_t and char in the Dreamweaver API are implemented as unsigned&#160;short declarations in this API, to support Unicode when strings are passed. The JSVal JS_BytesToValue() function in this API is not part of the Dreamweaver&#160;API. The location in which the DLL or shared library files must be stored is different (see Integrating C functions). C-Level Extensibility The C-level extensibility mechanism lets you implement Adobe Flash CS3 Professional 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 Adobe Flash JavaScript&#160;API.  The C-level extensibility mechanism was introduced in Macromedia Flash&#160;MX&#160;2004, and did not change in Flash&#160;8. The only revision in Flash&#160;CS3 is a change in the mm_jsapi.h file included in the sample ZIP or SIT file (see Sample DLL implementation).  For example, you might want to define a function that performs intense calculations more efficiently than JavaScript does, which improves performance, or when you want to create more advanced tools or effects. This extensibility mechanism is a subset of the Adobe Dreamweaver CS3 API. If you are familiar with that API, you might recognize the functions in the C-level extensibility mechanism API. However, this API differs from the Dreamweaver API in the following ways: This API does not contain all the commands in the Dreamweaver API. All declarations of type wchar_t and char in the Dreamweaver API are implemented as unsigned&#160;short declarations in this API, to support Unicode when strings are passed. The JSVal JS_BytesToValue() function in this API is not part of the Dreamweaver&#160;API. The location in which the DLL or shared library files must be stored is different (see Integrating C functions). C-Level Extensibility The C-level extensibility mechanism lets you implement Adobe Flash CS3 Professional 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 Adobe Flash JavaScript&#160;API.  The C-level extensibility mechanism was introduced in Macromedia Flash&#160;MX&#160;2004, and did not change in Flash&#160;8. The only revision in Flash&#160;CS3 is a change in the mm_jsapi.h file included in the sample ZIP or SIT file (see Sample DLL implementation).  For example, you might want to define a function that performs intense calculations more efficiently than JavaScript does, which improves performance, or when you want to create more advanced tools or effects. This extensibility mechanism is a subset of the Adobe Dreamweaver CS3 API. If you are familiar with that API, you might recognize the functions in the C-level extensibility mechanism API. However, this API differs from the Dreamweaver API in the following ways: This API does not contain all the commands in the Dreamweaver API. All declarations of type wchar_t and char in the Dreamweaver API are implemented as unsigned&#160;short declarations in this API, to support Unicode when strings are passed. The JSVal JS_BytesToValue() function in this API is not part of the Dreamweaver&#160;API. The location in which the DLL or shared library files must be stored is different (see Integrating C functions). " />
<page href="00004602.html" title="Integrating C functions" text="Integrating C functions The C-level extensibility mechanism lets you implement Flash extensibility files using a combination of JavaScript and C code. The process for implementing this capability is summarized in the following steps: Define functions using the C or C++ language. Bundle them in a DLL file (Windows) or a shared library (Macintosh). Save the DLL file or library in the appropriate location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External&#160;Libraries Macintosh OS X: Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External&#160;Libraries Create a JSFL file that calls the functions. Run the JSFL file from the Commands menu in the Flash authoring environment. For more information, see Sample DLL implementation. Integrating C functions The C-level extensibility mechanism lets you implement Flash extensibility files using a combination of JavaScript and C code. The process for implementing this capability is summarized in the following steps: Define functions using the C or C++ language. Bundle them in a DLL file (Windows) or a shared library (Macintosh). Save the DLL file or library in the appropriate location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External&#160;Libraries Macintosh OS X: Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External&#160;Libraries Create a JSFL file that calls the functions. Run the JSFL file from the Commands menu in the Flash authoring environment. For more information, see Sample DLL implementation. Integrating C functions The C-level extensibility mechanism lets you implement Flash extensibility files using a combination of JavaScript and C code. The process for implementing this capability is summarized in the following steps: Define functions using the C or C++ language. Bundle them in a DLL file (Windows) or a shared library (Macintosh). Save the DLL file or library in the appropriate location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External&#160;Libraries Macintosh OS X: Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External&#160;Libraries Create a JSFL file that calls the functions. Run the JSFL file from the Commands menu in the Flash authoring environment. For more information, see Sample DLL implementation. Integrating C functions The C-level extensibility mechanism lets you implement Flash extensibility files using a combination of JavaScript and C code. The process for implementing this capability is summarized in the following steps: Define functions using the C or C++ language. Bundle them in a DLL file (Windows) or a shared library (Macintosh). Save the DLL file or library in the appropriate location: Windows 2000 or Windows XP:  boot drive Documents and Settings user Local Settings Application Data Adobe Flash&#160;CS3 language Configuration External&#160;Libraries Macintosh OS X: Macintosh HD/Users/userName/Library/Application Support/Adobe/Flash&#160;CS3/language/Configuration/External&#160;Libraries Create a JSFL file that calls the functions. Run the JSFL file from the Commands menu in the Flash authoring environment. For more information, see Sample DLL implementation. " />
<page href="00004603.html" title="C-level extensibility and the JavaScript interpreter" text="C-level extensibility and the JavaScript interpreter The C code in the DLL or shared library interacts with the Flash JavaScript API at three different times: At startup, to register the library's functions  When the C&#160;function is called, to unpack the arguments that are being passed from JavaScript to&#160;C  Before the C function returns, to package the return value To accomplish these tasks, the interpreter defines several data types and exposes an API. Definitions for the data types and functions that are listed in this section appear in the mm_jsapi.h file. For your library to work properly, you must include the mm_jsapi.h file at the top of each file in your library, with the following line: #include &quot;mm_jsapi.h&quot;  Including the mm_jsapi.h file includes the mm_jsapi_environment.h file, which defines the MM_Environment structure. To get a copy of the mm_jsapi.h file, extract it from the sample ZIP or SIT file (see Sample DLL implementation), or copy the following code into a file that you name mm_jsapi.h: #ifndef _MM_JSAPI_H_ #define _MM_JSAPI_H_  /*****************************************************************************  * Public data types  ****************************************************************************/  typedef struct JSContext JSContext; typedef struct JSObject JSObject; typedef long jsval; #ifndef JSBool typedef long JSBool; #endif  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc,   jsval *argv, jsval *rval   /* Possible values for JSBool */ #define JS_TRUE 1 #define JS_FALSE 0    /*****************************************************************************  * Public functions  ****************************************************************************/  /* JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) */ #define JS_DefineFunction(n, c, a)   (mmEnv.defineFunction ? (*(mmEnv.defineFunction))(mmEnv.libObj, n, c, a)   : JS_FALSE)  /* unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToString(c, v, l)   (mmEnv.valueToString ? (*(mmEnv.valueToString))(c, v, l) : (char *)0)  /* unsigned char *JS_ValueToBytes(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToBytes(c, v, l)   (mmEnv.valueToBytes ? (*(mmEnv.valueToBytes))(c, v, l) : (unsigned char *)0)  /* JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp */ #define JS_ValueToInteger(c, v, l)   (mmEnv.valueToInteger ? (*(mmEnv.valueToInteger))(c, v, l) : JS_FALSE)  /* JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp */ #define JS_ValueToDouble(c, v, d)   (mmEnv.valueToDouble ? (*(mmEnv.valueToDouble))(c, v, d) : JS_FALSE)  /* JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp */ #define JS_ValueToBoolean(c, v, b)   (mmEnv.valueToBoolean ? (*(mmEnv.valueToBoolean))(c, v, b) : JS_FALSE)  /* JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op */ #define JS_ValueToObject(c, v, o)   (mmEnv.valueToObject ? (*(mmEnv.valueToObject))(c, v, o) : JS_FALSE)  /* JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp */ #define JS_StringToValue(c, b, s, v)   (mmEnv.stringToValue ? (*(mmEnv.stringToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_BytesToValue(JSContext *cx, unsigned char *bytes, uint sz, jsval *vp */ #define JS_BytesToValue(c, b, s, v)   (mmEnv.bytesToValue ? (*(mmEnv.bytesToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp */ #define JS_DoubleToValue(c, d, v)   (mmEnv.doubleToValue ? (*(mmEnv.doubleToValue))(c, d, v) : JS_FALSE)  /* jsval JS_IntegerToValue(long lv */ #define JS_IntegerToValue(lv) (((jsval)(lv) &lt;&lt; 1) | 0x1)  /* jsval JS_BooleanToValue(JSBool bv */ #define JS_BooleanToValue(bv) (((jsval)(bv) &lt;&lt; 3) | 0x6)  /* jsval JS_ObjectToValue(JSObject *obj */ #define JS_ObjectToValue(ov) ((jsval)(ov))  /* unsigned short *JS_ObjectType(JSObject *obj */ #define JS_ObjectType(o)   (mmEnv.objectType ? (*(mmEnv.objectType))(o) : (char *)0)  /* JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length, jsval *v) */ #define JS_NewArrayObject(c, l, v)   (mmEnv.newArrayObject ? (*(mmEnv.newArrayObject))(c, l, v) : (JSObject *)0)  /* long JS_GetArrayLength(JSContext *cx, JSObject *obj) */ #define JS_GetArrayLength(c, o)   (mmEnv.getArrayLength ? (*(mmEnv.getArrayLength))(c, o) : -1)  /* JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_GetElement(c, o, i, v)   (mmEnv.getElement ? (*(mmEnv.getElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_SetElement(c, o, i, v)   (mmEnv.setElement ? (*(mmEnv.setElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_ExecuteScript(JSContext *cx, JSObject *obj, unsigned short *script,  * unsigned int sz, jsval *rval) */ #define JS_ExecuteScript(c, o, s, z, r)   (mmEnv.executeScript ? (*(mmEnv.executeScript))(c, o, s, z, (LPCTSTR)__FILE__,   __LINE__, r) : JS_FALSE)  /* JSBool JS_ReportError(JSContext *cx, unsigned short *error, unsigned int sz) */ #define JS_ReportError(c, e, s)   (mmEnv.reportError ? (*(mmEnv.reportError))(c, e, s) : JS_FALSE)    /*****************************************************************************  * Private data types, macros, and globals  ****************************************************************************/  typedef struct {  JSObject *libObj;  JSBool (*defineFunction)(JSObject *libObj, unsigned short *name, JSNative call,  unsigned int nargs  unsigned short *(*valueToString)(JSContext *cx, jsval v, unsigned int *pLength  unsigned char *(*valueToBytes)(JSContext *cx, jsval v, unsigned int *pLength  JSBool (*valueToInteger)(JSContext *cx, jsval v, long *lp  JSBool (*valueToDouble)(JSContext *cx, jsval v, double *dp  JSBool (*valueToBoolean)(JSContext *cx, jsval v, JSBool *bp  JSBool (*valueToObject)(JSContext *cx, jsval v, JSObject **op  JSBool (*stringToValue)(JSContext *cx, unsigned short *b, unsigned int sz, jsval *vp  JSBool (*bytesToValue)(JSContext *cx, unsigned char *b, unsigned int sz, jsval *vp  JSBool (*doubleToValue)(JSContext *cx, double dv, jsval *vp  unsigned short *(*objectType)(JSObject *obj  JSObject *(*newArrayObject)(JSContext *cx, unsigned int length, jsval *vp  long (*getArrayLength)(JSContext *cx, JSObject *obj  JSBool (*getElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*setElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*executeScript)(JSContext *cx, JSObject *obj, unsigned short *script,  unsigned int sz, unsigned short *file, unsigned int lineNum, jsval *rval  JSBool (*reportError)(JSContext *cx, unsigned short *error, unsigned int sz } MM_Environment;  extern MM_Environment mmEnv;  // Declare the external entry point and linkage #ifdef _WIN32 # ifndef _MAC   // Windows  __declspec( dllexport ) void MM_InitWrapper( MM_Environment *env, unsigned int envSize  # endif #else  extern void MM_InitWrapper( MM_Environment *env, unsigned int envSize  #endif   #define MM_STATE   /* Definitions of global variables */   MM_Environment mmEnv;     void   MM_InitWrapper(MM_Environment *env, unsigned int envSize)   {   extern void MM_Init(     char **envPtr = (char **)env;   char **mmPtr = (char **)(&amp;mmEnv   char **envEnd = (char **)((char *)envPtr + envSize   char **mmEnd = (char **)((char *)mmPtr + sizeof(MM_Environment)     /* Copy fields from env to mmEnv, one pointer at a time */   while (mmPtr &lt; mmEnd &amp;&amp; envPtr &lt; envEnd)   *mmPtr++ = *envPtr++;     /* If env doesn&#39;t define all of mmEnv&#39;s fields, set extras to NULL */   while (mmPtr &lt; mmEnd)   *mmPtr++ = (char *)0;     /* Call user&#39;s MM_Init function */   MM_Init(   }    #endif /* _MM_JSAPI_H_ */ C-level extensibility and the JavaScript interpreter The C code in the DLL or shared library interacts with the Flash JavaScript API at three different times: At startup, to register the library's functions  When the C&#160;function is called, to unpack the arguments that are being passed from JavaScript to&#160;C  Before the C function returns, to package the return value To accomplish these tasks, the interpreter defines several data types and exposes an API. Definitions for the data types and functions that are listed in this section appear in the mm_jsapi.h file. For your library to work properly, you must include the mm_jsapi.h file at the top of each file in your library, with the following line: #include &quot;mm_jsapi.h&quot;  Including the mm_jsapi.h file includes the mm_jsapi_environment.h file, which defines the MM_Environment structure. To get a copy of the mm_jsapi.h file, extract it from the sample ZIP or SIT file (see Sample DLL implementation), or copy the following code into a file that you name mm_jsapi.h: #ifndef _MM_JSAPI_H_ #define _MM_JSAPI_H_  /*****************************************************************************  * Public data types  ****************************************************************************/  typedef struct JSContext JSContext; typedef struct JSObject JSObject; typedef long jsval; #ifndef JSBool typedef long JSBool; #endif  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc,   jsval *argv, jsval *rval   /* Possible values for JSBool */ #define JS_TRUE 1 #define JS_FALSE 0    /*****************************************************************************  * Public functions  ****************************************************************************/  /* JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) */ #define JS_DefineFunction(n, c, a)   (mmEnv.defineFunction ? (*(mmEnv.defineFunction))(mmEnv.libObj, n, c, a)   : JS_FALSE)  /* unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToString(c, v, l)   (mmEnv.valueToString ? (*(mmEnv.valueToString))(c, v, l) : (char *)0)  /* unsigned char *JS_ValueToBytes(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToBytes(c, v, l)   (mmEnv.valueToBytes ? (*(mmEnv.valueToBytes))(c, v, l) : (unsigned char *)0)  /* JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp */ #define JS_ValueToInteger(c, v, l)   (mmEnv.valueToInteger ? (*(mmEnv.valueToInteger))(c, v, l) : JS_FALSE)  /* JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp */ #define JS_ValueToDouble(c, v, d)   (mmEnv.valueToDouble ? (*(mmEnv.valueToDouble))(c, v, d) : JS_FALSE)  /* JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp */ #define JS_ValueToBoolean(c, v, b)   (mmEnv.valueToBoolean ? (*(mmEnv.valueToBoolean))(c, v, b) : JS_FALSE)  /* JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op */ #define JS_ValueToObject(c, v, o)   (mmEnv.valueToObject ? (*(mmEnv.valueToObject))(c, v, o) : JS_FALSE)  /* JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp */ #define JS_StringToValue(c, b, s, v)   (mmEnv.stringToValue ? (*(mmEnv.stringToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_BytesToValue(JSContext *cx, unsigned char *bytes, uint sz, jsval *vp */ #define JS_BytesToValue(c, b, s, v)   (mmEnv.bytesToValue ? (*(mmEnv.bytesToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp */ #define JS_DoubleToValue(c, d, v)   (mmEnv.doubleToValue ? (*(mmEnv.doubleToValue))(c, d, v) : JS_FALSE)  /* jsval JS_IntegerToValue(long lv */ #define JS_IntegerToValue(lv) (((jsval)(lv) &lt;&lt; 1) | 0x1)  /* jsval JS_BooleanToValue(JSBool bv */ #define JS_BooleanToValue(bv) (((jsval)(bv) &lt;&lt; 3) | 0x6)  /* jsval JS_ObjectToValue(JSObject *obj */ #define JS_ObjectToValue(ov) ((jsval)(ov))  /* unsigned short *JS_ObjectType(JSObject *obj */ #define JS_ObjectType(o)   (mmEnv.objectType ? (*(mmEnv.objectType))(o) : (char *)0)  /* JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length, jsval *v) */ #define JS_NewArrayObject(c, l, v)   (mmEnv.newArrayObject ? (*(mmEnv.newArrayObject))(c, l, v) : (JSObject *)0)  /* long JS_GetArrayLength(JSContext *cx, JSObject *obj) */ #define JS_GetArrayLength(c, o)   (mmEnv.getArrayLength ? (*(mmEnv.getArrayLength))(c, o) : -1)  /* JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_GetElement(c, o, i, v)   (mmEnv.getElement ? (*(mmEnv.getElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_SetElement(c, o, i, v)   (mmEnv.setElement ? (*(mmEnv.setElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_ExecuteScript(JSContext *cx, JSObject *obj, unsigned short *script,  * unsigned int sz, jsval *rval) */ #define JS_ExecuteScript(c, o, s, z, r)   (mmEnv.executeScript ? (*(mmEnv.executeScript))(c, o, s, z, (LPCTSTR)__FILE__,   __LINE__, r) : JS_FALSE)  /* JSBool JS_ReportError(JSContext *cx, unsigned short *error, unsigned int sz) */ #define JS_ReportError(c, e, s)   (mmEnv.reportError ? (*(mmEnv.reportError))(c, e, s) : JS_FALSE)    /*****************************************************************************  * Private data types, macros, and globals  ****************************************************************************/  typedef struct {  JSObject *libObj;  JSBool (*defineFunction)(JSObject *libObj, unsigned short *name, JSNative call,  unsigned int nargs  unsigned short *(*valueToString)(JSContext *cx, jsval v, unsigned int *pLength  unsigned char *(*valueToBytes)(JSContext *cx, jsval v, unsigned int *pLength  JSBool (*valueToInteger)(JSContext *cx, jsval v, long *lp  JSBool (*valueToDouble)(JSContext *cx, jsval v, double *dp  JSBool (*valueToBoolean)(JSContext *cx, jsval v, JSBool *bp  JSBool (*valueToObject)(JSContext *cx, jsval v, JSObject **op  JSBool (*stringToValue)(JSContext *cx, unsigned short *b, unsigned int sz, jsval *vp  JSBool (*bytesToValue)(JSContext *cx, unsigned char *b, unsigned int sz, jsval *vp  JSBool (*doubleToValue)(JSContext *cx, double dv, jsval *vp  unsigned short *(*objectType)(JSObject *obj  JSObject *(*newArrayObject)(JSContext *cx, unsigned int length, jsval *vp  long (*getArrayLength)(JSContext *cx, JSObject *obj  JSBool (*getElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*setElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*executeScript)(JSContext *cx, JSObject *obj, unsigned short *script,  unsigned int sz, unsigned short *file, unsigned int lineNum, jsval *rval  JSBool (*reportError)(JSContext *cx, unsigned short *error, unsigned int sz } MM_Environment;  extern MM_Environment mmEnv;  // Declare the external entry point and linkage #ifdef _WIN32 # ifndef _MAC   // Windows  __declspec( dllexport ) void MM_InitWrapper( MM_Environment *env, unsigned int envSize  # endif #else  extern void MM_InitWrapper( MM_Environment *env, unsigned int envSize  #endif   #define MM_STATE   /* Definitions of global variables */   MM_Environment mmEnv;     void   MM_InitWrapper(MM_Environment *env, unsigned int envSize)   {   extern void MM_Init(     char **envPtr = (char **)env;   char **mmPtr = (char **)(&amp;mmEnv   char **envEnd = (char **)((char *)envPtr + envSize   char **mmEnd = (char **)((char *)mmPtr + sizeof(MM_Environment)     /* Copy fields from env to mmEnv, one pointer at a time */   while (mmPtr &lt; mmEnd &amp;&amp; envPtr &lt; envEnd)   *mmPtr++ = *envPtr++;     /* If env doesn&#39;t define all of mmEnv&#39;s fields, set extras to NULL */   while (mmPtr &lt; mmEnd)   *mmPtr++ = (char *)0;     /* Call user&#39;s MM_Init function */   MM_Init(   }    #endif /* _MM_JSAPI_H_ */ C-level extensibility and the JavaScript interpreter The C code in the DLL or shared library interacts with the Flash JavaScript API at three different times: At startup, to register the library's functions  When the C&#160;function is called, to unpack the arguments that are being passed from JavaScript to&#160;C  Before the C function returns, to package the return value To accomplish these tasks, the interpreter defines several data types and exposes an API. Definitions for the data types and functions that are listed in this section appear in the mm_jsapi.h file. For your library to work properly, you must include the mm_jsapi.h file at the top of each file in your library, with the following line: #include &quot;mm_jsapi.h&quot;  Including the mm_jsapi.h file includes the mm_jsapi_environment.h file, which defines the MM_Environment structure. To get a copy of the mm_jsapi.h file, extract it from the sample ZIP or SIT file (see Sample DLL implementation), or copy the following code into a file that you name mm_jsapi.h: #ifndef _MM_JSAPI_H_ #define _MM_JSAPI_H_  /*****************************************************************************  * Public data types  ****************************************************************************/  typedef struct JSContext JSContext; typedef struct JSObject JSObject; typedef long jsval; #ifndef JSBool typedef long JSBool; #endif  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc,   jsval *argv, jsval *rval   /* Possible values for JSBool */ #define JS_TRUE 1 #define JS_FALSE 0    /*****************************************************************************  * Public functions  ****************************************************************************/  /* JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) */ #define JS_DefineFunction(n, c, a)   (mmEnv.defineFunction ? (*(mmEnv.defineFunction))(mmEnv.libObj, n, c, a)   : JS_FALSE)  /* unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToString(c, v, l)   (mmEnv.valueToString ? (*(mmEnv.valueToString))(c, v, l) : (char *)0)  /* unsigned char *JS_ValueToBytes(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToBytes(c, v, l)   (mmEnv.valueToBytes ? (*(mmEnv.valueToBytes))(c, v, l) : (unsigned char *)0)  /* JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp */ #define JS_ValueToInteger(c, v, l)   (mmEnv.valueToInteger ? (*(mmEnv.valueToInteger))(c, v, l) : JS_FALSE)  /* JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp */ #define JS_ValueToDouble(c, v, d)   (mmEnv.valueToDouble ? (*(mmEnv.valueToDouble))(c, v, d) : JS_FALSE)  /* JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp */ #define JS_ValueToBoolean(c, v, b)   (mmEnv.valueToBoolean ? (*(mmEnv.valueToBoolean))(c, v, b) : JS_FALSE)  /* JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op */ #define JS_ValueToObject(c, v, o)   (mmEnv.valueToObject ? (*(mmEnv.valueToObject))(c, v, o) : JS_FALSE)  /* JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp */ #define JS_StringToValue(c, b, s, v)   (mmEnv.stringToValue ? (*(mmEnv.stringToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_BytesToValue(JSContext *cx, unsigned char *bytes, uint sz, jsval *vp */ #define JS_BytesToValue(c, b, s, v)   (mmEnv.bytesToValue ? (*(mmEnv.bytesToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp */ #define JS_DoubleToValue(c, d, v)   (mmEnv.doubleToValue ? (*(mmEnv.doubleToValue))(c, d, v) : JS_FALSE)  /* jsval JS_IntegerToValue(long lv */ #define JS_IntegerToValue(lv) (((jsval)(lv) &lt;&lt; 1) | 0x1)  /* jsval JS_BooleanToValue(JSBool bv */ #define JS_BooleanToValue(bv) (((jsval)(bv) &lt;&lt; 3) | 0x6)  /* jsval JS_ObjectToValue(JSObject *obj */ #define JS_ObjectToValue(ov) ((jsval)(ov))  /* unsigned short *JS_ObjectType(JSObject *obj */ #define JS_ObjectType(o)   (mmEnv.objectType ? (*(mmEnv.objectType))(o) : (char *)0)  /* JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length, jsval *v) */ #define JS_NewArrayObject(c, l, v)   (mmEnv.newArrayObject ? (*(mmEnv.newArrayObject))(c, l, v) : (JSObject *)0)  /* long JS_GetArrayLength(JSContext *cx, JSObject *obj) */ #define JS_GetArrayLength(c, o)   (mmEnv.getArrayLength ? (*(mmEnv.getArrayLength))(c, o) : -1)  /* JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_GetElement(c, o, i, v)   (mmEnv.getElement ? (*(mmEnv.getElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_SetElement(c, o, i, v)   (mmEnv.setElement ? (*(mmEnv.setElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_ExecuteScript(JSContext *cx, JSObject *obj, unsigned short *script,  * unsigned int sz, jsval *rval) */ #define JS_ExecuteScript(c, o, s, z, r)   (mmEnv.executeScript ? (*(mmEnv.executeScript))(c, o, s, z, (LPCTSTR)__FILE__,   __LINE__, r) : JS_FALSE)  /* JSBool JS_ReportError(JSContext *cx, unsigned short *error, unsigned int sz) */ #define JS_ReportError(c, e, s)   (mmEnv.reportError ? (*(mmEnv.reportError))(c, e, s) : JS_FALSE)    /*****************************************************************************  * Private data types, macros, and globals  ****************************************************************************/  typedef struct {  JSObject *libObj;  JSBool (*defineFunction)(JSObject *libObj, unsigned short *name, JSNative call,  unsigned int nargs  unsigned short *(*valueToString)(JSContext *cx, jsval v, unsigned int *pLength  unsigned char *(*valueToBytes)(JSContext *cx, jsval v, unsigned int *pLength  JSBool (*valueToInteger)(JSContext *cx, jsval v, long *lp  JSBool (*valueToDouble)(JSContext *cx, jsval v, double *dp  JSBool (*valueToBoolean)(JSContext *cx, jsval v, JSBool *bp  JSBool (*valueToObject)(JSContext *cx, jsval v, JSObject **op  JSBool (*stringToValue)(JSContext *cx, unsigned short *b, unsigned int sz, jsval *vp  JSBool (*bytesToValue)(JSContext *cx, unsigned char *b, unsigned int sz, jsval *vp  JSBool (*doubleToValue)(JSContext *cx, double dv, jsval *vp  unsigned short *(*objectType)(JSObject *obj  JSObject *(*newArrayObject)(JSContext *cx, unsigned int length, jsval *vp  long (*getArrayLength)(JSContext *cx, JSObject *obj  JSBool (*getElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*setElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*executeScript)(JSContext *cx, JSObject *obj, unsigned short *script,  unsigned int sz, unsigned short *file, unsigned int lineNum, jsval *rval  JSBool (*reportError)(JSContext *cx, unsigned short *error, unsigned int sz } MM_Environment;  extern MM_Environment mmEnv;  // Declare the external entry point and linkage #ifdef _WIN32 # ifndef _MAC   // Windows  __declspec( dllexport ) void MM_InitWrapper( MM_Environment *env, unsigned int envSize  # endif #else  extern void MM_InitWrapper( MM_Environment *env, unsigned int envSize  #endif   #define MM_STATE   /* Definitions of global variables */   MM_Environment mmEnv;     void   MM_InitWrapper(MM_Environment *env, unsigned int envSize)   {   extern void MM_Init(     char **envPtr = (char **)env;   char **mmPtr = (char **)(&amp;mmEnv   char **envEnd = (char **)((char *)envPtr + envSize   char **mmEnd = (char **)((char *)mmPtr + sizeof(MM_Environment)     /* Copy fields from env to mmEnv, one pointer at a time */   while (mmPtr &lt; mmEnd &amp;&amp; envPtr &lt; envEnd)   *mmPtr++ = *envPtr++;     /* If env doesn&#39;t define all of mmEnv&#39;s fields, set extras to NULL */   while (mmPtr &lt; mmEnd)   *mmPtr++ = (char *)0;     /* Call user&#39;s MM_Init function */   MM_Init(   }    #endif /* _MM_JSAPI_H_ */ C-level extensibility and the JavaScript interpreter The C code in the DLL or shared library interacts with the Flash JavaScript API at three different times: At startup, to register the library's functions  When the C&#160;function is called, to unpack the arguments that are being passed from JavaScript to&#160;C  Before the C function returns, to package the return value To accomplish these tasks, the interpreter defines several data types and exposes an API. Definitions for the data types and functions that are listed in this section appear in the mm_jsapi.h file. For your library to work properly, you must include the mm_jsapi.h file at the top of each file in your library, with the following line: #include &quot;mm_jsapi.h&quot;  Including the mm_jsapi.h file includes the mm_jsapi_environment.h file, which defines the MM_Environment structure. To get a copy of the mm_jsapi.h file, extract it from the sample ZIP or SIT file (see Sample DLL implementation), or copy the following code into a file that you name mm_jsapi.h: #ifndef _MM_JSAPI_H_ #define _MM_JSAPI_H_  /*****************************************************************************  * Public data types  ****************************************************************************/  typedef struct JSContext JSContext; typedef struct JSObject JSObject; typedef long jsval; #ifndef JSBool typedef long JSBool; #endif  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc,   jsval *argv, jsval *rval   /* Possible values for JSBool */ #define JS_TRUE 1 #define JS_FALSE 0    /*****************************************************************************  * Public functions  ****************************************************************************/  /* JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) */ #define JS_DefineFunction(n, c, a)   (mmEnv.defineFunction ? (*(mmEnv.defineFunction))(mmEnv.libObj, n, c, a)   : JS_FALSE)  /* unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToString(c, v, l)   (mmEnv.valueToString ? (*(mmEnv.valueToString))(c, v, l) : (char *)0)  /* unsigned char *JS_ValueToBytes(JSContext *cx, jsval v, unsigned int *pLength) */ #define JS_ValueToBytes(c, v, l)   (mmEnv.valueToBytes ? (*(mmEnv.valueToBytes))(c, v, l) : (unsigned char *)0)  /* JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp */ #define JS_ValueToInteger(c, v, l)   (mmEnv.valueToInteger ? (*(mmEnv.valueToInteger))(c, v, l) : JS_FALSE)  /* JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp */ #define JS_ValueToDouble(c, v, d)   (mmEnv.valueToDouble ? (*(mmEnv.valueToDouble))(c, v, d) : JS_FALSE)  /* JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp */ #define JS_ValueToBoolean(c, v, b)   (mmEnv.valueToBoolean ? (*(mmEnv.valueToBoolean))(c, v, b) : JS_FALSE)  /* JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op */ #define JS_ValueToObject(c, v, o)   (mmEnv.valueToObject ? (*(mmEnv.valueToObject))(c, v, o) : JS_FALSE)  /* JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp */ #define JS_StringToValue(c, b, s, v)   (mmEnv.stringToValue ? (*(mmEnv.stringToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_BytesToValue(JSContext *cx, unsigned char *bytes, uint sz, jsval *vp */ #define JS_BytesToValue(c, b, s, v)   (mmEnv.bytesToValue ? (*(mmEnv.bytesToValue))(c, b, s, v) : JS_FALSE)  /* JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp */ #define JS_DoubleToValue(c, d, v)   (mmEnv.doubleToValue ? (*(mmEnv.doubleToValue))(c, d, v) : JS_FALSE)  /* jsval JS_IntegerToValue(long lv */ #define JS_IntegerToValue(lv) (((jsval)(lv) &lt;&lt; 1) | 0x1)  /* jsval JS_BooleanToValue(JSBool bv */ #define JS_BooleanToValue(bv) (((jsval)(bv) &lt;&lt; 3) | 0x6)  /* jsval JS_ObjectToValue(JSObject *obj */ #define JS_ObjectToValue(ov) ((jsval)(ov))  /* unsigned short *JS_ObjectType(JSObject *obj */ #define JS_ObjectType(o)   (mmEnv.objectType ? (*(mmEnv.objectType))(o) : (char *)0)  /* JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length, jsval *v) */ #define JS_NewArrayObject(c, l, v)   (mmEnv.newArrayObject ? (*(mmEnv.newArrayObject))(c, l, v) : (JSObject *)0)  /* long JS_GetArrayLength(JSContext *cx, JSObject *obj) */ #define JS_GetArrayLength(c, o)   (mmEnv.getArrayLength ? (*(mmEnv.getArrayLength))(c, o) : -1)  /* JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_GetElement(c, o, i, v)   (mmEnv.getElement ? (*(mmEnv.getElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) */ #define JS_SetElement(c, o, i, v)   (mmEnv.setElement ? (*(mmEnv.setElement))(c, o, i, v) : JS_FALSE)  /* JSBool JS_ExecuteScript(JSContext *cx, JSObject *obj, unsigned short *script,  * unsigned int sz, jsval *rval) */ #define JS_ExecuteScript(c, o, s, z, r)   (mmEnv.executeScript ? (*(mmEnv.executeScript))(c, o, s, z, (LPCTSTR)__FILE__,   __LINE__, r) : JS_FALSE)  /* JSBool JS_ReportError(JSContext *cx, unsigned short *error, unsigned int sz) */ #define JS_ReportError(c, e, s)   (mmEnv.reportError ? (*(mmEnv.reportError))(c, e, s) : JS_FALSE)    /*****************************************************************************  * Private data types, macros, and globals  ****************************************************************************/  typedef struct {  JSObject *libObj;  JSBool (*defineFunction)(JSObject *libObj, unsigned short *name, JSNative call,  unsigned int nargs  unsigned short *(*valueToString)(JSContext *cx, jsval v, unsigned int *pLength  unsigned char *(*valueToBytes)(JSContext *cx, jsval v, unsigned int *pLength  JSBool (*valueToInteger)(JSContext *cx, jsval v, long *lp  JSBool (*valueToDouble)(JSContext *cx, jsval v, double *dp  JSBool (*valueToBoolean)(JSContext *cx, jsval v, JSBool *bp  JSBool (*valueToObject)(JSContext *cx, jsval v, JSObject **op  JSBool (*stringToValue)(JSContext *cx, unsigned short *b, unsigned int sz, jsval *vp  JSBool (*bytesToValue)(JSContext *cx, unsigned char *b, unsigned int sz, jsval *vp  JSBool (*doubleToValue)(JSContext *cx, double dv, jsval *vp  unsigned short *(*objectType)(JSObject *obj  JSObject *(*newArrayObject)(JSContext *cx, unsigned int length, jsval *vp  long (*getArrayLength)(JSContext *cx, JSObject *obj  JSBool (*getElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*setElement)(JSContext *cx, JSObject *obj, unsigned int idx,  jsval *vp  JSBool (*executeScript)(JSContext *cx, JSObject *obj, unsigned short *script,  unsigned int sz, unsigned short *file, unsigned int lineNum, jsval *rval  JSBool (*reportError)(JSContext *cx, unsigned short *error, unsigned int sz } MM_Environment;  extern MM_Environment mmEnv;  // Declare the external entry point and linkage #ifdef _WIN32 # ifndef _MAC   // Windows  __declspec( dllexport ) void MM_InitWrapper( MM_Environment *env, unsigned int envSize  # endif #else  extern void MM_InitWrapper( MM_Environment *env, unsigned int envSize  #endif   #define MM_STATE   /* Definitions of global variables */   MM_Environment mmEnv;     void   MM_InitWrapper(MM_Environment *env, unsigned int envSize)   {   extern void MM_Init(     char **envPtr = (char **)env;   char **mmPtr = (char **)(&amp;mmEnv   char **envEnd = (char **)((char *)envPtr + envSize   char **mmEnd = (char **)((char *)mmPtr + sizeof(MM_Environment)     /* Copy fields from env to mmEnv, one pointer at a time */   while (mmPtr &lt; mmEnd &amp;&amp; envPtr &lt; envEnd)   *mmPtr++ = *envPtr++;     /* If env doesn&#39;t define all of mmEnv&#39;s fields, set extras to NULL */   while (mmPtr &lt; mmEnd)   *mmPtr++ = (char *)0;     /* Call user&#39;s MM_Init function */   MM_Init(   }    #endif /* _MM_JSAPI_H_ */ " />
<page href="00004604.html" title="Sample DLL implementation" text="Sample DLL implementation A sample DLL implementation is located in ZIP and SIT files in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). To see how the process works without actually building the DLL, you can do the following: Store the Sample.jsfl file in the Configuration/Commands directory (see Saving JSFL files). Store the Sample.dll file in the Configuration/External Libraries directory (see Integrating C functions). In the Flash authoring environment, select Commands &gt; Sample. The trace statement in the JSFL file sends the results of the function defined in Sample.dll to the Output panel. This section discusses the development of the sample. In this case, the DLL contains only one function, which adds two numbers. The C code is shown in the following example: // Source code in C // Save the DLL or shared library with the name &quot;Sample&quot;. #include &lt;windows.h&gt; #include &lt;stdlib.h&gt;  #include &quot;mm_jsapi.h&quot;  // A sample function // Every implementation of a JavaScript function must have this signature. JSBool computeSum(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval) {  long a, b, sum;   // Make sure the right number of arguments were passed in.  if (argc != 2)  return JS_FALSE;   // Convert the two arguments from jsvals to longs.  if (JS_ValueToInteger(cx, argv[0], &amp;a) == JS_FALSE ||  JS_ValueToInteger(cx, argv[1], &amp;b) == JS_FALSE)  return JS_FALSE;   /* Perform the actual work. */  sum = a + b;   /* Package the return value as a jsval. */  *rval = JS_IntegerToValue(sum   /* Indicate success. */  return JS_TRUE; } After writing this code, build the DLL file or shared library, and store it in the appropriate Configuration/External&#160;Libraries directory (see Integrating C functions). Then create a JSFL file with the following code, and store it in the Configuration/Commands directory (see Saving JSFL files). // JSFL file to run C function defined above. var a = 5; var b = 10; var sum = Sample.computeSum(a, b fl.trace(&quot;The sum of &quot; + a + &quot; and &quot; + b + &quot; is &quot; + sum  To run the function defined in the DLL, select Commands &gt; Sample in the Flash authoring environment. Sample DLL implementation A sample DLL implementation is located in ZIP and SIT files in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). To see how the process works without actually building the DLL, you can do the following: Store the Sample.jsfl file in the Configuration/Commands directory (see Saving JSFL files). Store the Sample.dll file in the Configuration/External Libraries directory (see Integrating C functions). In the Flash authoring environment, select Commands &gt; Sample. The trace statement in the JSFL file sends the results of the function defined in Sample.dll to the Output panel. This section discusses the development of the sample. In this case, the DLL contains only one function, which adds two numbers. The C code is shown in the following example: // Source code in C // Save the DLL or shared library with the name &quot;Sample&quot;. #include &lt;windows.h&gt; #include &lt;stdlib.h&gt;  #include &quot;mm_jsapi.h&quot;  // A sample function // Every implementation of a JavaScript function must have this signature. JSBool computeSum(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval) {  long a, b, sum;   // Make sure the right number of arguments were passed in.  if (argc != 2)  return JS_FALSE;   // Convert the two arguments from jsvals to longs.  if (JS_ValueToInteger(cx, argv[0], &amp;a) == JS_FALSE ||  JS_ValueToInteger(cx, argv[1], &amp;b) == JS_FALSE)  return JS_FALSE;   /* Perform the actual work. */  sum = a + b;   /* Package the return value as a jsval. */  *rval = JS_IntegerToValue(sum   /* Indicate success. */  return JS_TRUE; } After writing this code, build the DLL file or shared library, and store it in the appropriate Configuration/External&#160;Libraries directory (see Integrating C functions). Then create a JSFL file with the following code, and store it in the Configuration/Commands directory (see Saving JSFL files). // JSFL file to run C function defined above. var a = 5; var b = 10; var sum = Sample.computeSum(a, b fl.trace(&quot;The sum of &quot; + a + &quot; and &quot; + b + &quot; is &quot; + sum  To run the function defined in the DLL, select Commands &gt; Sample in the Flash authoring environment. Sample DLL implementation A sample DLL implementation is located in ZIP and SIT files in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). To see how the process works without actually building the DLL, you can do the following: Store the Sample.jsfl file in the Configuration/Commands directory (see Saving JSFL files). Store the Sample.dll file in the Configuration/External Libraries directory (see Integrating C functions). In the Flash authoring environment, select Commands &gt; Sample. The trace statement in the JSFL file sends the results of the function defined in Sample.dll to the Output panel. This section discusses the development of the sample. In this case, the DLL contains only one function, which adds two numbers. The C code is shown in the following example: // Source code in C // Save the DLL or shared library with the name &quot;Sample&quot;. #include &lt;windows.h&gt; #include &lt;stdlib.h&gt;  #include &quot;mm_jsapi.h&quot;  // A sample function // Every implementation of a JavaScript function must have this signature. JSBool computeSum(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval) {  long a, b, sum;   // Make sure the right number of arguments were passed in.  if (argc != 2)  return JS_FALSE;   // Convert the two arguments from jsvals to longs.  if (JS_ValueToInteger(cx, argv[0], &amp;a) == JS_FALSE ||  JS_ValueToInteger(cx, argv[1], &amp;b) == JS_FALSE)  return JS_FALSE;   /* Perform the actual work. */  sum = a + b;   /* Package the return value as a jsval. */  *rval = JS_IntegerToValue(sum   /* Indicate success. */  return JS_TRUE; } After writing this code, build the DLL file or shared library, and store it in the appropriate Configuration/External&#160;Libraries directory (see Integrating C functions). Then create a JSFL file with the following code, and store it in the Configuration/Commands directory (see Saving JSFL files). // JSFL file to run C function defined above. var a = 5; var b = 10; var sum = Sample.computeSum(a, b fl.trace(&quot;The sum of &quot; + a + &quot; and &quot; + b + &quot; is &quot; + sum  To run the function defined in the DLL, select Commands &gt; Sample in the Flash authoring environment. Sample DLL implementation A sample DLL implementation is located in ZIP and SIT files in the ExtendingFlash/dllSampleComputeSum folder (see Sample implementations). To see how the process works without actually building the DLL, you can do the following: Store the Sample.jsfl file in the Configuration/Commands directory (see Saving JSFL files). Store the Sample.dll file in the Configuration/External Libraries directory (see Integrating C functions). In the Flash authoring environment, select Commands &gt; Sample. The trace statement in the JSFL file sends the results of the function defined in Sample.dll to the Output panel. This section discusses the development of the sample. In this case, the DLL contains only one function, which adds two numbers. The C code is shown in the following example: // Source code in C // Save the DLL or shared library with the name &quot;Sample&quot;. #include &lt;windows.h&gt; #include &lt;stdlib.h&gt;  #include &quot;mm_jsapi.h&quot;  // A sample function // Every implementation of a JavaScript function must have this signature. JSBool computeSum(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval) {  long a, b, sum;   // Make sure the right number of arguments were passed in.  if (argc != 2)  return JS_FALSE;   // Convert the two arguments from jsvals to longs.  if (JS_ValueToInteger(cx, argv[0], &amp;a) == JS_FALSE ||  JS_ValueToInteger(cx, argv[1], &amp;b) == JS_FALSE)  return JS_FALSE;   /* Perform the actual work. */  sum = a + b;   /* Package the return value as a jsval. */  *rval = JS_IntegerToValue(sum   /* Indicate success. */  return JS_TRUE; } After writing this code, build the DLL file or shared library, and store it in the appropriate Configuration/External&#160;Libraries directory (see Integrating C functions). Then create a JSFL file with the following code, and store it in the Configuration/Commands directory (see Saving JSFL files). // JSFL file to run C function defined above. var a = 5; var b = 10; var sum = Sample.computeSum(a, b fl.trace(&quot;The sum of &quot; + a + &quot; and &quot; + b + &quot; is &quot; + sum  To run the function defined in the DLL, select Commands &gt; Sample in the Flash authoring environment. " />
<page href="00004605.html" title="Data types" text="Data types The JavaScript interpreter defines the following data types: JSContext JSObject jsval JSBool typedef struct JSContext JSContext A pointer to this opaque data type passes to the C-level function. Some functions in the API accept this pointer as one of their arguments. typedef struct JSObject JSObject A pointer to this opaque data type passes to the C-level function. This data type represents an object, which might be an array object or some other object type.  typedef struct jsval jsval An opaque data structure that can contain an integer, or a pointer to a float, string, or object. Some functions in the API can read the values of function arguments by reading the contents of a jsval structure, and some can be used to write the function's return value by writing a jsval structure. typedef enum { JS_FALSE = 0, JS_TRUE = 1 } JSBool A simple data type that stores a Boolean value. Data types The JavaScript interpreter defines the following data types: JSContext JSObject jsval JSBool typedef struct JSContext JSContext A pointer to this opaque data type passes to the C-level function. Some functions in the API accept this pointer as one of their arguments. typedef struct JSObject JSObject A pointer to this opaque data type passes to the C-level function. This data type represents an object, which might be an array object or some other object type.  typedef struct jsval jsval An opaque data structure that can contain an integer, or a pointer to a float, string, or object. Some functions in the API can read the values of function arguments by reading the contents of a jsval structure, and some can be used to write the function's return value by writing a jsval structure. typedef enum { JS_FALSE = 0, JS_TRUE = 1 } JSBool A simple data type that stores a Boolean value. Data types The JavaScript interpreter defines the following data types: JSContext JSObject jsval JSBool typedef struct JSContext JSContext A pointer to this opaque data type passes to the C-level function. Some functions in the API accept this pointer as one of their arguments. typedef struct JSObject JSObject A pointer to this opaque data type passes to the C-level function. This data type represents an object, which might be an array object or some other object type.  typedef struct jsval jsval An opaque data structure that can contain an integer, or a pointer to a float, string, or object. Some functions in the API can read the values of function arguments by reading the contents of a jsval structure, and some can be used to write the function's return value by writing a jsval structure. typedef enum { JS_FALSE = 0, JS_TRUE = 1 } JSBool A simple data type that stores a Boolean value. Data types The JavaScript interpreter defines the following data types: JSContext JSObject jsval JSBool typedef struct JSContext JSContext A pointer to this opaque data type passes to the C-level function. Some functions in the API accept this pointer as one of their arguments. typedef struct JSObject JSObject A pointer to this opaque data type passes to the C-level function. This data type represents an object, which might be an array object or some other object type.  typedef struct jsval jsval An opaque data structure that can contain an integer, or a pointer to a float, string, or object. Some functions in the API can read the values of function arguments by reading the contents of a jsval structure, and some can be used to write the function's return value by writing a jsval structure. typedef enum { JS_FALSE = 0, JS_TRUE = 1 } JSBool A simple data type that stores a Boolean value. " />
<page href="00004606.html" title="The C-level API " text="The C-level API  The C-level extensibility API consists of the JSBool (*JSNative) function signature and the following functions:  JSBool JS_DefineFunction()  unsigned short *JS_ValueToString()  JSBool JS_ValueToInteger()  JSBool JS_ValueToDouble()  JSBool JS_ValueToBoolean()  JSBool JS_ValueToObject() JSBool JS_StringToValue() JSBool JS_DoubleToValue()  JSVal JS_BooleanToValue()  JSVal JS_BytesToValue()  JSVal JS_IntegerToValue()  JSVal JS_ObjectToValue()  unsigned short *JS_ObjectType()  JSObject *JS_NewArrayObject()  long JS_GetArrayLength()  JSBool JS_GetElement()  JSBool JS_SetElement()  JSBool JS_ExecuteScript()  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval)  Description Method; describes C-level implementations of JavaScript functions in the following situations:  The cx pointer is a pointer to an opaque JSContext structure, which must be passed to some of the functions in the JavaScript API. This variable holds the interpreter's execution&#160;context. The obj pointer 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. The argc integer is the number of arguments being passed to the function. The argv pointer is a pointer to an array of jsval structures. The array is argc elements in&#160;length. The rval pointer is a pointer to a single jsval structure. The function's return value should be written to *rval. The function returns JS_TRUE if successful; JS_FALSE otherwise. If the function returns JS_FALSE, the current script stops executing and an error message appears. The C-level API  The C-level extensibility API consists of the JSBool (*JSNative) function signature and the following functions:  JSBool JS_DefineFunction()  unsigned short *JS_ValueToString()  JSBool JS_ValueToInteger()  JSBool JS_ValueToDouble()  JSBool JS_ValueToBoolean()  JSBool JS_ValueToObject() JSBool JS_StringToValue() JSBool JS_DoubleToValue()  JSVal JS_BooleanToValue()  JSVal JS_BytesToValue()  JSVal JS_IntegerToValue()  JSVal JS_ObjectToValue()  unsigned short *JS_ObjectType()  JSObject *JS_NewArrayObject()  long JS_GetArrayLength()  JSBool JS_GetElement()  JSBool JS_SetElement()  JSBool JS_ExecuteScript()  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval)  Description Method; describes C-level implementations of JavaScript functions in the following situations:  The cx pointer is a pointer to an opaque JSContext structure, which must be passed to some of the functions in the JavaScript API. This variable holds the interpreter's execution&#160;context. The obj pointer 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. The argc integer is the number of arguments being passed to the function. The argv pointer is a pointer to an array of jsval structures. The array is argc elements in&#160;length. The rval pointer is a pointer to a single jsval structure. The function's return value should be written to *rval. The function returns JS_TRUE if successful; JS_FALSE otherwise. If the function returns JS_FALSE, the current script stops executing and an error message appears. The C-level API  The C-level extensibility API consists of the JSBool (*JSNative) function signature and the following functions:  JSBool JS_DefineFunction()  unsigned short *JS_ValueToString()  JSBool JS_ValueToInteger()  JSBool JS_ValueToDouble()  JSBool JS_ValueToBoolean()  JSBool JS_ValueToObject() JSBool JS_StringToValue() JSBool JS_DoubleToValue()  JSVal JS_BooleanToValue()  JSVal JS_BytesToValue()  JSVal JS_IntegerToValue()  JSVal JS_ObjectToValue()  unsigned short *JS_ObjectType()  JSObject *JS_NewArrayObject()  long JS_GetArrayLength()  JSBool JS_GetElement()  JSBool JS_SetElement()  JSBool JS_ExecuteScript()  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval)  Description Method; describes C-level implementations of JavaScript functions in the following situations:  The cx pointer is a pointer to an opaque JSContext structure, which must be passed to some of the functions in the JavaScript API. This variable holds the interpreter's execution&#160;context. The obj pointer 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. The argc integer is the number of arguments being passed to the function. The argv pointer is a pointer to an array of jsval structures. The array is argc elements in&#160;length. The rval pointer is a pointer to a single jsval structure. The function's return value should be written to *rval. The function returns JS_TRUE if successful; JS_FALSE otherwise. If the function returns JS_FALSE, the current script stops executing and an error message appears. The C-level API  The C-level extensibility API consists of the JSBool (*JSNative) function signature and the following functions:  JSBool JS_DefineFunction()  unsigned short *JS_ValueToString()  JSBool JS_ValueToInteger()  JSBool JS_ValueToDouble()  JSBool JS_ValueToBoolean()  JSBool JS_ValueToObject() JSBool JS_StringToValue() JSBool JS_DoubleToValue()  JSVal JS_BooleanToValue()  JSVal JS_BytesToValue()  JSVal JS_IntegerToValue()  JSVal JS_ObjectToValue()  unsigned short *JS_ObjectType()  JSObject *JS_NewArrayObject()  long JS_GetArrayLength()  JSBool JS_GetElement()  JSBool JS_SetElement()  JSBool JS_ExecuteScript()  typedef JSBool (*JSNative)(JSContext *cx, JSObject *obj, unsigned int argc, jsval *argv, jsval *rval)  Description Method; describes C-level implementations of JavaScript functions in the following situations:  The cx pointer is a pointer to an opaque JSContext structure, which must be passed to some of the functions in the JavaScript API. This variable holds the interpreter's execution&#160;context. The obj pointer 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. The argc integer is the number of arguments being passed to the function. The argv pointer is a pointer to an array of jsval structures. The array is argc elements in&#160;length. The rval pointer is a pointer to a single jsval structure. The function's return value should be written to *rval. The function returns JS_TRUE if successful; JS_FALSE otherwise. If the function returns JS_FALSE, the current script stops executing and an error message appears. " />
<page href="00004607.html" title="JSBool JS_DefineFunction()" text="JSBool JS_DefineFunction() Usage JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) Description 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&#160;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. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_DefineFunction() Usage JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) Description 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&#160;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. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_DefineFunction() Usage JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) Description 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&#160;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. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_DefineFunction() Usage JSBool JS_DefineFunction(unsigned short *name, JSNative call, unsigned int nargs) Description 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&#160;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. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004608.html" title="unsigned short *JS_ValueToString()" text="unsigned short *JS_ValueToString() Usage unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned&#160;int&#160;*pLength) Description 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. Arguments 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. Returns 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.   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. unsigned short *JS_ValueToString() Usage unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned&#160;int&#160;*pLength) Description 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. Arguments 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. Returns 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.   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. unsigned short *JS_ValueToString() Usage unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned&#160;int&#160;*pLength) Description 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. Arguments 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. Returns 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.   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. unsigned short *JS_ValueToString() Usage unsigned short *JS_ValueToString(JSContext *cx, jsval v, unsigned&#160;int&#160;*pLength) Description 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. Arguments 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. Returns 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. " />
<page href="00004609.html" title="JSBool JS_ValueToInteger()" text="JSBool JS_ValueToInteger() Usage JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp  Description 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. Arguments 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&#160;*lp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToInteger() Usage JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp  Description 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. Arguments 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&#160;*lp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToInteger() Usage JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp  Description 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. Arguments 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&#160;*lp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToInteger() Usage JSBool JS_ValueToInteger(JSContext *cx, jsval v, long *lp  Description 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. Arguments 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&#160;*lp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004610.html" title="JSBool JS_ValueToDouble()" text="JSBool JS_ValueToDouble() Usage JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp  Description 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. Arguments JSContext *cx, jsval v, double *dp  The cx argument is the opaque JSContext pointer that passed to the JavaScript function. The v argument is the jsval structure from which the double is to be extracted. The dp argument is a pointer to an 8-byte double. This function stores the converted value in&#160;*dp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToDouble() Usage JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp  Description 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. Arguments JSContext *cx, jsval v, double *dp  The cx argument is the opaque JSContext pointer that passed to the JavaScript function. The v argument is the jsval structure from which the double is to be extracted. The dp argument is a pointer to an 8-byte double. This function stores the converted value in&#160;*dp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToDouble() Usage JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp  Description 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. Arguments JSContext *cx, jsval v, double *dp  The cx argument is the opaque JSContext pointer that passed to the JavaScript function. The v argument is the jsval structure from which the double is to be extracted. The dp argument is a pointer to an 8-byte double. This function stores the converted value in&#160;*dp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToDouble() Usage JSBool JS_ValueToDouble(JSContext *cx, jsval v, double *dp  Description 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. Arguments JSContext *cx, jsval v, double *dp  The cx argument is the opaque JSContext pointer that passed to the JavaScript function. The v argument is the jsval structure from which the double is to be extracted. The dp argument is a pointer to an 8-byte double. This function stores the converted value in&#160;*dp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004611.html" title="JSBool JS_ValueToBoolean()" text="JSBool JS_ValueToBoolean() Usage JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp  Description Method; extracts a function argument from a jsval structure, converts it to a Boolean value (if possible), and passes the converted value back to the caller. Arguments JSContext *cx, jsval v, JSBool *bp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the Boolean value is to be extracted. The bp argument is a pointer to a JSBool Boolean value. This function stores the converted value in *bp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToBoolean() Usage JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp  Description Method; extracts a function argument from a jsval structure, converts it to a Boolean value (if possible), and passes the converted value back to the caller. Arguments JSContext *cx, jsval v, JSBool *bp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the Boolean value is to be extracted. The bp argument is a pointer to a JSBool Boolean value. This function stores the converted value in *bp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToBoolean() Usage JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp  Description Method; extracts a function argument from a jsval structure, converts it to a Boolean value (if possible), and passes the converted value back to the caller. Arguments JSContext *cx, jsval v, JSBool *bp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the Boolean value is to be extracted. The bp argument is a pointer to a JSBool Boolean value. This function stores the converted value in *bp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToBoolean() Usage JSBool JS_ValueToBoolean(JSContext *cx, jsval v, JSBool *bp  Description Method; extracts a function argument from a jsval structure, converts it to a Boolean value (if possible), and passes the converted value back to the caller. Arguments JSContext *cx, jsval v, JSBool *bp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the Boolean value is to be extracted. The bp argument is a pointer to a JSBool Boolean value. This function stores the converted value in *bp. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004612.html" title="JSBool JS_ValueToObject()" text="JSBool JS_ValueToObject() Usage JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op  Description Method; extracts a function argument from a jsval structure, converts it to an object (if possible), and passes the converted value back to the caller. If the object is an array, use JS_GetArrayLength() and JS_GetElement() to read its contents. Arguments JSContext *cx, jsval v, JSObject **op The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the object is to be extracted. The op argument is a pointer to a JSObject pointer. This function stores the converted value in *op. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToObject() Usage JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op  Description Method; extracts a function argument from a jsval structure, converts it to an object (if possible), and passes the converted value back to the caller. If the object is an array, use JS_GetArrayLength() and JS_GetElement() to read its contents. Arguments JSContext *cx, jsval v, JSObject **op The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the object is to be extracted. The op argument is a pointer to a JSObject pointer. This function stores the converted value in *op. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToObject() Usage JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op  Description Method; extracts a function argument from a jsval structure, converts it to an object (if possible), and passes the converted value back to the caller. If the object is an array, use JS_GetArrayLength() and JS_GetElement() to read its contents. Arguments JSContext *cx, jsval v, JSObject **op The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the object is to be extracted. The op argument is a pointer to a JSObject pointer. This function stores the converted value in *op. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ValueToObject() Usage JSBool JS_ValueToObject(JSContext *cx, jsval v, JSObject **op  Description Method; extracts a function argument from a jsval structure, converts it to an object (if possible), and passes the converted value back to the caller. If the object is an array, use JS_GetArrayLength() and JS_GetElement() to read its contents. Arguments JSContext *cx, jsval v, JSObject **op The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The v argument is the jsval structure from which the object is to be extracted. The op argument is a pointer to a JSObject pointer. This function stores the converted value in *op. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004613.html" title="JSBool JS_StringToValue()" text="JSBool JS_StringToValue() Usage JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp  Description Method; stores a string return value in a jsval structure. It allocates a new JavaScript string&#160;object. Arguments JSContext *cx, unsigned short *bytes, size_t sz, jsval *vp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The bytes argument is the string to be stored in the jsval structure. The string data is copied, so the caller should free the string when it is not needed. 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 null-terminated string is computed automatically.  The vp argument is a pointer to the jsval structure into which the contents of the string should be&#160;copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_StringToValue() Usage JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp  Description Method; stores a string return value in a jsval structure. It allocates a new JavaScript string&#160;object. Arguments JSContext *cx, unsigned short *bytes, size_t sz, jsval *vp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The bytes argument is the string to be stored in the jsval structure. The string data is copied, so the caller should free the string when it is not needed. 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 null-terminated string is computed automatically.  The vp argument is a pointer to the jsval structure into which the contents of the string should be&#160;copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_StringToValue() Usage JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp  Description Method; stores a string return value in a jsval structure. It allocates a new JavaScript string&#160;object. Arguments JSContext *cx, unsigned short *bytes, size_t sz, jsval *vp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The bytes argument is the string to be stored in the jsval structure. The string data is copied, so the caller should free the string when it is not needed. 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 null-terminated string is computed automatically.  The vp argument is a pointer to the jsval structure into which the contents of the string should be&#160;copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_StringToValue() Usage JSBool JS_StringToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp  Description Method; stores a string return value in a jsval structure. It allocates a new JavaScript string&#160;object. Arguments JSContext *cx, unsigned short *bytes, size_t sz, jsval *vp The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The bytes argument is the string to be stored in the jsval structure. The string data is copied, so the caller should free the string when it is not needed. 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 null-terminated string is computed automatically.  The vp argument is a pointer to the jsval structure into which the contents of the string should be&#160;copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004614.html" title="JSBool JS_DoubleToValue()" text="JSBool JS_DoubleToValue() Usage JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp  Description Method; stores a floating-point number return value in a jsval structure. Arguments JSContext *cx, double dv, jsval *vp  The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The dv argument is an 8-byte floating-point number. The vp argument is a pointer to the jsval structure into which the contents of the double should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_DoubleToValue() Usage JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp  Description Method; stores a floating-point number return value in a jsval structure. Arguments JSContext *cx, double dv, jsval *vp  The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The dv argument is an 8-byte floating-point number. The vp argument is a pointer to the jsval structure into which the contents of the double should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_DoubleToValue() Usage JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp  Description Method; stores a floating-point number return value in a jsval structure. Arguments JSContext *cx, double dv, jsval *vp  The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The dv argument is an 8-byte floating-point number. The vp argument is a pointer to the jsval structure into which the contents of the double should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_DoubleToValue() Usage JSBool JS_DoubleToValue(JSContext *cx, double dv, jsval *vp  Description Method; stores a floating-point number return value in a jsval structure. Arguments JSContext *cx, double dv, jsval *vp  The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The dv argument is an 8-byte floating-point number. The vp argument is a pointer to the jsval structure into which the contents of the double should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004615.html" title="JSVal JS_BooleanToValue()" text="JSVal JS_BooleanToValue() Usage jsval JS_BooleanToValue(JSBool bv Description Method; stores a Boolean return value in a jsval structure. Arguments JSBool bv The bv argument is a Boolean value: JS_TRUE indicates success; JS_FALSE indicates&#160;failure. Returns A JSVal structure that contains the Boolean value that passes to the function as an argument. JSVal JS_BooleanToValue() Usage jsval JS_BooleanToValue(JSBool bv Description Method; stores a Boolean return value in a jsval structure. Arguments JSBool bv The bv argument is a Boolean value: JS_TRUE indicates success; JS_FALSE indicates&#160;failure. Returns A JSVal structure that contains the Boolean value that passes to the function as an argument. JSVal JS_BooleanToValue() Usage jsval JS_BooleanToValue(JSBool bv Description Method; stores a Boolean return value in a jsval structure. Arguments JSBool bv The bv argument is a Boolean value: JS_TRUE indicates success; JS_FALSE indicates&#160;failure. Returns A JSVal structure that contains the Boolean value that passes to the function as an argument. JSVal JS_BooleanToValue() Usage jsval JS_BooleanToValue(JSBool bv Description Method; stores a Boolean return value in a jsval structure. Arguments JSBool bv The bv argument is a Boolean value: JS_TRUE indicates success; JS_FALSE indicates&#160;failure. Returns A JSVal structure that contains the Boolean value that passes to the function as an argument. " />
<page href="00004616.html" title="JSVal JS_BytesToValue()" text="JSVal JS_BytesToValue() Usage JSBool JS_BytesToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp Description Method; converts bytes to a JavaScript value.  Arguments JSContext *cx, unsigned short bytes, uint sz, jsval *vp  The cx argument is the JavaScript context. The bytes argument is the string of bytes to convert to a JavaScript object. The sz argument is the number of bytes to be converted. The vp argument is the JavaScript value. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSVal JS_BytesToValue() Usage JSBool JS_BytesToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp Description Method; converts bytes to a JavaScript value.  Arguments JSContext *cx, unsigned short bytes, uint sz, jsval *vp  The cx argument is the JavaScript context. The bytes argument is the string of bytes to convert to a JavaScript object. The sz argument is the number of bytes to be converted. The vp argument is the JavaScript value. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSVal JS_BytesToValue() Usage JSBool JS_BytesToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp Description Method; converts bytes to a JavaScript value.  Arguments JSContext *cx, unsigned short bytes, uint sz, jsval *vp  The cx argument is the JavaScript context. The bytes argument is the string of bytes to convert to a JavaScript object. The sz argument is the number of bytes to be converted. The vp argument is the JavaScript value. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSVal JS_BytesToValue() Usage JSBool JS_BytesToValue(JSContext *cx, unsigned short *bytes, uint sz, jsval *vp Description Method; converts bytes to a JavaScript value.  Arguments JSContext *cx, unsigned short bytes, uint sz, jsval *vp  The cx argument is the JavaScript context. The bytes argument is the string of bytes to convert to a JavaScript object. The sz argument is the number of bytes to be converted. The vp argument is the JavaScript value. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004617.html" title="JSVal JS_IntegerToValue()" text="JSVal JS_IntegerToValue() Usage jsval JS_IntegerToValue(long lv  Description Method; converts a long integer value to JSVal structure.  Arguments lv  The lv argument is the long integer value that you want to convert to a jsval structure.  Returns A JSVal structure that contains the integer that passed to the function as an argument.  JSVal JS_IntegerToValue() Usage jsval JS_IntegerToValue(long lv  Description Method; converts a long integer value to JSVal structure.  Arguments lv  The lv argument is the long integer value that you want to convert to a jsval structure.  Returns A JSVal structure that contains the integer that passed to the function as an argument.  JSVal JS_IntegerToValue() Usage jsval JS_IntegerToValue(long lv  Description Method; converts a long integer value to JSVal structure.  Arguments lv  The lv argument is the long integer value that you want to convert to a jsval structure.  Returns A JSVal structure that contains the integer that passed to the function as an argument.  JSVal JS_IntegerToValue() Usage jsval JS_IntegerToValue(long lv  Description Method; converts a long integer value to JSVal structure.  Arguments lv  The lv argument is the long integer value that you want to convert to a jsval structure.  Returns A JSVal structure that contains the integer that passed to the function as an argument.  " />
<page href="00004618.html" title="JSVal JS_ObjectToValue()" text="JSVal JS_ObjectToValue() Usage jsval JS_ObjectToValue(JSObject *obj Description Method; stores an object return value in a JSVal. Use JS_NewArrayObject() to create an array object; use JS_SetElement() to define its contents. Arguments JSObject *obj  The obj argument is a pointer to the JSObject object that you want to convert to a JSVal structure. Returns A JSVal structure that contains the object that you passed to the function as an argument. JSVal JS_ObjectToValue() Usage jsval JS_ObjectToValue(JSObject *obj Description Method; stores an object return value in a JSVal. Use JS_NewArrayObject() to create an array object; use JS_SetElement() to define its contents. Arguments JSObject *obj  The obj argument is a pointer to the JSObject object that you want to convert to a JSVal structure. Returns A JSVal structure that contains the object that you passed to the function as an argument. JSVal JS_ObjectToValue() Usage jsval JS_ObjectToValue(JSObject *obj Description Method; stores an object return value in a JSVal. Use JS_NewArrayObject() to create an array object; use JS_SetElement() to define its contents. Arguments JSObject *obj  The obj argument is a pointer to the JSObject object that you want to convert to a JSVal structure. Returns A JSVal structure that contains the object that you passed to the function as an argument. JSVal JS_ObjectToValue() Usage jsval JS_ObjectToValue(JSObject *obj Description Method; stores an object return value in a JSVal. Use JS_NewArrayObject() to create an array object; use JS_SetElement() to define its contents. Arguments JSObject *obj  The obj argument is a pointer to the JSObject object that you want to convert to a JSVal structure. Returns A JSVal structure that contains the object that you passed to the function as an argument. " />
<page href="00004619.html" title="unsigned short *JS_ObjectType()" text="unsigned short *JS_ObjectType() Usage unsigned short *JS_ObjectType(JSObject *obj Description Method; given an object reference, returns the class name of the object. For example, if the object is a DOM object, the function returns &quot;Document&quot;. If the object is a node in the document, the function returns &quot;Element&quot;. For an array object, the function returns&#160;&quot;Array&quot;. Arguments JSObject *obj Typically, this argument is passed in and converted using the JS_ValueToObject() function. Returns A pointer to a null-terminated string. The caller should not free this string when it finishes.   Do not modify the returned buffer pointer, or you might corrupt the data structures of the JavaScript interpreter. unsigned short *JS_ObjectType() Usage unsigned short *JS_ObjectType(JSObject *obj Description Method; given an object reference, returns the class name of the object. For example, if the object is a DOM object, the function returns &quot;Document&quot;. If the object is a node in the document, the function returns &quot;Element&quot;. For an array object, the function returns&#160;&quot;Array&quot;. Arguments JSObject *obj Typically, this argument is passed in and converted using the JS_ValueToObject() function. Returns A pointer to a null-terminated string. The caller should not free this string when it finishes.   Do not modify the returned buffer pointer, or you might corrupt the data structures of the JavaScript interpreter. unsigned short *JS_ObjectType() Usage unsigned short *JS_ObjectType(JSObject *obj Description Method; given an object reference, returns the class name of the object. For example, if the object is a DOM object, the function returns &quot;Document&quot;. If the object is a node in the document, the function returns &quot;Element&quot;. For an array object, the function returns&#160;&quot;Array&quot;. Arguments JSObject *obj Typically, this argument is passed in and converted using the JS_ValueToObject() function. Returns A pointer to a null-terminated string. The caller should not free this string when it finishes.   Do not modify the returned buffer pointer, or you might corrupt the data structures of the JavaScript interpreter. unsigned short *JS_ObjectType() Usage unsigned short *JS_ObjectType(JSObject *obj Description Method; given an object reference, returns the class name of the object. For example, if the object is a DOM object, the function returns &quot;Document&quot;. If the object is a node in the document, the function returns &quot;Element&quot;. For an array object, the function returns&#160;&quot;Array&quot;. Arguments JSObject *obj Typically, this argument is passed in and converted using the JS_ValueToObject() function. Returns A pointer to a null-terminated string. The caller should not free this string when it finishes. " />
<page href="00004620.html" title="JSObject *JS_NewArrayObject()" text="JSObject *JS_NewArrayObject() Usage JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length [, jsval *v])  Description Method; creates a new object that contains an array of JSVals.  Arguments JSContext *cx, unsigned int length, jsval *v The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The length argument is the number of elements that the array can hold. The v argument is an optional pointer to the jsvals to be stored in the array. If the return value is not null, v is an array that contains length elements. If the return value is null, the&#160;initial content of the array object is undefined and can be set using the JS_SetElement()&#160;function. Returns A pointer to a new array object or the value null upon failure. JSObject *JS_NewArrayObject() Usage JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length [, jsval *v])  Description Method; creates a new object that contains an array of JSVals.  Arguments JSContext *cx, unsigned int length, jsval *v The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The length argument is the number of elements that the array can hold. The v argument is an optional pointer to the jsvals to be stored in the array. If the return value is not null, v is an array that contains length elements. If the return value is null, the&#160;initial content of the array object is undefined and can be set using the JS_SetElement()&#160;function. Returns A pointer to a new array object or the value null upon failure. JSObject *JS_NewArrayObject() Usage JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length [, jsval *v])  Description Method; creates a new object that contains an array of JSVals.  Arguments JSContext *cx, unsigned int length, jsval *v The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The length argument is the number of elements that the array can hold. The v argument is an optional pointer to the jsvals to be stored in the array. If the return value is not null, v is an array that contains length elements. If the return value is null, the&#160;initial content of the array object is undefined and can be set using the JS_SetElement()&#160;function. Returns A pointer to a new array object or the value null upon failure. JSObject *JS_NewArrayObject() Usage JSObject *JS_NewArrayObject(JSContext *cx, unsigned int length [, jsval *v])  Description Method; creates a new object that contains an array of JSVals.  Arguments JSContext *cx, unsigned int length, jsval *v The cx argument is the opaque JSContext pointer that passes to the JavaScript function. The length argument is the number of elements that the array can hold. The v argument is an optional pointer to the jsvals to be stored in the array. If the return value is not null, v is an array that contains length elements. If the return value is null, the&#160;initial content of the array object is undefined and can be set using the JS_SetElement()&#160;function. Returns A pointer to a new array object or the value null upon failure. " />
<page href="00004621.html" title="long JS_GetArrayLength()" text="long JS_GetArrayLength() Usage long JS_GetArrayLength(JSContext *cx, JSObject *obj)  Description Method; given a pointer to an array object, gets the number of elements in the array. Arguments 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. Returns The number of elements in the array or -1 upon failure. long JS_GetArrayLength() Usage long JS_GetArrayLength(JSContext *cx, JSObject *obj)  Description Method; given a pointer to an array object, gets the number of elements in the array. Arguments 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. Returns The number of elements in the array or -1 upon failure. long JS_GetArrayLength() Usage long JS_GetArrayLength(JSContext *cx, JSObject *obj)  Description Method; given a pointer to an array object, gets the number of elements in the array. Arguments 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. Returns The number of elements in the array or -1 upon failure. long JS_GetArrayLength() Usage long JS_GetArrayLength(JSContext *cx, JSObject *obj)  Description Method; given a pointer to an array object, gets the number of elements in the array. Arguments 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. Returns The number of elements in the array or -1 upon failure. " />
<page href="00004622.html" title="JSBool JS_GetElement()" text="JSBool JS_GetElement() Usage JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; reads a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp 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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1). The vp argument is a pointer to a jsval where the contents of the jsval structure in the array should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_GetElement() Usage JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; reads a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp 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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1). The vp argument is a pointer to a jsval where the contents of the jsval structure in the array should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_GetElement() Usage JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; reads a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp 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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1). The vp argument is a pointer to a jsval where the contents of the jsval structure in the array should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_GetElement() Usage JSBool JS_GetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; reads a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp 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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1). The vp argument is a pointer to a jsval where the contents of the jsval structure in the array should be copied. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004623.html" title="JSBool JS_SetElement()" text="JSBool JS_SetElement() Usage JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; writes a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp  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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1).  The vp argument is a pointer to a jsval structure whose contents should be copied to the jsval in the array. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_SetElement() Usage JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; writes a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp  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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1).  The vp argument is a pointer to a jsval structure whose contents should be copied to the jsval in the array. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_SetElement() Usage JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; writes a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp  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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1).  The vp argument is a pointer to a jsval structure whose contents should be copied to the jsval in the array. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_SetElement() Usage JSBool JS_SetElement(JSContext *cx, JSObject *obj, jsint idx, jsval *vp) Description Method; writes a single element of an array object. Arguments JSContext *cx, JSObject *obj, jsint idx, jsval *vp  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 idx argument is an integer index into the array. The first element is index 0, and the last element is index (length -1).  The vp argument is a pointer to a jsval structure whose contents should be copied to the jsval in the array. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
<page href="00004624.html" title="JSBool JS_ExecuteScript()" text="JSBool JS_ExecuteScript() Usage JS_ExecuteScript (JSContext *cx, JSObject *obj, unsigned short *script, unsigned int sz, jsval *rval) Description Method; compiles and executes a JavaScript string. If the script generates a return value, it returns in *rval. Arguments 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 null-terminated string is computed automatically.  The rval argument is a pointer to a single jsval structure. The function's return value is stored in *rval. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ExecuteScript() Usage JS_ExecuteScript (JSContext *cx, JSObject *obj, unsigned short *script, unsigned int sz, jsval *rval) Description Method; compiles and executes a JavaScript string. If the script generates a return value, it returns in *rval. Arguments 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 null-terminated string is computed automatically.  The rval argument is a pointer to a single jsval structure. The function's return value is stored in *rval. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ExecuteScript() Usage JS_ExecuteScript (JSContext *cx, JSObject *obj, unsigned short *script, unsigned int sz, jsval *rval) Description Method; compiles and executes a JavaScript string. If the script generates a return value, it returns in *rval. Arguments 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 null-terminated string is computed automatically.  The rval argument is a pointer to a single jsval structure. The function's return value is stored in *rval. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. JSBool JS_ExecuteScript() Usage JS_ExecuteScript (JSContext *cx, JSObject *obj, unsigned short *script, unsigned int sz, jsval *rval) Description Method; compiles and executes a JavaScript string. If the script generates a return value, it returns in *rval. Arguments 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 null-terminated string is computed automatically.  The rval argument is a pointer to a single jsval structure. The function's return value is stored in *rval. Returns A Boolean value: JS_TRUE indicates success; JS_FALSE indicates failure. " />
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