<?xml version="1.0" encoding="UTF-8"?>
<book title="Flash Lite 1.x ActionScript Language Reference" directory="FlashLiteAPIReference1">
<page href="00005711.html" title="Introduction" text="Introduction This manual describes the syntax and use of ActionScript elements as you use them to develop applications for Macromedia&#174; Flash&#174; Lite&#8482; 1.0 and Macromedia&#174; Flash&#174; Lite&#8482;1.1 software from Adobe, collectively referred to as Flash Lite 1.x. Flash Lite 1.x ActionScript is based on the version of ActionScript that was used in Adobe's Macromedia&#174; Flash&#174; 4. To use examples in a script, copy the code example from this manual, and paste it into the Script pane or into an external script file. The manual lists all ActionScript elements--operators, keywords, statements, commands, properties, functions, classes, and methods.  Introduction This manual describes the syntax and use of ActionScript elements as you use them to develop applications for Macromedia&#174; Flash&#174; Lite&#8482; 1.0 and Macromedia&#174; Flash&#174; Lite&#8482;1.1 software from Adobe, collectively referred to as Flash Lite 1.x. Flash Lite 1.x ActionScript is based on the version of ActionScript that was used in Adobe's Macromedia&#174; Flash&#174; 4. To use examples in a script, copy the code example from this manual, and paste it into the Script pane or into an external script file. The manual lists all ActionScript elements--operators, keywords, statements, commands, properties, functions, classes, and methods.  Introduction This manual describes the syntax and use of ActionScript elements as you use them to develop applications for Macromedia&#174; Flash&#174; Lite&#8482; 1.0 and Macromedia&#174; Flash&#174; Lite&#8482;1.1 software from Adobe, collectively referred to as Flash Lite 1.x. Flash Lite 1.x ActionScript is based on the version of ActionScript that was used in Adobe's Macromedia&#174; Flash&#174; 4. To use examples in a script, copy the code example from this manual, and paste it into the Script pane or into an external script file. The manual lists all ActionScript elements--operators, keywords, statements, commands, properties, functions, classes, and methods.  " />
<page href="00005712.html" title="Sample entry for most ActionScript elements" text="Sample entry for most ActionScript elements The following sample entry explains the conventions used for all ActionScript elements. Entry title Entries are listed alphabetically within a chapter. The alphabetization ignores capitalization, leading underscores, and so on.  Unless otherwise noted, the Availability section tells which versions of Flash Lite support the&#160;element.   This section provides correct syntax for using the ActionScript element in your code. The required portion of the syntax is in code font. Both the code that you provide and data type information are in italicized code font. Data types can be distinguished from code that you provide by the colon (:) that always precedes data type information. Brackets ([]) indicate optional parameters.  This section describes any parameters listed in the syntax.   This section identifies the type of element (for example, operator, function, and so on), what values if any that the element returns, and then describes how to use the element.   This section provides a code sample demonstrating how to use the element.  This section lists related ActionScript dictionary entries. Sample entry for most ActionScript elements The following sample entry explains the conventions used for all ActionScript elements. Entry title Entries are listed alphabetically within a chapter. The alphabetization ignores capitalization, leading underscores, and so on.  Unless otherwise noted, the Availability section tells which versions of Flash Lite support the&#160;element.   This section provides correct syntax for using the ActionScript element in your code. The required portion of the syntax is in code font. Both the code that you provide and data type information are in italicized code font. Data types can be distinguished from code that you provide by the colon (:) that always precedes data type information. Brackets ([]) indicate optional parameters.  This section describes any parameters listed in the syntax.   This section identifies the type of element (for example, operator, function, and so on), what values if any that the element returns, and then describes how to use the element.   This section provides a code sample demonstrating how to use the element.  This section lists related ActionScript dictionary entries. Sample entry for most ActionScript elements The following sample entry explains the conventions used for all ActionScript elements. Entry title Entries are listed alphabetically within a chapter. The alphabetization ignores capitalization, leading underscores, and so on.  Unless otherwise noted, the Availability section tells which versions of Flash Lite support the&#160;element.   This section provides correct syntax for using the ActionScript element in your code. The required portion of the syntax is in code font. Both the code that you provide and data type information are in italicized code font. Data types can be distinguished from code that you provide by the colon (:) that always precedes data type information. Brackets ([]) indicate optional parameters.  This section describes any parameters listed in the syntax.   This section identifies the type of element (for example, operator, function, and so on), what values if any that the element returns, and then describes how to use the element.   This section provides a code sample demonstrating how to use the element.  This section lists related ActionScript dictionary entries. " />
<page href="00005713.html" title="Samples folder" text="Samples folder For samples of complete Flash Lite projects with working ActionScript code, see the Flash Lite Samples and Tutorials page at www.adobe.com/go/learn_flt_samples_and_tutorials. Locate the .zip file for your ActionScript version, download and decompress the .zip file, and then navigate to the Samples folder to access the sample files. Samples folder For samples of complete Flash Lite projects with working ActionScript code, see the Flash Lite Samples and Tutorials page at www.adobe.com/go/learn_flt_samples_and_tutorials. Locate the .zip file for your ActionScript version, download and decompress the .zip file, and then navigate to the Samples folder to access the sample files. Samples folder For samples of complete Flash Lite projects with working ActionScript code, see the Flash Lite Samples and Tutorials page at www.adobe.com/go/learn_flt_samples_and_tutorials. Locate the .zip file for your ActionScript version, download and decompress the .zip file, and then navigate to the Samples folder to access the sample files. " />
<page href="00005714.html" title="Typographical conventions" text="Typographical conventions The following typographical conventions are used in this book: Italic font indicates a value that should be replaced (for example, in a folder path). Code font indicates ActionScript code. Code font italic indicates an ActionScript parameter. Bold font indicates a verbatim entry.  Double quotation marks (&quot; &quot;) in code examples indicate delimited strings. However, programmers can also use single quotation marks.  Typographical conventions The following typographical conventions are used in this book: Italic font indicates a value that should be replaced (for example, in a folder path). Code font indicates ActionScript code. Code font italic indicates an ActionScript parameter. Bold font indicates a verbatim entry.  Double quotation marks (&quot; &quot;) in code examples indicate delimited strings. However, programmers can also use single quotation marks.  Typographical conventions The following typographical conventions are used in this book: Italic font indicates a value that should be replaced (for example, in a folder path). Code font indicates ActionScript code. Code font italic indicates an ActionScript parameter. Bold font indicates a verbatim entry.  Double quotation marks (&quot; &quot;) in code examples indicate delimited strings. However, programmers can also use single quotation marks.  " />
<page href="00005715.html" title="Flash Lite Global Functions" text="Flash Lite Global Functions This section describes the syntax and use of the Adobe's Macromedia Flash Lite 1.1 ActionScript global functions. It includes the following functions: Function Description call() Executes the script in the called frame without moving the playhead to that frame. chr() Converts ASCII code numbers to characters. duplicateMovieClip() Creates an instance of a movie clip while the SWF file plays. eval () Accesses variables, properties, objects, or movie clips by name.  getProperty() Returns the value of the specified property for the specified movie&#160;clip. getTimer() Returns the number of milliseconds that elapsed since the SWF file started playing. getURL() Loads a document from a specific URL into a window or passes variables to another application at a defined URL. gotoAndPlay() Sends the playhead to the specified frame in a scene and begins playing from that frame. If no scene is specified, the playhead moves to the specified frame in the current scene. gotoAndStop() Sends the playhead to the specified frame in a scene and stops it. If no scene is specified, the playhead is sent to the frame in the current&#160;scene. ifFrameLoaded() Checks whether the contents of a specific frame are available locally. int() Truncates a decimal number to an integer value. length() Returns the number of characters of the specified string or variable&#160;name. loadMovie() Loads a SWF file into Flash Lite while the original SWF file plays. loadMovieNum() Loads a SWF file into a level in Flash Lite while the originally loaded SWF file&#160;plays. loadVariables() Reads data from an external file, such as a text file or text generated by a ColdFusion, CGI ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values. loadVariablesNum() Reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values. mbchr() Converts an ASCII code number to a multibyte character. mblength() Returns the length of the multibyte character string. mbord() Converts the specified character to a multibyte number. mbsubstring() Extracts a new multibyte character string from a multibyte character&#160;string. nextFrame() Sends the playhead to the next frame and stops it. nextScene() Sends the playhead to Frame 1 of the next scene and stops it. Number() Converts an expression to a number and returns a value. on() Specifies the user event or keypress that triggers an event.  ord() Converts characters to ASCII code numbers. play() Moves the playhead forward in the timeline. prevFrame() Sends the playhead to the previous frame and stops it. If the current frame is Frame&#160;1, the playhead does not move. prevScene() Sends the playhead to Frame 1 of the previous scene and stops it. removeMovieClip() Deletes the specified movie clip that was originally created using duplicateMovieClip().  set() Assigns a value to a variable. setProperty() Changes a property value of a movie clip as the movie plays.  stop() Stops the SWF file that is currently playing. stopAllSounds() Stops all sounds currently playing in a SWF file without stopping the&#160;playhead. String() Returns a string representation of the specified parameter. substring() Extracts part of a string. tellTarget() Applies the instructions specified in the statement(s) parameter to the timeline specified in the target parameter.  toggleHighQuality() Turns anti-aliasing on and off in Flash Lite. Anti-aliasing smooths the edges of objects but slows down SWF file playback. trace() Evaluates the expression and shows the result in the Output panel in test mode. unloadMovie() Removes a movie clip from Flash Lite that was loaded using loadMovie() loadMovieNum(), or duplicateMovieClip(). unloadMovieNum() Removes a movie clip that was loaded using loadMovie() loadMovieNum(), or duplicateMovieClip() from a level in Flash Lite.  Flash Lite Global Functions This section describes the syntax and use of the Adobe's Macromedia Flash Lite 1.1 ActionScript global functions. It includes the following functions: Function Description call() Executes the script in the called frame without moving the playhead to that frame. chr() Converts ASCII code numbers to characters. duplicateMovieClip() Creates an instance of a movie clip while the SWF file plays. eval () Accesses variables, properties, objects, or movie clips by name.  getProperty() Returns the value of the specified property for the specified movie&#160;clip. getTimer() Returns the number of milliseconds that elapsed since the SWF file started playing. getURL() Loads a document from a specific URL into a window or passes variables to another application at a defined URL. gotoAndPlay() Sends the playhead to the specified frame in a scene and begins playing from that frame. If no scene is specified, the playhead moves to the specified frame in the current scene. gotoAndStop() Sends the playhead to the specified frame in a scene and stops it. If no scene is specified, the playhead is sent to the frame in the current&#160;scene. ifFrameLoaded() Checks whether the contents of a specific frame are available locally. int() Truncates a decimal number to an integer value. length() Returns the number of characters of the specified string or variable&#160;name. loadMovie() Loads a SWF file into Flash Lite while the original SWF file plays. loadMovieNum() Loads a SWF file into a level in Flash Lite while the originally loaded SWF file&#160;plays. loadVariables() Reads data from an external file, such as a text file or text generated by a ColdFusion, CGI ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values. loadVariablesNum() Reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values. mbchr() Converts an ASCII code number to a multibyte character. mblength() Returns the length of the multibyte character string. mbord() Converts the specified character to a multibyte number. mbsubstring() Extracts a new multibyte character string from a multibyte character&#160;string. nextFrame() Sends the playhead to the next frame and stops it. nextScene() Sends the playhead to Frame 1 of the next scene and stops it. Number() Converts an expression to a number and returns a value. on() Specifies the user event or keypress that triggers an event.  ord() Converts characters to ASCII code numbers. play() Moves the playhead forward in the timeline. prevFrame() Sends the playhead to the previous frame and stops it. If the current frame is Frame&#160;1, the playhead does not move. prevScene() Sends the playhead to Frame 1 of the previous scene and stops it. removeMovieClip() Deletes the specified movie clip that was originally created using duplicateMovieClip().  set() Assigns a value to a variable. setProperty() Changes a property value of a movie clip as the movie plays.  stop() Stops the SWF file that is currently playing. stopAllSounds() Stops all sounds currently playing in a SWF file without stopping the&#160;playhead. String() Returns a string representation of the specified parameter. substring() Extracts part of a string. tellTarget() Applies the instructions specified in the statement(s) parameter to the timeline specified in the target parameter.  toggleHighQuality() Turns anti-aliasing on and off in Flash Lite. Anti-aliasing smooths the edges of objects but slows down SWF file playback. trace() Evaluates the expression and shows the result in the Output panel in test mode. unloadMovie() Removes a movie clip from Flash Lite that was loaded using loadMovie() loadMovieNum(), or duplicateMovieClip(). unloadMovieNum() Removes a movie clip that was loaded using loadMovie() loadMovieNum(), or duplicateMovieClip() from a level in Flash Lite.  Flash Lite Global Functions This section describes the syntax and use of the Adobe's Macromedia Flash Lite 1.1 ActionScript global functions. It includes the following functions: " />
<page href="00005716.html" title="call()" text="call()  Flash Lite 1.0.  call(frame)  call(movieClipInstance:frame)  frame&#160;The label or number of a frame in the timeline. movieClipInstance&#160;The instance name of a movie clip.  Function; executes the script in the called frame without moving the playhead to that frame. Local variables do not exist after the script executes. The call() function can take two possible forms: The default form executes the script on the specified frame of the same timeline where the call() function was executed, without moving the playhead to that frame. The specified clip instance form executes the script on the specified frame of the movie clip instance, without moving the playhead to that frame.  The following examples execute the script in the myScript frame: // to execute functions in frame with label &quot;myScript&quot; thisFrame = &quot;myScript&quot;; trace (&quot;Calling the script in frame: &quot; add thisFrame  // to execute functions in any other frame on the same timeline call(&quot;myScript&quot;   The call() function operates synchronously; any ActionScript that follows a call() function does not execute until all of the ActionScript at the specified frame has completed.  call()  Flash Lite 1.0.  call(frame)  call(movieClipInstance:frame)  frame&#160;The label or number of a frame in the timeline. movieClipInstance&#160;The instance name of a movie clip.  Function; executes the script in the called frame without moving the playhead to that frame. Local variables do not exist after the script executes. The call() function can take two possible forms: The default form executes the script on the specified frame of the same timeline where the call() function was executed, without moving the playhead to that frame. The specified clip instance form executes the script on the specified frame of the movie clip instance, without moving the playhead to that frame.  The following examples execute the script in the myScript frame: // to execute functions in frame with label &quot;myScript&quot; thisFrame = &quot;myScript&quot;; trace (&quot;Calling the script in frame: &quot; add thisFrame  // to execute functions in any other frame on the same timeline call(&quot;myScript&quot;   The call() function operates synchronously; any ActionScript that follows a call() function does not execute until all of the ActionScript at the specified frame has completed.  call()  Flash Lite 1.0.  call(frame)  call(movieClipInstance:frame)  frame&#160;The label or number of a frame in the timeline. movieClipInstance&#160;The instance name of a movie clip.  Function; executes the script in the called frame without moving the playhead to that frame. Local variables do not exist after the script executes. The call() function can take two possible forms: The default form executes the script on the specified frame of the same timeline where the call() function was executed, without moving the playhead to that frame. The specified clip instance form executes the script on the specified frame of the movie clip instance, without moving the playhead to that frame.  The following examples execute the script in the myScript frame: // to execute functions in frame with label &quot;myScript&quot; thisFrame = &quot;myScript&quot;; trace (&quot;Calling the script in frame: &quot; add thisFrame  // to execute functions in any other frame on the same timeline call(&quot;myScript&quot; " />
<page href="00005717.html" title="chr()" text="chr()  Flash Lite 1.0.  chr(number)  number&#160;An ASCII code number.  String function; converts ASCII code numbers to characters.  The following example converts the number 65 to the letter A and assigns it to the variable&#160;myVar: myVar = chr(65 trace (myVar // Output: A chr()  Flash Lite 1.0.  chr(number)  number&#160;An ASCII code number.  String function; converts ASCII code numbers to characters.  The following example converts the number 65 to the letter A and assigns it to the variable&#160;myVar: myVar = chr(65 trace (myVar // Output: A chr()  Flash Lite 1.0.  chr(number)  number&#160;An ASCII code number.  String function; converts ASCII code numbers to characters.  The following example converts the number 65 to the letter A and assigns it to the variable&#160;myVar: myVar = chr(65 trace (myVar // Output: A " />
<page href="00005718.html" title="duplicateMovieClip()" text="duplicateMovieClip()  Flash Lite 1.0.  duplicateMovieClip(target, newname, depth)  target&#160;The target path of the movie clip to duplicate. newname&#160;A unique identifier for the duplicated movie clip. depth&#160;A unique depth level for the duplicated movie clip. The depth level indicates a stacking order for duplicated movie clips. This stacking order is much like the stacking order of layers in the timeline; movie clips with a lower depth level are hidden under clips that have a higher depth level. You must assign to each duplicated movie clip a unique depth level so that it does not overwrite existing movie clips on occupied depth levels.   Function; creates an instance of a movie clip while the SWF file plays. Returns nothing. The playhead in a duplicate movie clip always starts at Frame 1, regardless of where the playhead is in the original (parent) movie clip. Variables in the parent movie clip are not copied into the duplicate movie clip. If the parent movie clip is deleted, the duplicate movie clip is also deleted. Use the removeMovieClip() function or method to delete a movie clip instance created with duplicateMovieClip(). Reference the new movie clip by using the string passed in as the newname operand.   The following example duplicates a movie clip named originalClip to create a new clip named newClip, at a depth level of 10. The new clip's x position is set to 100 pixels. duplicateMovieClip(&quot;originalClip&quot;, &quot;newClip&quot;, 10 setProperty(&quot;newClip&quot;, _x, 100 The following example uses duplicateMovieClip() in a for loop to create several new movie clips at once. An index variable keeps track of the highest occupied stacking depth. Each duplicate movie clip's name contains a numeric suffix that corresponds to its stacking depth (clip1, clip2, clip3). for (i = 1; i &lt;= 3; i++) {  newName = &quot;clip&quot; add i;  duplicateMovieClip(&quot;originalClip&quot;, newName }  removeMovieClip() duplicateMovieClip()  Flash Lite 1.0.  duplicateMovieClip(target, newname, depth)  target&#160;The target path of the movie clip to duplicate. newname&#160;A unique identifier for the duplicated movie clip. depth&#160;A unique depth level for the duplicated movie clip. The depth level indicates a stacking order for duplicated movie clips. This stacking order is much like the stacking order of layers in the timeline; movie clips with a lower depth level are hidden under clips that have a higher depth level. You must assign to each duplicated movie clip a unique depth level so that it does not overwrite existing movie clips on occupied depth levels.   Function; creates an instance of a movie clip while the SWF file plays. Returns nothing. The playhead in a duplicate movie clip always starts at Frame 1, regardless of where the playhead is in the original (parent) movie clip. Variables in the parent movie clip are not copied into the duplicate movie clip. If the parent movie clip is deleted, the duplicate movie clip is also deleted. Use the removeMovieClip() function or method to delete a movie clip instance created with duplicateMovieClip(). Reference the new movie clip by using the string passed in as the newname operand.   The following example duplicates a movie clip named originalClip to create a new clip named newClip, at a depth level of 10. The new clip's x position is set to 100 pixels. duplicateMovieClip(&quot;originalClip&quot;, &quot;newClip&quot;, 10 setProperty(&quot;newClip&quot;, _x, 100 The following example uses duplicateMovieClip() in a for loop to create several new movie clips at once. An index variable keeps track of the highest occupied stacking depth. Each duplicate movie clip's name contains a numeric suffix that corresponds to its stacking depth (clip1, clip2, clip3). for (i = 1; i &lt;= 3; i++) {  newName = &quot;clip&quot; add i;  duplicateMovieClip(&quot;originalClip&quot;, newName }  removeMovieClip() duplicateMovieClip()  Flash Lite 1.0.  duplicateMovieClip(target, newname, depth)  target&#160;The target path of the movie clip to duplicate. newname&#160;A unique identifier for the duplicated movie clip. depth&#160;A unique depth level for the duplicated movie clip. The depth level indicates a stacking order for duplicated movie clips. This stacking order is much like the stacking order of layers in the timeline; movie clips with a lower depth level are hidden under clips that have a higher depth level. You must assign to each duplicated movie clip a unique depth level so that it does not overwrite existing movie clips on occupied depth levels.   Function; creates an instance of a movie clip while the SWF file plays. Returns nothing. The playhead in a duplicate movie clip always starts at Frame 1, regardless of where the playhead is in the original (parent) movie clip. Variables in the parent movie clip are not copied into the duplicate movie clip. If the parent movie clip is deleted, the duplicate movie clip is also deleted. Use the removeMovieClip() function or method to delete a movie clip instance created with duplicateMovieClip(). Reference the new movie clip by using the string passed in as the newname operand.   The following example duplicates a movie clip named originalClip to create a new clip named newClip, at a depth level of 10. The new clip's x position is set to 100 pixels. duplicateMovieClip(&quot;originalClip&quot;, &quot;newClip&quot;, 10 setProperty(&quot;newClip&quot;, _x, 100 The following example uses duplicateMovieClip() in a for loop to create several new movie clips at once. An index variable keeps track of the highest occupied stacking depth. Each duplicate movie clip's name contains a numeric suffix that corresponds to its stacking depth (clip1, clip2, clip3). for (i = 1; i &lt;= 3; i++) {  newName = &quot;clip&quot; add i;  duplicateMovieClip(&quot;originalClip&quot;, newName }  removeMovieClip() " />
<page href="00005719.html" title="eval ()" text="eval ()  Flash Lite 1.0.  eval(expression)  expression&#160;A string containing the name of a variable, property, object, or movie clip to&#160;retrieve.  Function; accesses variables, properties, objects, or movie clips by name. If expression is a variable or a property, the value of the variable or property is returned. If expression is an object or movie clip, a reference to the object or movie clip is returned. If the element named in expression cannot be found, undefined is returned. You can use eval() to simulate arrays, or to dynamically set and retrieve the value of a&#160;variable.  The following example uses eval() to determine the value of the expression &quot;piece&quot; + x. Because the result is a variable name, piece3, eval() returns the value of the variable and assigns it to y: piece3 = &quot;dangerous&quot;; x = 3;  y = eval(&quot;piece&quot; add x trace(y // Output: dangerous. The following example demonstrates how an array could be simulated: name1 = &quot;mike&quot;; name2 = &quot;debbie&quot;; name3 = &quot;logan&quot;; for(i = 1; i &lt;= 3; i++) {  trace (eval(&quot;name&quot; add i) // Output: mike, debbie, logan } eval ()  Flash Lite 1.0.  eval(expression)  expression&#160;A string containing the name of a variable, property, object, or movie clip to&#160;retrieve.  Function; accesses variables, properties, objects, or movie clips by name. If expression is a variable or a property, the value of the variable or property is returned. If expression is an object or movie clip, a reference to the object or movie clip is returned. If the element named in expression cannot be found, undefined is returned. You can use eval() to simulate arrays, or to dynamically set and retrieve the value of a&#160;variable.  The following example uses eval() to determine the value of the expression &quot;piece&quot; + x. Because the result is a variable name, piece3, eval() returns the value of the variable and assigns it to y: piece3 = &quot;dangerous&quot;; x = 3;  y = eval(&quot;piece&quot; add x trace(y // Output: dangerous. The following example demonstrates how an array could be simulated: name1 = &quot;mike&quot;; name2 = &quot;debbie&quot;; name3 = &quot;logan&quot;; for(i = 1; i &lt;= 3; i++) {  trace (eval(&quot;name&quot; add i) // Output: mike, debbie, logan } eval ()  Flash Lite 1.0.  eval(expression)  expression&#160;A string containing the name of a variable, property, object, or movie clip to&#160;retrieve.  Function; accesses variables, properties, objects, or movie clips by name. If expression is a variable or a property, the value of the variable or property is returned. If expression is an object or movie clip, a reference to the object or movie clip is returned. If the element named in expression cannot be found, undefined is returned. You can use eval() to simulate arrays, or to dynamically set and retrieve the value of a&#160;variable.  The following example uses eval() to determine the value of the expression &quot;piece&quot; + x. Because the result is a variable name, piece3, eval() returns the value of the variable and assigns it to y: piece3 = &quot;dangerous&quot;; x = 3;  y = eval(&quot;piece&quot; add x trace(y // Output: dangerous. The following example demonstrates how an array could be simulated: name1 = &quot;mike&quot;; name2 = &quot;debbie&quot;; name3 = &quot;logan&quot;; for(i = 1; i &lt;= 3; i++) {  trace (eval(&quot;name&quot; add i) // Output: mike, debbie, logan } " />
<page href="00005720.html" title="getProperty()" text="getProperty()  Flash Lite 1.0.  getProperty(my_mc, property)  my_mc&#160;The instance name of a movie clip for which the property is being retrieved. property&#160;A property of a movie clip.  Function; returns the value of the specified property for the my_mc movie clip.  The following example retrieves the horizontal axis coordinate (_x) for the my_mc movie&#160;clip in the root movie timeline: xPos = getProperty(&quot;person_mc&quot;, _x trace (xPos // output: -75  setProperty() getProperty()  Flash Lite 1.0.  getProperty(my_mc, property)  my_mc&#160;The instance name of a movie clip for which the property is being retrieved. property&#160;A property of a movie clip.  Function; returns the value of the specified property for the my_mc movie clip.  The following example retrieves the horizontal axis coordinate (_x) for the my_mc movie&#160;clip in the root movie timeline: xPos = getProperty(&quot;person_mc&quot;, _x trace (xPos // output: -75  setProperty() getProperty()  Flash Lite 1.0.  getProperty(my_mc, property)  my_mc&#160;The instance name of a movie clip for which the property is being retrieved. property&#160;A property of a movie clip.  Function; returns the value of the specified property for the my_mc movie clip.  The following example retrieves the horizontal axis coordinate (_x) for the my_mc movie&#160;clip in the root movie timeline: xPos = getProperty(&quot;person_mc&quot;, _x trace (xPos // output: -75  setProperty() " />
<page href="00005721.html" title="getTimer()" text="getTimer()  Flash Lite 1.0.   getTimer()  None.  Function; returns the number of milliseconds that elapsed since the SWF file started playing.   The following example sets the timeElapsed variable to the number of milliseconds that elapsed since the SWF file started playing: timeElapsed = getTimer( trace (timeElapsed// Output: milliseconds of time movie has been playing getTimer()  Flash Lite 1.0.   getTimer()  None.  Function; returns the number of milliseconds that elapsed since the SWF file started playing.   The following example sets the timeElapsed variable to the number of milliseconds that elapsed since the SWF file started playing: timeElapsed = getTimer( trace (timeElapsed// Output: milliseconds of time movie has been playing getTimer()  Flash Lite 1.0.   getTimer()  None.  Function; returns the number of milliseconds that elapsed since the SWF file started playing.   The following example sets the timeElapsed variable to the number of milliseconds that elapsed since the SWF file started playing: timeElapsed = getTimer( trace (timeElapsed// Output: milliseconds of time movie has been playing " />
<page href="00005722.html" title="getURL()" text="getURL()  Flash Lite 1.0.  getURL(url [ , window [, &quot;variables&quot;]])  url&#160;The URL from which to obtain the document.  window&#160;An optional parameter that specifies the window or HTML frame that the document should load into.  You can enter an empty string, or the name of a specific window, or choose from the following reserved target names:  _self specifies the current frame in the current window. _blank specifies a new window. _parent specifies the parent of the current frame. _top specifies the top-level frame in the current window.  variables&#160;A GET or POST method for sending variables. If there are no variables, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for sending long strings of variables.   Function; loads a document from a specific URL into a window or passes variables to another application at a defined URL. To test this function, make sure the file you want to load is in the specified location. To use an absolute URL (for example, http://www.myserver.com), you need a network connection.  Flash Lite 1.0 recognizes only the HTTP, HTTPS, mailto, and tel protocols. Flash Lite 1.1 recognizes these protocols, and in addition, the file, SMS (short message service), and MMS (multimedia message service) protocols. Flash Lite passes the call to the operating system, and the operating system handles the call with the registered default application for the specified protocol. Only one getURL() function is processed per frame or per event handler.  Certain handsets restrict the getURL() function to key events only, in which case the getURL() call is processed only if it is triggered in a key event handler. Even under such circumstances, only one getURL() function is processed per event handler.  In the following ActionScript, the Flash Lite player opens mobile.example.com in the default browser:  myURL = &quot;http://mobile.example.com&quot;;  on(keyPress &quot;1&quot;) {  getURL(myURL } You can also use GET or POST for sending variables from the current timeline. The following example uses the GET method to append variables to a URL: firstName = &quot;Gus&quot;; lastName = &quot;Richardson&quot;; age = 92; getURL(&quot;http://www.example.com&quot;, &quot;_blank&quot;, &quot;GET&quot; The following ActionScript uses POST to send variables in an HTTP header:  firstName = &quot;Gus&quot;; lastName = &quot;Richardson&quot;; age = 92; getURL(&quot;http://www.example.com&quot;, &quot;POST&quot; You can assign a button function to open an e-mail composition window with the address, subject, and body text fields already populated. Use one of the following methods to assign a button function: Method 1 for either Shift-JIS or English character encoding; Method 2 only for English character encoding. Method 1: Set variables for each of the desired parameters, as in this example: on (release, keyPress &quot;#&quot;){ subject = &quot;email subject&quot;; body = &quot;email body&quot;; getURL(&quot;mailto:somebody@anywhere.com&quot;, &quot;&quot;, &quot;GET&quot; } Method 2: Define each parameter within the getURL() function, as in this example: on (release, keyPress &quot;#&quot;){ getURL(&quot;mailto:somebody@anywhere.com?cc=cc@anywhere.com&amp;bcc=bcc@anywhere. com&amp;subject=I am the email subject&amp;body=I am the email body&quot; } Method 1 results in automatic URL encoding, while Method 2 preserves the spaces in the strings. For example, the strings that result from using Method 1 are as follows: email+subject email+body In contrast, Method 2 results in the following strings: email subject email body The following example uses the tel protocol: on (release, keyPress &quot;#&quot;){  getURL(&quot;tel:117&quot; } In the following example, getURL() is used to send an SMS message: mySMS = &quot;sms:4156095555?body=sample sms message&quot;; on(keyPress &quot;5&quot;) {  getURL(mySMS } In the following example, getURL() is used to send an MMS message: // mms example myMMS = &quot;mms:4156095555?body=sample mms message&quot;; on(keyPress &quot;6&quot;) {  getURL(myMMS } In the following example, getURL() is used to open a text file stored on the local file system: // file protocol example filePath = &quot;file://c:/documents/flash/myApp/myvariables.txt&quot;; on(keyPress &quot;7&quot;) {  getURL(filePath }   The window parameter is not specified for Flash Lite applications, because browsers on cell phones do not support multiple windows. getURL()  Flash Lite 1.0.  getURL(url [ , window [, &quot;variables&quot;]])  url&#160;The URL from which to obtain the document.  window&#160;An optional parameter that specifies the window or HTML frame that the document should load into.  You can enter an empty string, or the name of a specific window, or choose from the following reserved target names:  _self specifies the current frame in the current window. _blank specifies a new window. _parent specifies the parent of the current frame. _top specifies the top-level frame in the current window.  variables&#160;A GET or POST method for sending variables. If there are no variables, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for sending long strings of variables.   Function; loads a document from a specific URL into a window or passes variables to another application at a defined URL. To test this function, make sure the file you want to load is in the specified location. To use an absolute URL (for example, http://www.myserver.com), you need a network connection.  Flash Lite 1.0 recognizes only the HTTP, HTTPS, mailto, and tel protocols. Flash Lite 1.1 recognizes these protocols, and in addition, the file, SMS (short message service), and MMS (multimedia message service) protocols. Flash Lite passes the call to the operating system, and the operating system handles the call with the registered default application for the specified protocol. Only one getURL() function is processed per frame or per event handler.  Certain handsets restrict the getURL() function to key events only, in which case the getURL() call is processed only if it is triggered in a key event handler. Even under such circumstances, only one getURL() function is processed per event handler.  In the following ActionScript, the Flash Lite player opens mobile.example.com in the default browser:  myURL = &quot;http://mobile.example.com&quot;;  on(keyPress &quot;1&quot;) {  getURL(myURL } You can also use GET or POST for sending variables from the current timeline. The following example uses the GET method to append variables to a URL: firstName = &quot;Gus&quot;; lastName = &quot;Richardson&quot;; age = 92; getURL(&quot;http://www.example.com&quot;, &quot;_blank&quot;, &quot;GET&quot; The following ActionScript uses POST to send variables in an HTTP header:  firstName = &quot;Gus&quot;; lastName = &quot;Richardson&quot;; age = 92; getURL(&quot;http://www.example.com&quot;, &quot;POST&quot; You can assign a button function to open an e-mail composition window with the address, subject, and body text fields already populated. Use one of the following methods to assign a button function: Method 1 for either Shift-JIS or English character encoding; Method 2 only for English character encoding. Method 1: Set variables for each of the desired parameters, as in this example: on (release, keyPress &quot;#&quot;){ subject = &quot;email subject&quot;; body = &quot;email body&quot;; getURL(&quot;mailto:somebody@anywhere.com&quot;, &quot;&quot;, &quot;GET&quot; } Method 2: Define each parameter within the getURL() function, as in this example: on (release, keyPress &quot;#&quot;){ getURL(&quot;mailto:somebody@anywhere.com?cc=cc@anywhere.com&amp;bcc=bcc@anywhere. com&amp;subject=I am the email subject&amp;body=I am the email body&quot; } Method 1 results in automatic URL encoding, while Method 2 preserves the spaces in the strings. For example, the strings that result from using Method 1 are as follows: email+subject email+body In contrast, Method 2 results in the following strings: email subject email body The following example uses the tel protocol: on (release, keyPress &quot;#&quot;){  getURL(&quot;tel:117&quot; } In the following example, getURL() is used to send an SMS message: mySMS = &quot;sms:4156095555?body=sample sms message&quot;; on(keyPress &quot;5&quot;) {  getURL(mySMS } In the following example, getURL() is used to send an MMS message: // mms example myMMS = &quot;mms:4156095555?body=sample mms message&quot;; on(keyPress &quot;6&quot;) {  getURL(myMMS } In the following example, getURL() is used to open a text file stored on the local file system: // file protocol example filePath = &quot;file://c:/documents/flash/myApp/myvariables.txt&quot;; on(keyPress &quot;7&quot;) {  getURL(filePath }   The window parameter is not specified for Flash Lite applications, because browsers on cell phones do not support multiple windows. getURL()  Flash Lite 1.0.  getURL(url [ , window [, &quot;variables&quot;]])  url&#160;The URL from which to obtain the document.  window&#160;An optional parameter that specifies the window or HTML frame that the document should load into.  You can enter an empty string, or the name of a specific window, or choose from the following reserved target names:  _self specifies the current frame in the current window. _blank specifies a new window. _parent specifies the parent of the current frame. _top specifies the top-level frame in the current window.  variables&#160;A GET or POST method for sending variables. If there are no variables, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for sending long strings of variables.   Function; loads a document from a specific URL into a window or passes variables to another application at a defined URL. To test this function, make sure the file you want to load is in the specified location. To use an absolute URL (for example, http://www.myserver.com), you need a network connection.  Flash Lite 1.0 recognizes only the HTTP, HTTPS, mailto, and tel protocols. Flash Lite 1.1 recognizes these protocols, and in addition, the file, SMS (short message service), and MMS (multimedia message service) protocols. Flash Lite passes the call to the operating system, and the operating system handles the call with the registered default application for the specified protocol. Only one getURL() function is processed per frame or per event handler.  Certain handsets restrict the getURL() function to key events only, in which case the getURL() call is processed only if it is triggered in a key event handler. Even under such circumstances, only one getURL() function is processed per event handler.  In the following ActionScript, the Flash Lite player opens mobile.example.com in the default browser:  myURL = &quot;http://mobile.example.com&quot;;  on(keyPress &quot;1&quot;) {  getURL(myURL } You can also use GET or POST for sending variables from the current timeline. The following example uses the GET method to append variables to a URL: firstName = &quot;Gus&quot;; lastName = &quot;Richardson&quot;; age = 92; getURL(&quot;http://www.example.com&quot;, &quot;_blank&quot;, &quot;GET&quot; The following ActionScript uses POST to send variables in an HTTP header:  firstName = &quot;Gus&quot;; lastName = &quot;Richardson&quot;; age = 92; getURL(&quot;http://www.example.com&quot;, &quot;POST&quot; You can assign a button function to open an e-mail composition window with the address, subject, and body text fields already populated. Use one of the following methods to assign a button function: Method 1 for either Shift-JIS or English character encoding; Method 2 only for English character encoding. Method 1: Set variables for each of the desired parameters, as in this example: on (release, keyPress &quot;#&quot;){ subject = &quot;email subject&quot;; body = &quot;email body&quot;; getURL(&quot;mailto:somebody@anywhere.com&quot;, &quot;&quot;, &quot;GET&quot; } Method 2: Define each parameter within the getURL() function, as in this example: on (release, keyPress &quot;#&quot;){ getURL(&quot;mailto:somebody@anywhere.com?cc=cc@anywhere.com&amp;bcc=bcc@anywhere. com&amp;subject=I am the email subject&amp;body=I am the email body&quot; } Method 1 results in automatic URL encoding, while Method 2 preserves the spaces in the strings. For example, the strings that result from using Method 1 are as follows: email+subject email+body In contrast, Method 2 results in the following strings: email subject email body The following example uses the tel protocol: on (release, keyPress &quot;#&quot;){  getURL(&quot;tel:117&quot; } In the following example, getURL() is used to send an SMS message: mySMS = &quot;sms:4156095555?body=sample sms message&quot;; on(keyPress &quot;5&quot;) {  getURL(mySMS } In the following example, getURL() is used to send an MMS message: // mms example myMMS = &quot;mms:4156095555?body=sample mms message&quot;; on(keyPress &quot;6&quot;) {  getURL(myMMS } In the following example, getURL() is used to open a text file stored on the local file system: // file protocol example filePath = &quot;file://c:/documents/flash/myApp/myvariables.txt&quot;; on(keyPress &quot;7&quot;) {  getURL(filePath } " />
<page href="00005723.html" title="gotoAndPlay()" text="gotoAndPlay()  Flash Lite 1.0.  gotoAndPlay([scene,] frame)  scene&#160;An optional string specifying the name of the scene to which the playhead is sent. frame&#160;A number representing the frame number, or a string representing the label of the frame, to which the playhead is sent.  Function; sends the playhead to the specified frame in a scene and begins playing from that frame. If no scene is specified, the playhead moves to the specified frame in the current scene. You can use the scene parameter only on the root timeline, not within timelines for movie clips or other objects in the document.  In the following example, when the user clicks a button to which gotoAndPlay() is assigned, the playhead moves to Frame&#160;16 in the current scene and starts to play the SWF file:  on(keyPress &quot;7&quot;) {  gotoAndPlay(16 } gotoAndPlay()  Flash Lite 1.0.  gotoAndPlay([scene,] frame)  scene&#160;An optional string specifying the name of the scene to which the playhead is sent. frame&#160;A number representing the frame number, or a string representing the label of the frame, to which the playhead is sent.  Function; sends the playhead to the specified frame in a scene and begins playing from that frame. If no scene is specified, the playhead moves to the specified frame in the current scene. You can use the scene parameter only on the root timeline, not within timelines for movie clips or other objects in the document.  In the following example, when the user clicks a button to which gotoAndPlay() is assigned, the playhead moves to Frame&#160;16 in the current scene and starts to play the SWF file:  on(keyPress &quot;7&quot;) {  gotoAndPlay(16 } gotoAndPlay()  Flash Lite 1.0.  gotoAndPlay([scene,] frame)  scene&#160;An optional string specifying the name of the scene to which the playhead is sent. frame&#160;A number representing the frame number, or a string representing the label of the frame, to which the playhead is sent.  Function; sends the playhead to the specified frame in a scene and begins playing from that frame. If no scene is specified, the playhead moves to the specified frame in the current scene. You can use the scene parameter only on the root timeline, not within timelines for movie clips or other objects in the document.  In the following example, when the user clicks a button to which gotoAndPlay() is assigned, the playhead moves to Frame&#160;16 in the current scene and starts to play the SWF file:  on(keyPress &quot;7&quot;) {  gotoAndPlay(16 } " />
<page href="00005724.html" title="gotoAndStop()" text="gotoAndStop()  Flash 1.0.  gotoAndStop([scene,] frame)  scene&#160;An optional string specifying the name of the scene to which the playhead is sent.  frame&#160;A number representing the frame number, or a string representing the label of the frame, to which the playhead is sent.  Function; sends the playhead to the specified frame in a scene and stops it. If no scene is specified, the playhead is sent to the frame in the current scene. You can use the scene parameter only on the root timeline, not within timelines for movie clips or other objects in the document.  In the following example, when the user clicks a button to which gotoAndStop() is assigned, the playhead is sent to Frame&#160;5 in the current scene, and the SWF file stops playing: on(keyPress &quot;8&quot;) {  gotoAndStop(5 } gotoAndStop()  Flash 1.0.  gotoAndStop([scene,] frame)  scene&#160;An optional string specifying the name of the scene to which the playhead is sent.  frame&#160;A number representing the frame number, or a string representing the label of the frame, to which the playhead is sent.  Function; sends the playhead to the specified frame in a scene and stops it. If no scene is specified, the playhead is sent to the frame in the current scene. You can use the scene parameter only on the root timeline, not within timelines for movie clips or other objects in the document.  In the following example, when the user clicks a button to which gotoAndStop() is assigned, the playhead is sent to Frame&#160;5 in the current scene, and the SWF file stops playing: on(keyPress &quot;8&quot;) {  gotoAndStop(5 } gotoAndStop()  Flash 1.0.  gotoAndStop([scene,] frame)  scene&#160;An optional string specifying the name of the scene to which the playhead is sent.  frame&#160;A number representing the frame number, or a string representing the label of the frame, to which the playhead is sent.  Function; sends the playhead to the specified frame in a scene and stops it. If no scene is specified, the playhead is sent to the frame in the current scene. You can use the scene parameter only on the root timeline, not within timelines for movie clips or other objects in the document.  In the following example, when the user clicks a button to which gotoAndStop() is assigned, the playhead is sent to Frame&#160;5 in the current scene, and the SWF file stops playing: on(keyPress &quot;8&quot;) {  gotoAndStop(5 } " />
<page href="00005725.html" title="ifFrameLoaded()" text="ifFrameLoaded()  Flash Lite 1.0.   ifFrameLoaded([scene,] frame) {  statement(s }  scene&#160;An optional string specifying the name of the scene to be loaded. frame&#160;The frame number or frame label to be loaded before the next statement can&#160;execute. statement(s)&#160;The instructions to execute if the specified frame, or scene and frame, are&#160;loaded.  Function; checks whether the contents of a specific frame are available locally. Use the ifFrameLoaded function to start playing a simple animation while the rest of the SWF file downloads to the local computer. You can also use the _framesloaded property to check the download progress of an external SWF file. The difference between using _framesloaded and ifFrameLoaded is that _framesloaded lets you add custom if or else statements.  The following example uses the ifFrameLoaded function to check if Frame 10 of the SWF file is loaded. If the frame is loaded, the trace() command prints &quot;frame number 10 is loaded&quot; to the Output panel. The output variable is also defined with a variable of frame loaded: 10. ifFrameLoaded(10) {  trace (&quot;frame number 10 is loaded&quot;   output = &quot;frame loaded: 10&quot;;  }  _framesloaded ifFrameLoaded()  Flash Lite 1.0.   ifFrameLoaded([scene,] frame) {  statement(s }  scene&#160;An optional string specifying the name of the scene to be loaded. frame&#160;The frame number or frame label to be loaded before the next statement can&#160;execute. statement(s)&#160;The instructions to execute if the specified frame, or scene and frame, are&#160;loaded.  Function; checks whether the contents of a specific frame are available locally. Use the ifFrameLoaded function to start playing a simple animation while the rest of the SWF file downloads to the local computer. You can also use the _framesloaded property to check the download progress of an external SWF file. The difference between using _framesloaded and ifFrameLoaded is that _framesloaded lets you add custom if or else statements.  The following example uses the ifFrameLoaded function to check if Frame 10 of the SWF file is loaded. If the frame is loaded, the trace() command prints &quot;frame number 10 is loaded&quot; to the Output panel. The output variable is also defined with a variable of frame loaded: 10. ifFrameLoaded(10) {  trace (&quot;frame number 10 is loaded&quot;   output = &quot;frame loaded: 10&quot;;  }  _framesloaded ifFrameLoaded()  Flash Lite 1.0.   ifFrameLoaded([scene,] frame) {  statement(s }  scene&#160;An optional string specifying the name of the scene to be loaded. frame&#160;The frame number or frame label to be loaded before the next statement can&#160;execute. statement(s)&#160;The instructions to execute if the specified frame, or scene and frame, are&#160;loaded.  Function; checks whether the contents of a specific frame are available locally. Use the ifFrameLoaded function to start playing a simple animation while the rest of the SWF file downloads to the local computer. You can also use the _framesloaded property to check the download progress of an external SWF file. The difference between using _framesloaded and ifFrameLoaded is that _framesloaded lets you add custom if or else statements.  The following example uses the ifFrameLoaded function to check if Frame 10 of the SWF file is loaded. If the frame is loaded, the trace() command prints &quot;frame number 10 is loaded&quot; to the Output panel. The output variable is also defined with a variable of frame loaded: 10. ifFrameLoaded(10) {  trace (&quot;frame number 10 is loaded&quot;   output = &quot;frame loaded: 10&quot;;  }  _framesloaded " />
<page href="00005726.html" title="int()" text="int()  Flash Lite 1.0.  int(value)  value&#160;A number or string to be truncated to an integer.  Function; truncates a decimal number to an integer value.  The following example truncates the numbers in the distance and myDistance variables: distance = 6.04 - 3.96; //trace (&quot;distance = &quot; add distance add &quot; and rounded to:&quot; add int(distance) // Output: distance = 2.08 and rounded to: 2 myDistance = &quot;3.8&quot;; //trace (&quot;myDistance = &quot; add int(myDistance) // Output: 3 int()  Flash Lite 1.0.  int(value)  value&#160;A number or string to be truncated to an integer.  Function; truncates a decimal number to an integer value.  The following example truncates the numbers in the distance and myDistance variables: distance = 6.04 - 3.96; //trace (&quot;distance = &quot; add distance add &quot; and rounded to:&quot; add int(distance) // Output: distance = 2.08 and rounded to: 2 myDistance = &quot;3.8&quot;; //trace (&quot;myDistance = &quot; add int(myDistance) // Output: 3 int()  Flash Lite 1.0.  int(value)  value&#160;A number or string to be truncated to an integer.  Function; truncates a decimal number to an integer value.  The following example truncates the numbers in the distance and myDistance variables: distance = 6.04 - 3.96; //trace (&quot;distance = &quot; add distance add &quot; and rounded to:&quot; add int(distance) // Output: distance = 2.08 and rounded to: 2 myDistance = &quot;3.8&quot;; //trace (&quot;myDistance = &quot; add int(myDistance) // Output: 3 " />
<page href="00005727.html" title="length()" text="length()  Flash Lite 1.0.   length(expression)  length(variable)  expression&#160;A string. variable&#160;The name of a variable.  String function; returns the number of characters of the specified string or variable name.  The following example returns the length of the string &quot;Hello&quot;: length(&quot;Hello&quot; The result is 5. The following example validates an e-mail address by checking that it contains at least six characters: email = &quot;someone@example.com&quot;; if (length(email) &gt; 6) {  //trace (&quot;email appears to have enough characters to be valid&quot; } length()  Flash Lite 1.0.   length(expression)  length(variable)  expression&#160;A string. variable&#160;The name of a variable.  String function; returns the number of characters of the specified string or variable name.  The following example returns the length of the string &quot;Hello&quot;: length(&quot;Hello&quot; The result is 5. The following example validates an e-mail address by checking that it contains at least six characters: email = &quot;someone@example.com&quot;; if (length(email) &gt; 6) {  //trace (&quot;email appears to have enough characters to be valid&quot; } length()  Flash Lite 1.0.   length(expression)  length(variable)  expression&#160;A string. variable&#160;The name of a variable.  String function; returns the number of characters of the specified string or variable name.  The following example returns the length of the string &quot;Hello&quot;: length(&quot;Hello&quot; The result is 5. The following example validates an e-mail address by checking that it contains at least six characters: email = &quot;someone@example.com&quot;; if (length(email) &gt; 6) {  //trace (&quot;email appears to have enough characters to be valid&quot; } " />
<page href="00005728.html" title="loadMovie()" text="loadMovie()  Flash Lite 1.1.  loadMovie(url, target [, method])   url&#160;A string specifying the absolute or relative URL of the SWF file to load. A relative path must be relative to the SWF file at level 0. Absolute URLs must include the protocol reference, such as http:// or file:///.  target&#160;A reference to a movie clip or a string representing the path to a target movie clip. The target movie clip is replaced by the loaded SWF file.  method&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of&#160;variables.  Function; loads a SWF file into Flash Lite while the original SWF file plays. To load a SWF file into a specific level, use the loadMovieNum() function instead of&#160;loadMovie(). When a SWF file is loaded into a target movie clip, you can use the target path of that movie clip to target the loaded SWF file. A SWF file loaded into a target inherits the position, rotation, and scale properties of the targeted movie clip. The upper-left corner of the loaded image or SWF file aligns with the registration point of the targeted movie clip. However, if the target is the root timeline, the upper-left corner of the image or SWF file aligns with the upper-left corner of the Stage. Use the unloadMovie() function to remove SWF files that were loaded with loadMovie().   The following example loads the SWF file circle.swf from the same directory and replaces a movie clip called mySquare that already exists on the Stage: loadMovie(&quot;circle.swf&quot;, &quot;mySquare&quot; // Equivalent statement: loadMovie(&quot;circle.swf&quot;, _level0.mySquare  _level, loadMovieNum(), unloadMovie(), unloadMovieNum()  loadMovie()  Flash Lite 1.1.  loadMovie(url, target [, method])   url&#160;A string specifying the absolute or relative URL of the SWF file to load. A relative path must be relative to the SWF file at level 0. Absolute URLs must include the protocol reference, such as http:// or file:///.  target&#160;A reference to a movie clip or a string representing the path to a target movie clip. The target movie clip is replaced by the loaded SWF file.  method&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of&#160;variables.  Function; loads a SWF file into Flash Lite while the original SWF file plays. To load a SWF file into a specific level, use the loadMovieNum() function instead of&#160;loadMovie(). When a SWF file is loaded into a target movie clip, you can use the target path of that movie clip to target the loaded SWF file. A SWF file loaded into a target inherits the position, rotation, and scale properties of the targeted movie clip. The upper-left corner of the loaded image or SWF file aligns with the registration point of the targeted movie clip. However, if the target is the root timeline, the upper-left corner of the image or SWF file aligns with the upper-left corner of the Stage. Use the unloadMovie() function to remove SWF files that were loaded with loadMovie().   The following example loads the SWF file circle.swf from the same directory and replaces a movie clip called mySquare that already exists on the Stage: loadMovie(&quot;circle.swf&quot;, &quot;mySquare&quot; // Equivalent statement: loadMovie(&quot;circle.swf&quot;, _level0.mySquare  _level, loadMovieNum(), unloadMovie(), unloadMovieNum()  loadMovie()  Flash Lite 1.1.  loadMovie(url, target [, method])   url&#160;A string specifying the absolute or relative URL of the SWF file to load. A relative path must be relative to the SWF file at level 0. Absolute URLs must include the protocol reference, such as http:// or file:///.  target&#160;A reference to a movie clip or a string representing the path to a target movie clip. The target movie clip is replaced by the loaded SWF file.  method&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of&#160;variables.  Function; loads a SWF file into Flash Lite while the original SWF file plays. To load a SWF file into a specific level, use the loadMovieNum() function instead of&#160;loadMovie(). When a SWF file is loaded into a target movie clip, you can use the target path of that movie clip to target the loaded SWF file. A SWF file loaded into a target inherits the position, rotation, and scale properties of the targeted movie clip. The upper-left corner of the loaded image or SWF file aligns with the registration point of the targeted movie clip. However, if the target is the root timeline, the upper-left corner of the image or SWF file aligns with the upper-left corner of the Stage. Use the unloadMovie() function to remove SWF files that were loaded with loadMovie().   The following example loads the SWF file circle.swf from the same directory and replaces a movie clip called mySquare that already exists on the Stage: loadMovie(&quot;circle.swf&quot;, &quot;mySquare&quot; // Equivalent statement: loadMovie(&quot;circle.swf&quot;, _level0.mySquare  _level, loadMovieNum(), unloadMovie(), unloadMovieNum()  " />
<page href="00005729.html" title="loadMovieNum()" text="loadMovieNum()  Flash Lite 1.1.  loadMovieNum(url, level [, method])   url&#160;A string specifying the absolute or relative URL of the SWF file to be loaded. A relative path must be relative to the SWF file at level 0. For use in the stand-alone Flash Lite player or for use in test mode in the Flash authoring application, all SWF files must be stored&#160;in the same folder and the filenames cannot include folder or drive&#160;specifications.  level&#160;An integer specifying the level in Flash Lite where the SWF file loads.  method&#160;An optional string parameter specifying an HTTP method for sending variables. It must have the value GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; loads a SWF file into a level in Flash Lite while the originally loaded SWF file plays.  Normally, Flash Lite displays a single SWF file and then closes. The loadMovieNum() function lets you display several SWF files at once and switch among SWF files without loading another HTML document. To specify a target instead of a level, use the loadMovie() function instead of loadMovieNum(). Flash Lite has a stacking order of levels starting with level 0. These levels are like layers of acetate; they are transparent except for the objects on each level. When you use loadMovieNum(), you must specify a level in Flash Lite where the SWF file will load. When a SWF file is loaded into a level, you can use the syntax _levelN, where N is the level number, to target the SWF file. When you load a SWF file, you can specify any level number. You can load SWF files into a level that already has a SWF file loaded into it, and the&#160;new SWF file replaces the existing file. If you load a SWF file into level 0, every level in Flash Lite is unloaded, and level 0 is replaced with the new file. The SWF file in level 0 sets the frame rate, background color, and frame size for all other loaded SWF files.  Use unloadMovieNum() to remove SWF files or images that were loaded with loadMovieNum().  The following example loads the SWF file into level&#160;2: loadMovieNum(&quot;http://www.someserver.com/flash/circle.swf&quot;, 2   _level, loadMovie(), unloadMovieNum() loadMovieNum()  Flash Lite 1.1.  loadMovieNum(url, level [, method])   url&#160;A string specifying the absolute or relative URL of the SWF file to be loaded. A relative path must be relative to the SWF file at level 0. For use in the stand-alone Flash Lite player or for use in test mode in the Flash authoring application, all SWF files must be stored&#160;in the same folder and the filenames cannot include folder or drive&#160;specifications.  level&#160;An integer specifying the level in Flash Lite where the SWF file loads.  method&#160;An optional string parameter specifying an HTTP method for sending variables. It must have the value GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; loads a SWF file into a level in Flash Lite while the originally loaded SWF file plays.  Normally, Flash Lite displays a single SWF file and then closes. The loadMovieNum() function lets you display several SWF files at once and switch among SWF files without loading another HTML document. To specify a target instead of a level, use the loadMovie() function instead of loadMovieNum(). Flash Lite has a stacking order of levels starting with level 0. These levels are like layers of acetate; they are transparent except for the objects on each level. When you use loadMovieNum(), you must specify a level in Flash Lite where the SWF file will load. When a SWF file is loaded into a level, you can use the syntax _levelN, where N is the level number, to target the SWF file. When you load a SWF file, you can specify any level number. You can load SWF files into a level that already has a SWF file loaded into it, and the&#160;new SWF file replaces the existing file. If you load a SWF file into level 0, every level in Flash Lite is unloaded, and level 0 is replaced with the new file. The SWF file in level 0 sets the frame rate, background color, and frame size for all other loaded SWF files.  Use unloadMovieNum() to remove SWF files or images that were loaded with loadMovieNum().  The following example loads the SWF file into level&#160;2: loadMovieNum(&quot;http://www.someserver.com/flash/circle.swf&quot;, 2   _level, loadMovie(), unloadMovieNum() loadMovieNum()  Flash Lite 1.1.  loadMovieNum(url, level [, method])   url&#160;A string specifying the absolute or relative URL of the SWF file to be loaded. A relative path must be relative to the SWF file at level 0. For use in the stand-alone Flash Lite player or for use in test mode in the Flash authoring application, all SWF files must be stored&#160;in the same folder and the filenames cannot include folder or drive&#160;specifications.  level&#160;An integer specifying the level in Flash Lite where the SWF file loads.  method&#160;An optional string parameter specifying an HTTP method for sending variables. It must have the value GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; loads a SWF file into a level in Flash Lite while the originally loaded SWF file plays.  Normally, Flash Lite displays a single SWF file and then closes. The loadMovieNum() function lets you display several SWF files at once and switch among SWF files without loading another HTML document. To specify a target instead of a level, use the loadMovie() function instead of loadMovieNum(). Flash Lite has a stacking order of levels starting with level 0. These levels are like layers of acetate; they are transparent except for the objects on each level. When you use loadMovieNum(), you must specify a level in Flash Lite where the SWF file will load. When a SWF file is loaded into a level, you can use the syntax _levelN, where N is the level number, to target the SWF file. When you load a SWF file, you can specify any level number. You can load SWF files into a level that already has a SWF file loaded into it, and the&#160;new SWF file replaces the existing file. If you load a SWF file into level 0, every level in Flash Lite is unloaded, and level 0 is replaced with the new file. The SWF file in level 0 sets the frame rate, background color, and frame size for all other loaded SWF files.  Use unloadMovieNum() to remove SWF files or images that were loaded with loadMovieNum().  The following example loads the SWF file into level&#160;2: loadMovieNum(&quot;http://www.someserver.com/flash/circle.swf&quot;, 2   _level, loadMovie(), unloadMovieNum() " />
<page href="00005730.html" title="loadVariables()" text="loadVariables()  Flash Lite 1.1.  loadVariables(url, target [, variables])   url&#160;A string representing an absolute or relative URL where the variables are located. If the SWF file issuing this call is running in a&#160;web browser, url must be in the same domain as the&#160;SWF file. target&#160;The target path to a movie clip that receives the loaded variables.  variables&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, Active Server Pages (ASP), PHP, or Perl script, and sets the values for variables in a target movie clip. This function can also update variables in the active SWF file with new values. The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard format used by CGI scripts). Any&#160;number of variables can be specified. For example, the following phrase defines several&#160;variables: company=Adobe&amp;address=600+Townsend&amp;city=San+Francisco&amp;zip=94103 To load variables into a specific level, use the loadVariablesNum() function instead of the loadVariables() function.  The following examples load variables from a text file and from a server: // load variables from text file on local file system (Symbian Series 60) on(release, keyPress &quot;1&quot;) {  filePath = &quot;file://c:/documents/flash/myApp/myvariables.txt&quot;;  loadVariables(filePath, _root }  // load variables (from server) into a movieclip urlPath = &quot;http://www.someserver.com/myvariables.txt&quot;; loadVariables(urlPath, &quot;myClip_mc&quot;  loadMovieNum(), loadVariablesNum(), unloadMovie() loadVariables()  Flash Lite 1.1.  loadVariables(url, target [, variables])   url&#160;A string representing an absolute or relative URL where the variables are located. If the SWF file issuing this call is running in a&#160;web browser, url must be in the same domain as the&#160;SWF file. target&#160;The target path to a movie clip that receives the loaded variables.  variables&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, Active Server Pages (ASP), PHP, or Perl script, and sets the values for variables in a target movie clip. This function can also update variables in the active SWF file with new values. The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard format used by CGI scripts). Any&#160;number of variables can be specified. For example, the following phrase defines several&#160;variables: company=Adobe&amp;address=600+Townsend&amp;city=San+Francisco&amp;zip=94103 To load variables into a specific level, use the loadVariablesNum() function instead of the loadVariables() function.  The following examples load variables from a text file and from a server: // load variables from text file on local file system (Symbian Series 60) on(release, keyPress &quot;1&quot;) {  filePath = &quot;file://c:/documents/flash/myApp/myvariables.txt&quot;;  loadVariables(filePath, _root }  // load variables (from server) into a movieclip urlPath = &quot;http://www.someserver.com/myvariables.txt&quot;; loadVariables(urlPath, &quot;myClip_mc&quot;  loadMovieNum(), loadVariablesNum(), unloadMovie() loadVariables()  Flash Lite 1.1.  loadVariables(url, target [, variables])   url&#160;A string representing an absolute or relative URL where the variables are located. If the SWF file issuing this call is running in a&#160;web browser, url must be in the same domain as the&#160;SWF file. target&#160;The target path to a movie clip that receives the loaded variables.  variables&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, Active Server Pages (ASP), PHP, or Perl script, and sets the values for variables in a target movie clip. This function can also update variables in the active SWF file with new values. The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard format used by CGI scripts). Any&#160;number of variables can be specified. For example, the following phrase defines several&#160;variables: company=Adobe&amp;address=600+Townsend&amp;city=San+Francisco&amp;zip=94103 To load variables into a specific level, use the loadVariablesNum() function instead of the loadVariables() function.  The following examples load variables from a text file and from a server: // load variables from text file on local file system (Symbian Series 60) on(release, keyPress &quot;1&quot;) {  filePath = &quot;file://c:/documents/flash/myApp/myvariables.txt&quot;;  loadVariables(filePath, _root }  // load variables (from server) into a movieclip urlPath = &quot;http://www.someserver.com/myvariables.txt&quot;; loadVariables(urlPath, &quot;myClip_mc&quot;  loadMovieNum(), loadVariablesNum(), unloadMovie() " />
<page href="00005731.html" title="loadVariablesNum()" text="loadVariablesNum()  Flash Lite 1.1.  loadVariablesNum(url, level [, variables])   url&#160;A string representing an absolute or relative URL where the variables to be loaded are located. If the SWF file issuing this call is running in a&#160;web browser, url must be in the same domain as the SWF file; for more information, see the following Description section. level&#160;An integer that specifies the level in Flash Lite to receive the variables.  variables&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values.  The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard format used by CGI scripts). Any&#160;number of variables can be specified. The following example phrase defines several&#160;variables: company=Adobe&amp;address=600+Townsend&amp;city=San+Francisco&amp;zip=94103 Normally, Flash Lite displays a single SWF file, and then closes. The loadVariablesNum() function lets you display several SWF files at once and switch among SWF files without loading another HTML document. To load variables into a target movie clip, use the loadVariables() function instead of the loadVariablesNum() function.   getURL(), loadMovie(), loadMovieNum(), loadVariables() loadVariablesNum()  Flash Lite 1.1.  loadVariablesNum(url, level [, variables])   url&#160;A string representing an absolute or relative URL where the variables to be loaded are located. If the SWF file issuing this call is running in a&#160;web browser, url must be in the same domain as the SWF file; for more information, see the following Description section. level&#160;An integer that specifies the level in Flash Lite to receive the variables.  variables&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values.  The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard format used by CGI scripts). Any&#160;number of variables can be specified. The following example phrase defines several&#160;variables: company=Adobe&amp;address=600+Townsend&amp;city=San+Francisco&amp;zip=94103 Normally, Flash Lite displays a single SWF file, and then closes. The loadVariablesNum() function lets you display several SWF files at once and switch among SWF files without loading another HTML document. To load variables into a target movie clip, use the loadVariables() function instead of the loadVariablesNum() function.   getURL(), loadMovie(), loadMovieNum(), loadVariables() loadVariablesNum()  Flash Lite 1.1.  loadVariablesNum(url, level [, variables])   url&#160;A string representing an absolute or relative URL where the variables to be loaded are located. If the SWF file issuing this call is running in a&#160;web browser, url must be in the same domain as the SWF file; for more information, see the following Description section. level&#160;An integer that specifies the level in Flash Lite to receive the variables.  variables&#160;An optional string parameter specifying an HTTP method for sending variables. The parameter must be the string GET or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used for long strings of variables.  Function; reads data from an external file, such as a text file or text generated by a ColdFusion, CGI, ASP, PHP, or Perl script, and sets the values for variables in a Flash Lite level. This function can also update variables in the active SWF file with new values.  The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard format used by CGI scripts). Any&#160;number of variables can be specified. The following example phrase defines several&#160;variables: company=Adobe&amp;address=600+Townsend&amp;city=San+Francisco&amp;zip=94103 Normally, Flash Lite displays a single SWF file, and then closes. The loadVariablesNum() function lets you display several SWF files at once and switch among SWF files without loading another HTML document. To load variables into a target movie clip, use the loadVariables() function instead of the loadVariablesNum() function.   getURL(), loadMovie(), loadMovieNum(), loadVariables() " />
<page href="00005732.html" title="mbchr()" text="mbchr()  Flash Lite 1.0.  mbchr(number)  number&#160;The number to convert to a multibyte character.  String function; converts an ASCII code number to a multibyte character.  The following example converts ASCII code numbers to their mulitibyte character equivalents: trace (mbchr(65) // Output: A trace (mbchr(97) // Output: a trace (mbchr(36) // Output: $  myString = mbchr(51) - mbchr(49 trace (&quot;result = &quot; add myString // Output: result = 2  mblength(), mbsubstring() mbchr()  Flash Lite 1.0.  mbchr(number)  number&#160;The number to convert to a multibyte character.  String function; converts an ASCII code number to a multibyte character.  The following example converts ASCII code numbers to their mulitibyte character equivalents: trace (mbchr(65) // Output: A trace (mbchr(97) // Output: a trace (mbchr(36) // Output: $  myString = mbchr(51) - mbchr(49 trace (&quot;result = &quot; add myString // Output: result = 2  mblength(), mbsubstring() mbchr()  Flash Lite 1.0.  mbchr(number)  number&#160;The number to convert to a multibyte character.  String function; converts an ASCII code number to a multibyte character.  The following example converts ASCII code numbers to their mulitibyte character equivalents: trace (mbchr(65) // Output: A trace (mbchr(97) // Output: a trace (mbchr(36) // Output: $  myString = mbchr(51) - mbchr(49 trace (&quot;result = &quot; add myString // Output: result = 2  mblength(), mbsubstring() " />
<page href="00005733.html" title="mblength()" text="mblength()  Flash Lite 1.0.  mblength(string)  string&#160;A string.   String function; returns the length of the multibyte character string.   The following example displays the length of the string in the myString variable: myString = mbchr(36) add mbchr(50 trace (&quot;string length = &quot; add mblength(myString) // Output: string length = 2  mbchr(), mbsubstring() mblength()  Flash Lite 1.0.  mblength(string)  string&#160;A string.   String function; returns the length of the multibyte character string.   The following example displays the length of the string in the myString variable: myString = mbchr(36) add mbchr(50 trace (&quot;string length = &quot; add mblength(myString) // Output: string length = 2  mbchr(), mbsubstring() mblength()  Flash Lite 1.0.  mblength(string)  string&#160;A string.   String function; returns the length of the multibyte character string.   The following example displays the length of the string in the myString variable: myString = mbchr(36) add mbchr(50 trace (&quot;string length = &quot; add mblength(myString) // Output: string length = 2  mbchr(), mbsubstring() " />
<page href="00005734.html" title="mbord()" text="mbord()  Flash Lite 1.0.  mbord(character)  character&#160;The character to convert to a multibyte number.  String function; converts the specified character to a multibyte number.  The following examples convert the characters in the myString variable to multibyte&#160;numbers: myString = &quot;A&quot;; trace (&quot;ord = &quot; add mbord(myString) // Output: 65  myString = &quot;$120&quot;; for (i=1; i&lt;=length(myString i++)   char = substring(myString, i, 1  trace (&quot;char ord = &quot; add mbord(char) // Output: 36, 49, 50, 48 }  mbchr(), mbsubstring() mbord()  Flash Lite 1.0.  mbord(character)  character&#160;The character to convert to a multibyte number.  String function; converts the specified character to a multibyte number.  The following examples convert the characters in the myString variable to multibyte&#160;numbers: myString = &quot;A&quot;; trace (&quot;ord = &quot; add mbord(myString) // Output: 65  myString = &quot;$120&quot;; for (i=1; i&lt;=length(myString i++)   char = substring(myString, i, 1  trace (&quot;char ord = &quot; add mbord(char) // Output: 36, 49, 50, 48 }  mbchr(), mbsubstring() mbord()  Flash Lite 1.0.  mbord(character)  character&#160;The character to convert to a multibyte number.  String function; converts the specified character to a multibyte number.  The following examples convert the characters in the myString variable to multibyte&#160;numbers: myString = &quot;A&quot;; trace (&quot;ord = &quot; add mbord(myString) // Output: 65  myString = &quot;$120&quot;; for (i=1; i&lt;=length(myString i++)   char = substring(myString, i, 1  trace (&quot;char ord = &quot; add mbord(char) // Output: 36, 49, 50, 48 }  mbchr(), mbsubstring() " />
<page href="00005735.html" title="mbsubstring()" text="mbsubstring()  Flash Lite 1.0.  mbsubstring(value, index, count)  value&#160;The multibyte string from which to extract a new multibyte string. index&#160;The number of the first character to extract. count&#160;The number of characters to include in the extracted string, not including the index&#160;character.  String function; extracts a new multibyte character string from a multibyte character string.   The following example extracts a new multibyte character string from the string contained in the myString variable: myString = mbchr(36) add mbchr(49) add mbchr(50) add mbchr(48 trace (mbsubstring(myString, 0, 2) // Output: $1  mbchr()  mbsubstring()  Flash Lite 1.0.  mbsubstring(value, index, count)  value&#160;The multibyte string from which to extract a new multibyte string. index&#160;The number of the first character to extract. count&#160;The number of characters to include in the extracted string, not including the index&#160;character.  String function; extracts a new multibyte character string from a multibyte character string.   The following example extracts a new multibyte character string from the string contained in the myString variable: myString = mbchr(36) add mbchr(49) add mbchr(50) add mbchr(48 trace (mbsubstring(myString, 0, 2) // Output: $1  mbchr()  mbsubstring()  Flash Lite 1.0.  mbsubstring(value, index, count)  value&#160;The multibyte string from which to extract a new multibyte string. index&#160;The number of the first character to extract. count&#160;The number of characters to include in the extracted string, not including the index&#160;character.  String function; extracts a new multibyte character string from a multibyte character string.   The following example extracts a new multibyte character string from the string contained in the myString variable: myString = mbchr(36) add mbchr(49) add mbchr(50) add mbchr(48 trace (mbsubstring(myString, 0, 2) // Output: $1  mbchr()  " />
<page href="00005736.html" title="nextFrame()" text="nextFrame()  Flash Lite 1.0.  nextFrame()  None.  Function; sends the playhead to the next frame and stops it.  In the following example, when the user clicks the button, the playhead moves to the next frame and stops:  on (release) {  nextFrame( }  prevFrame() nextFrame()  Flash Lite 1.0.  nextFrame()  None.  Function; sends the playhead to the next frame and stops it.  In the following example, when the user clicks the button, the playhead moves to the next frame and stops:  on (release) {  nextFrame( }  prevFrame() nextFrame()  Flash Lite 1.0.  nextFrame()  None.  Function; sends the playhead to the next frame and stops it.  In the following example, when the user clicks the button, the playhead moves to the next frame and stops:  on (release) {  nextFrame( }  prevFrame() " />
<page href="00005737.html" title="nextScene()" text="nextScene()  Flash Lite 1.0.  nextScene()  None.  Function; sends the playhead to Frame 1 of the next scene and stops it.  In the following example, when a user releases the button, the playhead moves to Frame 1 of the next scene:  on(release) {  nextScene( }  prevScene() nextScene()  Flash Lite 1.0.  nextScene()  None.  Function; sends the playhead to Frame 1 of the next scene and stops it.  In the following example, when a user releases the button, the playhead moves to Frame 1 of the next scene:  on(release) {  nextScene( }  prevScene() nextScene()  Flash Lite 1.0.  nextScene()  None.  Function; sends the playhead to Frame 1 of the next scene and stops it.  In the following example, when a user releases the button, the playhead moves to Frame 1 of the next scene:  on(release) {  nextScene( }  prevScene() " />
<page href="00005738.html" title="Number()" text="Number()  Flash Lite 1.0.  Number(expression)  expression&#160;An expression to convert to a number.  Function; converts the parameter expression to a number and returns a value as described in the following list: If expression is a number, the return value is expression. If expression is a Boolean value, the return value is 1 if expression is true; 0 if expression is&#160;false. If expression is a string, the function attempts to parse expression as a decimal number with an optional trailing exponent (that is, 1.57505e-3). If expression is undefined, the return value is -1.  The following example converts the string in the myString variable to a number, stores the number in the myNumber variable, adds 5 to the number, and stores the result in the variable myResult. The final line shows the result when you call Number() on a Boolean value. myString = &quot;55&quot;; myNumber = Number(myString myResult = myNumber + 5;  trace (myResult // Output: 60  trace (Number(true) // Output: 1 Number()  Flash Lite 1.0.  Number(expression)  expression&#160;An expression to convert to a number.  Function; converts the parameter expression to a number and returns a value as described in the following list: If expression is a number, the return value is expression. If expression is a Boolean value, the return value is 1 if expression is true; 0 if expression is&#160;false. If expression is a string, the function attempts to parse expression as a decimal number with an optional trailing exponent (that is, 1.57505e-3). If expression is undefined, the return value is -1.  The following example converts the string in the myString variable to a number, stores the number in the myNumber variable, adds 5 to the number, and stores the result in the variable myResult. The final line shows the result when you call Number() on a Boolean value. myString = &quot;55&quot;; myNumber = Number(myString myResult = myNumber + 5;  trace (myResult // Output: 60  trace (Number(true) // Output: 1 Number()  Flash Lite 1.0.  Number(expression)  expression&#160;An expression to convert to a number.  Function; converts the parameter expression to a number and returns a value as described in the following list: If expression is a number, the return value is expression. If expression is a Boolean value, the return value is 1 if expression is true; 0 if expression is&#160;false. If expression is a string, the function attempts to parse expression as a decimal number with an optional trailing exponent (that is, 1.57505e-3). If expression is undefined, the return value is -1.  The following example converts the string in the myString variable to a number, stores the number in the myNumber variable, adds 5 to the number, and stores the result in the variable myResult. The final line shows the result when you call Number() on a Boolean value. myString = &quot;55&quot;; myNumber = Number(myString myResult = myNumber + 5;  trace (myResult // Output: 60  trace (Number(true) // Output: 1 " />
<page href="00005739.html" title="on()" text="on()  Flash Lite 1.0.   on(event) {  // statement(s)  }  statement(s)&#160;The instructions to execute when event occurs.  event &#160;This trigger is called an event. When a user event occurs, the statements following&#160;it within curly braces ({}) execute. Any of the following values can be specified for the event&#160;parameter: press&#160;The button is pressed while the pointer is over the&#160;button. release&#160;The button is released while the pointer is over the button. rollOut&#160;The pointer rolls outside the button area. rollOver&#160;The pointer rolls over the button. keyPress &quot;key&quot;&#160;The specified key is pressed. For the key portion of the parameter, specify a key code or key constant.   Event handler; specifies the user event or keypress that triggers a function. Not all events are&#160;supported.  The following code, which scrolls the myText field down one line when the user presses the 8&#160;key, tests against maxscroll before scrolling: on (keyPress &quot;8&quot;) {  if (myText.scroll &lt; myText.maxscroll) {  myText.scroll++;  } } on()  Flash Lite 1.0.   on(event) {  // statement(s)  }  statement(s)&#160;The instructions to execute when event occurs.  event &#160;This trigger is called an event. When a user event occurs, the statements following&#160;it within curly braces ({}) execute. Any of the following values can be specified for the event&#160;parameter: press&#160;The button is pressed while the pointer is over the&#160;button. release&#160;The button is released while the pointer is over the button. rollOut&#160;The pointer rolls outside the button area. rollOver&#160;The pointer rolls over the button. keyPress &quot;key&quot;&#160;The specified key is pressed. For the key portion of the parameter, specify a key code or key constant.   Event handler; specifies the user event or keypress that triggers a function. Not all events are&#160;supported.  The following code, which scrolls the myText field down one line when the user presses the 8&#160;key, tests against maxscroll before scrolling: on (keyPress &quot;8&quot;) {  if (myText.scroll &lt; myText.maxscroll) {  myText.scroll++;  } } on()  Flash Lite 1.0.   on(event) {  // statement(s)  }  statement(s)&#160;The instructions to execute when event occurs.  event &#160;This trigger is called an event. When a user event occurs, the statements following&#160;it within curly braces ({}) execute. Any of the following values can be specified for the event&#160;parameter: press&#160;The button is pressed while the pointer is over the&#160;button. release&#160;The button is released while the pointer is over the button. rollOut&#160;The pointer rolls outside the button area. rollOver&#160;The pointer rolls over the button. keyPress &quot;key&quot;&#160;The specified key is pressed. For the key portion of the parameter, specify a key code or key constant.   Event handler; specifies the user event or keypress that triggers a function. Not all events are&#160;supported.  The following code, which scrolls the myText field down one line when the user presses the 8&#160;key, tests against maxscroll before scrolling: on (keyPress &quot;8&quot;) {  if (myText.scroll &lt; myText.maxscroll) {  myText.scroll++;  } } " />
<page href="00005740.html" title="ord()" text="ord()  Flash Lite 1.0.  ord(character)  character&#160;The character to convert to an ASCII code number.   String function; converts characters to ASCII code numbers.  The following example uses the ord() function to display the ASCII code for the character A: trace (&quot;multibyte number = &quot; add ord(&quot;A&quot;) // Output: multibyte number = 65 ord()  Flash Lite 1.0.  ord(character)  character&#160;The character to convert to an ASCII code number.   String function; converts characters to ASCII code numbers.  The following example uses the ord() function to display the ASCII code for the character A: trace (&quot;multibyte number = &quot; add ord(&quot;A&quot;) // Output: multibyte number = 65 ord()  Flash Lite 1.0.  ord(character)  character&#160;The character to convert to an ASCII code number.   String function; converts characters to ASCII code numbers.  The following example uses the ord() function to display the ASCII code for the character A: trace (&quot;multibyte number = &quot; add ord(&quot;A&quot;) // Output: multibyte number = 65 " />
<page href="00005741.html" title="play()" text="play()  Flash Lite 1.0.  play()  None.  Function; moves the playhead forward in the timeline.  The following example uses an if statement to check the value of a name that the user enters. If the user enters Steve, the play() function is called, and the playhead moves forward in the timeline. If the user enters anything other than Steve, the SWF file does not play, and a text field with the variable name alert appears. stop( if (name == &quot;Steve&quot;) {  play( } else {  alert=&quot;You are not Steve!&quot;; } play()  Flash Lite 1.0.  play()  None.  Function; moves the playhead forward in the timeline.  The following example uses an if statement to check the value of a name that the user enters. If the user enters Steve, the play() function is called, and the playhead moves forward in the timeline. If the user enters anything other than Steve, the SWF file does not play, and a text field with the variable name alert appears. stop( if (name == &quot;Steve&quot;) {  play( } else {  alert=&quot;You are not Steve!&quot;; } play()  Flash Lite 1.0.  play()  None.  Function; moves the playhead forward in the timeline.  The following example uses an if statement to check the value of a name that the user enters. If the user enters Steve, the play() function is called, and the playhead moves forward in the timeline. If the user enters anything other than Steve, the SWF file does not play, and a text field with the variable name alert appears. stop( if (name == &quot;Steve&quot;) {  play( } else {  alert=&quot;You are not Steve!&quot;; } " />
<page href="00005742.html" title="prevFrame()" text="prevFrame()  Flash Lite 1.0.  prevFrame()  None.  Function; sends the playhead to the previous frame and stops it. If the current frame is Frame 1, the playhead does not move.  When the user clicks a button that has the following handler attached to it, the playhead is sent to the previous frame: on(release) {  prevFrame( }  nextFrame() prevFrame()  Flash Lite 1.0.  prevFrame()  None.  Function; sends the playhead to the previous frame and stops it. If the current frame is Frame 1, the playhead does not move.  When the user clicks a button that has the following handler attached to it, the playhead is sent to the previous frame: on(release) {  prevFrame( }  nextFrame() prevFrame()  Flash Lite 1.0.  prevFrame()  None.  Function; sends the playhead to the previous frame and stops it. If the current frame is Frame 1, the playhead does not move.  When the user clicks a button that has the following handler attached to it, the playhead is sent to the previous frame: on(release) {  prevFrame( }  nextFrame() " />
<page href="00005743.html" title="prevScene()" text="prevScene()  Flash Lite 1.0.  prevScene()  None.  Function; sends the playhead to Frame 1 of the previous scene and stops it.  In this example, when the user clicks a button that has the following handler attached to it, the playhead is sent to the previous scene: on(release) {  prevScene( }  nextScene() prevScene()  Flash Lite 1.0.  prevScene()  None.  Function; sends the playhead to Frame 1 of the previous scene and stops it.  In this example, when the user clicks a button that has the following handler attached to it, the playhead is sent to the previous scene: on(release) {  prevScene( }  nextScene() prevScene()  Flash Lite 1.0.  prevScene()  None.  Function; sends the playhead to Frame 1 of the previous scene and stops it.  In this example, when the user clicks a button that has the following handler attached to it, the playhead is sent to the previous scene: on(release) {  prevScene( }  nextScene() " />
<page href="00005744.html" title="random()" text="random()  Flash Lite 1.0.  random(value)  value&#160;An integer.   Function; returns a random integer between 0 and one less than the integer specified in the value&#160;parameter.  The following examples generate a number based on an integer specifying the range: //pick random number between 0 and 5 myNumber = random(5 trace (myNumber // Output: could be 0,1,2,3,4  //pick random number between 5 and 10 myNumber = random(5) + 5; trace (myNumber // Output: could be 5,6,7,8,9 The following examples generate a number, and then concatenate it onto the end of a string being evaluated as a variable name. This is an example of how Flash Lite 1.1 syntax can be used to simulate arrays. // select random name from list myNames1 = &quot;Mike&quot;; myNames2 = &quot;Debbie&quot;; myNames3 = &quot;Logan&quot;;  ran = random(3) + 1; ranName = &quot;myNames&quot; add ran; trace (eval(ranName) // Output: will be mike, debbie, or logan random()  Flash Lite 1.0.  random(value)  value&#160;An integer.   Function; returns a random integer between 0 and one less than the integer specified in the value&#160;parameter.  The following examples generate a number based on an integer specifying the range: //pick random number between 0 and 5 myNumber = random(5 trace (myNumber // Output: could be 0,1,2,3,4  //pick random number between 5 and 10 myNumber = random(5) + 5; trace (myNumber // Output: could be 5,6,7,8,9 The following examples generate a number, and then concatenate it onto the end of a string being evaluated as a variable name. This is an example of how Flash Lite 1.1 syntax can be used to simulate arrays. // select random name from list myNames1 = &quot;Mike&quot;; myNames2 = &quot;Debbie&quot;; myNames3 = &quot;Logan&quot;;  ran = random(3) + 1; ranName = &quot;myNames&quot; add ran; trace (eval(ranName) // Output: will be mike, debbie, or logan random()  Flash Lite 1.0.  random(value)  value&#160;An integer.   Function; returns a random integer between 0 and one less than the integer specified in the value&#160;parameter.  The following examples generate a number based on an integer specifying the range: //pick random number between 0 and 5 myNumber = random(5 trace (myNumber // Output: could be 0,1,2,3,4  //pick random number between 5 and 10 myNumber = random(5) + 5; trace (myNumber // Output: could be 5,6,7,8,9 The following examples generate a number, and then concatenate it onto the end of a string being evaluated as a variable name. This is an example of how Flash Lite 1.1 syntax can be used to simulate arrays. // select random name from list myNames1 = &quot;Mike&quot;; myNames2 = &quot;Debbie&quot;; myNames3 = &quot;Logan&quot;;  ran = random(3) + 1; ranName = &quot;myNames&quot; add ran; trace (eval(ranName) // Output: will be mike, debbie, or logan " />
<page href="00005745.html" title="removeMovieClip()" text="removeMovieClip()  Flash Lite 1.0.  removeMovieClip(target)  target&#160;The target path of a movie clip instance created with duplicateMovieClip().  Function; deletes the specified movie clip that was originally created using duplicateMovieClip().   The following example deletes the duplicate movie clip named second_mc: duplicateMovieClip(&quot;person_mc&quot;, &quot;second_mc&quot;, 1 second_mc:_x = 55; second_mc:_y = 85; removeMovieClip(&quot;second_mc&quot; removeMovieClip()  Flash Lite 1.0.  removeMovieClip(target)  target&#160;The target path of a movie clip instance created with duplicateMovieClip().  Function; deletes the specified movie clip that was originally created using duplicateMovieClip().   The following example deletes the duplicate movie clip named second_mc: duplicateMovieClip(&quot;person_mc&quot;, &quot;second_mc&quot;, 1 second_mc:_x = 55; second_mc:_y = 85; removeMovieClip(&quot;second_mc&quot; removeMovieClip()  Flash Lite 1.0.  removeMovieClip(target)  target&#160;The target path of a movie clip instance created with duplicateMovieClip().  Function; deletes the specified movie clip that was originally created using duplicateMovieClip().   The following example deletes the duplicate movie clip named second_mc: duplicateMovieClip(&quot;person_mc&quot;, &quot;second_mc&quot;, 1 second_mc:_x = 55; second_mc:_y = 85; removeMovieClip(&quot;second_mc&quot; " />
<page href="00005746.html" title="set()" text="set()  Flash Lite 1.0.  set(variable, expression)  variable&#160;An identifier to hold the value of the expression parameter. expression&#160;A value assigned to the variable.  Statement; assigns a value to a variable. A variable is a container that holds data. The container is always the same, but the contents can change. By changing the value of a variable as the SWF file plays, you can record and save information about what the user has done, record values that change as the SWF file plays, or evaluate whether a condition is true or&#160;false.  Variables can hold any data type (for example, String, Number, Boolean, or MovieClip). The timeline of each SWF file and movie clip has its own set of variables, and each variable has its own value that is independent of variables on other timelines.  The following example sets a variable called orig_x_pos, which stores the original x axis position of the ship movie clip to reset the ship to its starting location later in the SWF file: on(release) {  set(&quot;orig_x_pos&quot;, getProperty(&quot;ship&quot;, _x) } The preceding code gives the same result as the following code: on(release) {  orig_x_pos = ship._x; } set()  Flash Lite 1.0.  set(variable, expression)  variable&#160;An identifier to hold the value of the expression parameter. expression&#160;A value assigned to the variable.  Statement; assigns a value to a variable. A variable is a container that holds data. The container is always the same, but the contents can change. By changing the value of a variable as the SWF file plays, you can record and save information about what the user has done, record values that change as the SWF file plays, or evaluate whether a condition is true or&#160;false.  Variables can hold any data type (for example, String, Number, Boolean, or MovieClip). The timeline of each SWF file and movie clip has its own set of variables, and each variable has its own value that is independent of variables on other timelines.  The following example sets a variable called orig_x_pos, which stores the original x axis position of the ship movie clip to reset the ship to its starting location later in the SWF file: on(release) {  set(&quot;orig_x_pos&quot;, getProperty(&quot;ship&quot;, _x) } The preceding code gives the same result as the following code: on(release) {  orig_x_pos = ship._x; } set()  Flash Lite 1.0.  set(variable, expression)  variable&#160;An identifier to hold the value of the expression parameter. expression&#160;A value assigned to the variable.  Statement; assigns a value to a variable. A variable is a container that holds data. The container is always the same, but the contents can change. By changing the value of a variable as the SWF file plays, you can record and save information about what the user has done, record values that change as the SWF file plays, or evaluate whether a condition is true or&#160;false.  Variables can hold any data type (for example, String, Number, Boolean, or MovieClip). The timeline of each SWF file and movie clip has its own set of variables, and each variable has its own value that is independent of variables on other timelines.  The following example sets a variable called orig_x_pos, which stores the original x axis position of the ship movie clip to reset the ship to its starting location later in the SWF file: on(release) {  set(&quot;orig_x_pos&quot;, getProperty(&quot;ship&quot;, _x) } The preceding code gives the same result as the following code: on(release) {  orig_x_pos = ship._x; } " />
<page href="00005747.html" title="setProperty()" text="setProperty()  Flash Lite 1.0.  setProperty(target, property, value/expression)  target&#160;The path to the instance name of the movie clip whose property is to be&#160;set. property&#160;The property to be set. value&#160;The new literal value of the property. expression&#160;An equation that evaluates to the new value of the property.  Function; changes a property value of a movie clip as the movie plays.   The following statement sets the _alpha property of the star movie clip to 30 percent when the user clicks the button associated with this event handler:  on(release) {  setProperty(&quot;star&quot;, _alpha, &quot;30&quot; }  getProperty()  setProperty()  Flash Lite 1.0.  setProperty(target, property, value/expression)  target&#160;The path to the instance name of the movie clip whose property is to be&#160;set. property&#160;The property to be set. value&#160;The new literal value of the property. expression&#160;An equation that evaluates to the new value of the property.  Function; changes a property value of a movie clip as the movie plays.   The following statement sets the _alpha property of the star movie clip to 30 percent when the user clicks the button associated with this event handler:  on(release) {  setProperty(&quot;star&quot;, _alpha, &quot;30&quot; }  getProperty()  setProperty()  Flash Lite 1.0.  setProperty(target, property, value/expression)  target&#160;The path to the instance name of the movie clip whose property is to be&#160;set. property&#160;The property to be set. value&#160;The new literal value of the property. expression&#160;An equation that evaluates to the new value of the property.  Function; changes a property value of a movie clip as the movie plays.   The following statement sets the _alpha property of the star movie clip to 30 percent when the user clicks the button associated with this event handler:  on(release) {  setProperty(&quot;star&quot;, _alpha, &quot;30&quot; }  getProperty()  " />
<page href="00005748.html" title="stop()" text="stop()  Flash Lite 1.0.   stop()  None.  Function; stops the SWF file that is currently playing. The most common use of this function is to control movie clips with buttons.  The following statement calls the stop() function when the user clicks the button associated with this event handler: on(release) {  stop( } stop()  Flash Lite 1.0.   stop()  None.  Function; stops the SWF file that is currently playing. The most common use of this function is to control movie clips with buttons.  The following statement calls the stop() function when the user clicks the button associated with this event handler: on(release) {  stop( } stop()  Flash Lite 1.0.   stop()  None.  Function; stops the SWF file that is currently playing. The most common use of this function is to control movie clips with buttons.  The following statement calls the stop() function when the user clicks the button associated with this event handler: on(release) {  stop( } " />
<page href="00005749.html" title="stopAllSounds()" text="stopAllSounds()  Flash Lite 1.0.  stopAllSounds()  None.  Function; stops all sounds currently playing in a SWF file without stopping the playhead. Sounds set to stream will resume playing as the playhead moves over the frames that contain&#160;them.  The following code could be applied to a button that when clicked, stops all sounds in the SWF&#160;file: on(release) {  stopAllSounds( } stopAllSounds()  Flash Lite 1.0.  stopAllSounds()  None.  Function; stops all sounds currently playing in a SWF file without stopping the playhead. Sounds set to stream will resume playing as the playhead moves over the frames that contain&#160;them.  The following code could be applied to a button that when clicked, stops all sounds in the SWF&#160;file: on(release) {  stopAllSounds( } stopAllSounds()  Flash Lite 1.0.  stopAllSounds()  None.  Function; stops all sounds currently playing in a SWF file without stopping the playhead. Sounds set to stream will resume playing as the playhead moves over the frames that contain&#160;them.  The following code could be applied to a button that when clicked, stops all sounds in the SWF&#160;file: on(release) {  stopAllSounds( } " />
<page href="00005750.html" title="String()" text="String()  Flash Lite 1.0.  String(expression)  expression&#160;An expression to convert to a string.  Function; returns a string representation of the specified parameter as described in the following list: If expression is a number, the return string is a text representation of the number. If expression is a string, the return string is expression. If expression is a Boolean value, the return string is true or false.  If expression is a movie clip, the return value is the target path of the movie clip in slash (/) notation.  The following example sets birthYearNum to 1976, converts it to a string using the String() function, and then compares it to the string &quot;1976&quot; by using the eq operator. birthYearNum = 1976; birthYearStr = String(birthYearNum if (birthYearStr eq &quot;1976&quot;) {  trace (&quot;birthYears match&quot; } String()  Flash Lite 1.0.  String(expression)  expression&#160;An expression to convert to a string.  Function; returns a string representation of the specified parameter as described in the following list: If expression is a number, the return string is a text representation of the number. If expression is a string, the return string is expression. If expression is a Boolean value, the return string is true or false.  If expression is a movie clip, the return value is the target path of the movie clip in slash (/) notation.  The following example sets birthYearNum to 1976, converts it to a string using the String() function, and then compares it to the string &quot;1976&quot; by using the eq operator. birthYearNum = 1976; birthYearStr = String(birthYearNum if (birthYearStr eq &quot;1976&quot;) {  trace (&quot;birthYears match&quot; } String()  Flash Lite 1.0.  String(expression)  expression&#160;An expression to convert to a string.  Function; returns a string representation of the specified parameter as described in the following list: If expression is a number, the return string is a text representation of the number. If expression is a string, the return string is expression. If expression is a Boolean value, the return string is true or false.  If expression is a movie clip, the return value is the target path of the movie clip in slash (/) notation.  The following example sets birthYearNum to 1976, converts it to a string using the String() function, and then compares it to the string &quot;1976&quot; by using the eq operator. birthYearNum = 1976; birthYearStr = String(birthYearNum if (birthYearStr eq &quot;1976&quot;) {  trace (&quot;birthYears match&quot; } " />
<page href="00005751.html" title="substring()" text="substring()  Flash Lite 1.0.  substring(string, index, count)   string&#160;The string from which to extract the new string. index&#160;The number of the first character to extract. count&#160;The number of characters to include in the extracted string, not including the index&#160;character.  Function; extracts part of a string. This function is one-based, whereas the String class methods are zero-based.  The following example extracts the first five characters from the string &quot;Hello World&quot;: origString = &quot;Hello World!&quot;; newString = substring(origString, 0, 5 trace (newString // Output: Hello substring()  Flash Lite 1.0.  substring(string, index, count)   string&#160;The string from which to extract the new string. index&#160;The number of the first character to extract. count&#160;The number of characters to include in the extracted string, not including the index&#160;character.  Function; extracts part of a string. This function is one-based, whereas the String class methods are zero-based.  The following example extracts the first five characters from the string &quot;Hello World&quot;: origString = &quot;Hello World!&quot;; newString = substring(origString, 0, 5 trace (newString // Output: Hello substring()  Flash Lite 1.0.  substring(string, index, count)   string&#160;The string from which to extract the new string. index&#160;The number of the first character to extract. count&#160;The number of characters to include in the extracted string, not including the index&#160;character.  Function; extracts part of a string. This function is one-based, whereas the String class methods are zero-based.  The following example extracts the first five characters from the string &quot;Hello World&quot;: origString = &quot;Hello World!&quot;; newString = substring(origString, 0, 5 trace (newString // Output: Hello " />
<page href="00005752.html" title="tellTarget()" text="tellTarget()  Flash Lite 1.0.  tellTarget(target) {  statement(s }  target&#160;A string that specifies the target path of the timeline to control. statement(s)&#160;The instructions to execute if the condition evaluates to true.  Function; applies the instructions specified in the statement(s) parameter to the timeline specified in the target parameter. The tellTarget() function is useful for navigation controls. Assign tellTarget() to buttons that stop or start movie clips elsewhere on the Stage. You can also make movie clips go to a particular frame in that clip. For example, you might assign tellTarget() to buttons that stop or start movie clips on the Stage or prompt movie clips to move to a particular&#160;frame.   In the following example, tellTarget() controls the ball movie clip instance on the main timeline. Frame 1 of the ball instance is blank and has a stop() function so that it isn't visible on the Stage. When the user presses the 5 key, tellTarget() tells the playhead in ball to go to Frame&#160;2 where the animation starts.  on(keyPress &quot;5&quot;) {  tellTarget(&quot;ball&quot;) {  gotoAndPlay(2  } } tellTarget()  Flash Lite 1.0.  tellTarget(target) {  statement(s }  target&#160;A string that specifies the target path of the timeline to control. statement(s)&#160;The instructions to execute if the condition evaluates to true.  Function; applies the instructions specified in the statement(s) parameter to the timeline specified in the target parameter. The tellTarget() function is useful for navigation controls. Assign tellTarget() to buttons that stop or start movie clips elsewhere on the Stage. You can also make movie clips go to a particular frame in that clip. For example, you might assign tellTarget() to buttons that stop or start movie clips on the Stage or prompt movie clips to move to a particular&#160;frame.   In the following example, tellTarget() controls the ball movie clip instance on the main timeline. Frame 1 of the ball instance is blank and has a stop() function so that it isn't visible on the Stage. When the user presses the 5 key, tellTarget() tells the playhead in ball to go to Frame&#160;2 where the animation starts.  on(keyPress &quot;5&quot;) {  tellTarget(&quot;ball&quot;) {  gotoAndPlay(2  } } tellTarget()  Flash Lite 1.0.  tellTarget(target) {  statement(s }  target&#160;A string that specifies the target path of the timeline to control. statement(s)&#160;The instructions to execute if the condition evaluates to true.  Function; applies the instructions specified in the statement(s) parameter to the timeline specified in the target parameter. The tellTarget() function is useful for navigation controls. Assign tellTarget() to buttons that stop or start movie clips elsewhere on the Stage. You can also make movie clips go to a particular frame in that clip. For example, you might assign tellTarget() to buttons that stop or start movie clips on the Stage or prompt movie clips to move to a particular&#160;frame.   In the following example, tellTarget() controls the ball movie clip instance on the main timeline. Frame 1 of the ball instance is blank and has a stop() function so that it isn't visible on the Stage. When the user presses the 5 key, tellTarget() tells the playhead in ball to go to Frame&#160;2 where the animation starts.  on(keyPress &quot;5&quot;) {  tellTarget(&quot;ball&quot;) {  gotoAndPlay(2  } } " />
<page href="00005753.html" title="toggleHighQuality()" text="toggleHighQuality()  Flash Lite 1.0.  toggleHighQuality()  None.  Function; turns anti-aliasing on and off in Flash Lite. Anti-aliasing smooths the edges of objects but slows down SWF file playback. This function affects all SWF files in Flash Lite.  The following code could be applied to a button that when clicked, would toggle anti-aliasing on&#160;and off:  on(release) {  toggleHighQuality( } toggleHighQuality()  Flash Lite 1.0.  toggleHighQuality()  None.  Function; turns anti-aliasing on and off in Flash Lite. Anti-aliasing smooths the edges of objects but slows down SWF file playback. This function affects all SWF files in Flash Lite.  The following code could be applied to a button that when clicked, would toggle anti-aliasing on&#160;and off:  on(release) {  toggleHighQuality( } toggleHighQuality()  Flash Lite 1.0.  toggleHighQuality()  None.  Function; turns anti-aliasing on and off in Flash Lite. Anti-aliasing smooths the edges of objects but slows down SWF file playback. This function affects all SWF files in Flash Lite.  The following code could be applied to a button that when clicked, would toggle anti-aliasing on&#160;and off:  on(release) {  toggleHighQuality( } " />
<page href="00005754.html" title="trace()" text="trace()  Flash Lite 1.0.  trace(expression)  expression&#160;An expression to evaluate. When a SWF file opens in the Flash authoring tool&#160;(by means of the Test Movie command), the value of the expression parameter appears in the Output panel.  Function; evaluates the expression and shows the result in the Output panel in test mode. Use this function to record programming notes or to display messages in the Output panel while testing a SWF file. Use the expression parameter to check if a condition exists, or to display values in the Output panel. The trace() function is similar to the alert function in&#160;JavaScript. You can use the Omit Trace Actions command in publish settings to remove trace() functions from the exported SWF file.   The following example uses the trace() function to observe the behavior of a while loop:  i = 0; while (i++ &lt; 5){  trace(&quot;this is execution &quot; add i } trace()  Flash Lite 1.0.  trace(expression)  expression&#160;An expression to evaluate. When a SWF file opens in the Flash authoring tool&#160;(by means of the Test Movie command), the value of the expression parameter appears in the Output panel.  Function; evaluates the expression and shows the result in the Output panel in test mode. Use this function to record programming notes or to display messages in the Output panel while testing a SWF file. Use the expression parameter to check if a condition exists, or to display values in the Output panel. The trace() function is similar to the alert function in&#160;JavaScript. You can use the Omit Trace Actions command in publish settings to remove trace() functions from the exported SWF file.   The following example uses the trace() function to observe the behavior of a while loop:  i = 0; while (i++ &lt; 5){  trace(&quot;this is execution &quot; add i } trace()  Flash Lite 1.0.  trace(expression)  expression&#160;An expression to evaluate. When a SWF file opens in the Flash authoring tool&#160;(by means of the Test Movie command), the value of the expression parameter appears in the Output panel.  Function; evaluates the expression and shows the result in the Output panel in test mode. Use this function to record programming notes or to display messages in the Output panel while testing a SWF file. Use the expression parameter to check if a condition exists, or to display values in the Output panel. The trace() function is similar to the alert function in&#160;JavaScript. You can use the Omit Trace Actions command in publish settings to remove trace() functions from the exported SWF file.   The following example uses the trace() function to observe the behavior of a while loop:  i = 0; while (i++ &lt; 5){  trace(&quot;this is execution &quot; add i } " />
<page href="00005755.html" title="unloadMovie()" text="unloadMovie()  Flash Lite 1.0.  unloadMovie(target)  target&#160;The target path of a movie clip.  Function; removes a movie clip from Flash Lite that was loaded by means of loadMovie(), loadMovieNum(), or duplicateMovieClip().  When the user presses the 3 key, the following code responds by unloading the draggable_mc movie clip on the main timeline and loading movie.swf into level 4 of the document stack: on (keypress &quot;3&quot;) {  unloadMovie (&quot;/draggable_mc&quot;  loadMovieNum(&quot;movie.swf&quot;, 4 } When the user presses the 3 key, the following example unloads the movie that was loaded into level 4:  on (keypress &quot;3&quot;) {  unloadMovieNum(4 }  loadMovie() unloadMovie()  Flash Lite 1.0.  unloadMovie(target)  target&#160;The target path of a movie clip.  Function; removes a movie clip from Flash Lite that was loaded by means of loadMovie(), loadMovieNum(), or duplicateMovieClip().  When the user presses the 3 key, the following code responds by unloading the draggable_mc movie clip on the main timeline and loading movie.swf into level 4 of the document stack: on (keypress &quot;3&quot;) {  unloadMovie (&quot;/draggable_mc&quot;  loadMovieNum(&quot;movie.swf&quot;, 4 } When the user presses the 3 key, the following example unloads the movie that was loaded into level 4:  on (keypress &quot;3&quot;) {  unloadMovieNum(4 }  loadMovie() unloadMovie()  Flash Lite 1.0.  unloadMovie(target)  target&#160;The target path of a movie clip.  Function; removes a movie clip from Flash Lite that was loaded by means of loadMovie(), loadMovieNum(), or duplicateMovieClip().  When the user presses the 3 key, the following code responds by unloading the draggable_mc movie clip on the main timeline and loading movie.swf into level 4 of the document stack: on (keypress &quot;3&quot;) {  unloadMovie (&quot;/draggable_mc&quot;  loadMovieNum(&quot;movie.swf&quot;, 4 } When the user presses the 3 key, the following example unloads the movie that was loaded into level 4:  on (keypress &quot;3&quot;) {  unloadMovieNum(4 }  loadMovie() " />
<page href="00005756.html" title="unloadMovieNum()" text="unloadMovieNum()  Flash Lite 1.0.  unloadMovieNum(level)  level&#160;The level (_levelN) of a loaded movie.  Function; removes a movie clip from Flash Lite that was loaded by means of loadMovie(), loadMovieNum(), or duplicateMovieClip().  Normally, Flash Lite displays a single SWF file, and then closes. The unloadMovieNum() function lets you affect several SWF files at once and switch among SWF files without loading another HTML document.  loadMovieNum()  unloadMovieNum()  Flash Lite 1.0.  unloadMovieNum(level)  level&#160;The level (_levelN) of a loaded movie.  Function; removes a movie clip from Flash Lite that was loaded by means of loadMovie(), loadMovieNum(), or duplicateMovieClip().  Normally, Flash Lite displays a single SWF file, and then closes. The unloadMovieNum() function lets you affect several SWF files at once and switch among SWF files without loading another HTML document.  loadMovieNum()  unloadMovieNum()  Flash Lite 1.0.  unloadMovieNum(level)  level&#160;The level (_levelN) of a loaded movie.  Function; removes a movie clip from Flash Lite that was loaded by means of loadMovie(), loadMovieNum(), or duplicateMovieClip().  Normally, Flash Lite displays a single SWF file, and then closes. The unloadMovieNum() function lets you affect several SWF files at once and switch among SWF files without loading another HTML document.  loadMovieNum()  " />
<page href="00005757.html" title="Flash Lite Properties" text="Flash Lite Properties This section describes the properties that Adobe's Macromedia Flash Lite 1.x recognizes. The entries are listed alphabetically, ignoring any leading underscores. The properties are summarized in the following table: Property Description / (Forward slash) Specifies or returns a reference to the main movie timeline. _alpha Returns the alpha transparency value of a movie clip. _currentframe Returns the number of the frame in which the playhead is located in the timeline. _focusrect Specifies whether a yellow rectangle appears around the button or text field that has the current focus. _framesloaded Returns the number of frames that have been loaded from a dynamically loaded SWF file. _height Specifies the height of the movie clip, in pixels. _highquality Specifies the level of anti-aliasing applied to the current SWF file. _level Returns a reference to the root timeline of _levelN. You must use the loadMovieNum() function to load SWF files into the Flash Lite player before you use the _level property to target them. You can also use _levelN to target a loaded SWF file at the level assigned by N. maxscroll Indicates the line number of the first visible line of text in a scrollable text field when the last line in the field is also visible. _name Returns the instance name of a movie clip. It applies only to movie clips and not to the main timeline. _rotation Returns the rotation of the movie clip, in degrees, from its original orientation. scroll Controls the display of information in a text field associated with a variable. The scroll property defines where the text field begins displaying content; after you set it, Flash Lite updates it as the user scrolls through the text field. _target Returns the target path of the movie clip instance. _totalframes Returns the total number of frames in a movie clip. _visible Indicates whether a movie clip is visible. _width Returns the width of the movie clip, in pixels. _x Contains an integer that sets the x coordinate of a movie clip. _xscale Sets the horizontal scale (percentage) of the movie clip, as applied from the registration point of the movie clip. _y Contains an integer that sets the y coordinate of a movie clip, relative to the local coordinates of the parent movie clip. _yscale Sets the vertical scale (percentage) of the movie clip, as applied from the registration point of the movie clip. Flash Lite Properties This section describes the properties that Adobe's Macromedia Flash Lite 1.x recognizes. The entries are listed alphabetically, ignoring any leading underscores. The properties are summarized in the following table: Property Description / (Forward slash) Specifies or returns a reference to the main movie timeline. _alpha Returns the alpha transparency value of a movie clip. _currentframe Returns the number of the frame in which the playhead is located in the timeline. _focusrect Specifies whether a yellow rectangle appears around the button or text field that has the current focus. _framesloaded Returns the number of frames that have been loaded from a dynamically loaded SWF file. _height Specifies the height of the movie clip, in pixels. _highquality Specifies the level of anti-aliasing applied to the current SWF file. _level Returns a reference to the root timeline of _levelN. You must use the loadMovieNum() function to load SWF files into the Flash Lite player before you use the _level property to target them. You can also use _levelN to target a loaded SWF file at the level assigned by N. maxscroll Indicates the line number of the first visible line of text in a scrollable text field when the last line in the field is also visible. _name Returns the instance name of a movie clip. It applies only to movie clips and not to the main timeline. _rotation Returns the rotation of the movie clip, in degrees, from its original orientation. scroll Controls the display of information in a text field associated with a variable. The scroll property defines where the text field begins displaying content; after you set it, Flash Lite updates it as the user scrolls through the text field. _target Returns the target path of the movie clip instance. _totalframes Returns the total number of frames in a movie clip. _visible Indicates whether a movie clip is visible. _width Returns the width of the movie clip, in pixels. _x Contains an integer that sets the x coordinate of a movie clip. _xscale Sets the horizontal scale (percentage) of the movie clip, as applied from the registration point of the movie clip. _y Contains an integer that sets the y coordinate of a movie clip, relative to the local coordinates of the parent movie clip. _yscale Sets the vertical scale (percentage) of the movie clip, as applied from the registration point of the movie clip. Flash Lite Properties This section describes the properties that Adobe's Macromedia Flash Lite 1.x recognizes. The entries are listed alphabetically, ignoring any leading underscores. The properties are summarized in the following table: " />
<page href="00005758.html" title="/ (Forward slash)" text="/ (Forward slash)  Flash Lite 1.0  /  /targetPath  /:varName  Identifier; specifies or returns a reference to the main movie timeline. The functionality provided by this property is similar to that provided by the _root property in Flash 5.  To specify a variable on a timeline, use slash syntax (/) combined with the colon (:). Example 1: The car variable on the main Timeline: /:car Example 2: The car variable in the movie clip instance mc1 that resides on the main&#160;Timeline: /mc1/:car Example 3: The car variable in the movie clip instance mc2 nested in the movie clip instance mc1 that resides on the main Timeline: /mc1/mc2/:car Example 4: The car variable in the movie clip instance mc2 that resides on the current Timeline: mc2/:car / (Forward slash)  Flash Lite 1.0  /  /targetPath  /:varName  Identifier; specifies or returns a reference to the main movie timeline. The functionality provided by this property is similar to that provided by the _root property in Flash 5.  To specify a variable on a timeline, use slash syntax (/) combined with the colon (:). Example 1: The car variable on the main Timeline: /:car Example 2: The car variable in the movie clip instance mc1 that resides on the main&#160;Timeline: /mc1/:car Example 3: The car variable in the movie clip instance mc2 nested in the movie clip instance mc1 that resides on the main Timeline: /mc1/mc2/:car Example 4: The car variable in the movie clip instance mc2 that resides on the current Timeline: mc2/:car / (Forward slash)  Flash Lite 1.0  /  /targetPath  /:varName  Identifier; specifies or returns a reference to the main movie timeline. The functionality provided by this property is similar to that provided by the _root property in Flash 5.  To specify a variable on a timeline, use slash syntax (/) combined with the colon (:). Example 1: The car variable on the main Timeline: /:car Example 2: The car variable in the movie clip instance mc1 that resides on the main&#160;Timeline: /mc1/:car Example 3: The car variable in the movie clip instance mc2 nested in the movie clip instance mc1 that resides on the main Timeline: /mc1/mc2/:car Example 4: The car variable in the movie clip instance mc2 that resides on the current Timeline: mc2/:car " />
<page href="00005759.html" title="_alpha" text="_alpha  Flash Lite 1.0.  my_mc:_alpha Property; the alpha transparency value of the movie clip specified by the my_mc variable. Valid values are 0 (fully transparent) to 100 (fully opaque), which is the default value. Objects in a movie clip with _alpha set to 0 are active, even though they are invisible. For example, you can click a button in a movie clip whose _alpha property is set&#160;to&#160;0.  The following code for a button event handler sets the _alpha property of the my_mc movie clip to 30% when the user clicks the button:  on(release) {  tellTarget(&quot;my_mc&quot;) {  _alpha = 30;  } } _alpha  Flash Lite 1.0.  my_mc:_alpha Property; the alpha transparency value of the movie clip specified by the my_mc variable. Valid values are 0 (fully transparent) to 100 (fully opaque), which is the default value. Objects in a movie clip with _alpha set to 0 are active, even though they are invisible. For example, you can click a button in a movie clip whose _alpha property is set&#160;to&#160;0.  The following code for a button event handler sets the _alpha property of the my_mc movie clip to 30% when the user clicks the button:  on(release) {  tellTarget(&quot;my_mc&quot;) {  _alpha = 30;  } } _alpha  Flash Lite 1.0.  my_mc:_alpha Property; the alpha transparency value of the movie clip specified by the my_mc variable. Valid values are 0 (fully transparent) to 100 (fully opaque), which is the default value. Objects in a movie clip with _alpha set to 0 are active, even though they are invisible. For example, you can click a button in a movie clip whose _alpha property is set&#160;to&#160;0.  The following code for a button event handler sets the _alpha property of the my_mc movie clip to 30% when the user clicks the button:  on(release) {  tellTarget(&quot;my_mc&quot;) {  _alpha = 30;  } } " />
<page href="00005760.html" title="_currentframe" text="_currentframe  Flash Lite 1.0.  my_mc:_currentframe  Property (read-only returns the number of the frame in which the playhead is located in the timeline that the my_mc variable specifies.   The following example uses the _currentframe property and the gotoAndStop() function to direct the playhead of the my_mc movie clip to advance five frames ahead of its current location: tellTarget(&quot;my_mc&quot;) {  gotoAndStop(_currentframe + 5 }  gotoAndStop() _currentframe  Flash Lite 1.0.  my_mc:_currentframe  Property (read-only returns the number of the frame in which the playhead is located in the timeline that the my_mc variable specifies.   The following example uses the _currentframe property and the gotoAndStop() function to direct the playhead of the my_mc movie clip to advance five frames ahead of its current location: tellTarget(&quot;my_mc&quot;) {  gotoAndStop(_currentframe + 5 }  gotoAndStop() _currentframe  Flash Lite 1.0.  my_mc:_currentframe  Property (read-only returns the number of the frame in which the playhead is located in the timeline that the my_mc variable specifies.   The following example uses the _currentframe property and the gotoAndStop() function to direct the playhead of the my_mc movie clip to advance five frames ahead of its current location: tellTarget(&quot;my_mc&quot;) {  gotoAndStop(_currentframe + 5 }  gotoAndStop() " />
<page href="00005761.html" title="_focusrect" text="_focusrect  Flash Lite 1.0.  _focusrect = Boolean;  Property (global specifies whether a yellow rectangle appears around the button or text field that has the current focus. The default value, true, displays a yellow rectangle around the currently focused button or text field as the user presses the Up or Down Arrow keys on their phone or mobile device to navigate through objects in a SWF file. Specify false if you do not want the yellow rectangle to appear.  The following example disables the yellow focus rectangle from appearing in the application:  _focusrect = false;  _focusrect  Flash Lite 1.0.  _focusrect = Boolean;  Property (global specifies whether a yellow rectangle appears around the button or text field that has the current focus. The default value, true, displays a yellow rectangle around the currently focused button or text field as the user presses the Up or Down Arrow keys on their phone or mobile device to navigate through objects in a SWF file. Specify false if you do not want the yellow rectangle to appear.  The following example disables the yellow focus rectangle from appearing in the application:  _focusrect = false;  _focusrect  Flash Lite 1.0.  _focusrect = Boolean;  Property (global specifies whether a yellow rectangle appears around the button or text field that has the current focus. The default value, true, displays a yellow rectangle around the currently focused button or text field as the user presses the Up or Down Arrow keys on their phone or mobile device to navigate through objects in a SWF file. Specify false if you do not want the yellow rectangle to appear.  The following example disables the yellow focus rectangle from appearing in the application:  _focusrect = false;  " />
<page href="00005762.html" title="_framesloaded" text="_framesloaded  Flash Lite 1.0.  my_mc:_framesloaded  Property (read-only the number of frames that have been loaded from a dynamically loaded SWF file. This property is useful for determining whether the contents of a specific frame, and all the frames before it, have loaded and are available locally in the browser. It is also useful as a monitor while large SWF files download. For example, you might want to display a message to users indicating that the SWF file is loading until a specified frame in the SWF file finishes loading.  The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the frames aren't loaded, the _xscale property of the movie clip instance loader is increased proportionally to create a progress bar. if (_framesloaded &gt;= _totalframes) {  gotoAndPlay (&quot;Scene 1&quot;, &quot;start&quot; } else {  tellTarget(&quot;loader&quot;) {  _xscale = (_framesloaded/_totalframes)*100;  } } _framesloaded  Flash Lite 1.0.  my_mc:_framesloaded  Property (read-only the number of frames that have been loaded from a dynamically loaded SWF file. This property is useful for determining whether the contents of a specific frame, and all the frames before it, have loaded and are available locally in the browser. It is also useful as a monitor while large SWF files download. For example, you might want to display a message to users indicating that the SWF file is loading until a specified frame in the SWF file finishes loading.  The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the frames aren't loaded, the _xscale property of the movie clip instance loader is increased proportionally to create a progress bar. if (_framesloaded &gt;= _totalframes) {  gotoAndPlay (&quot;Scene 1&quot;, &quot;start&quot; } else {  tellTarget(&quot;loader&quot;) {  _xscale = (_framesloaded/_totalframes)*100;  } } _framesloaded  Flash Lite 1.0.  my_mc:_framesloaded  Property (read-only the number of frames that have been loaded from a dynamically loaded SWF file. This property is useful for determining whether the contents of a specific frame, and all the frames before it, have loaded and are available locally in the browser. It is also useful as a monitor while large SWF files download. For example, you might want to display a message to users indicating that the SWF file is loading until a specified frame in the SWF file finishes loading.  The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the frames aren't loaded, the _xscale property of the movie clip instance loader is increased proportionally to create a progress bar. if (_framesloaded &gt;= _totalframes) {  gotoAndPlay (&quot;Scene 1&quot;, &quot;start&quot; } else {  tellTarget(&quot;loader&quot;) {  _xscale = (_framesloaded/_totalframes)*100;  } } " />
<page href="00005763.html" title="_height" text="_height  Flash Lite 1.0.  my_mc:_height  Property (read-only the height of the movie clip, in pixels.  The following example of event handler code sets the height of a movie clip when the user clicks the mouse button: on(release) {  tellTarget(&quot;my_mc&quot;) {  _height = 200;  } } _height  Flash Lite 1.0.  my_mc:_height  Property (read-only the height of the movie clip, in pixels.  The following example of event handler code sets the height of a movie clip when the user clicks the mouse button: on(release) {  tellTarget(&quot;my_mc&quot;) {  _height = 200;  } } _height  Flash Lite 1.0.  my_mc:_height  Property (read-only the height of the movie clip, in pixels.  The following example of event handler code sets the height of a movie clip when the user clicks the mouse button: on(release) {  tellTarget(&quot;my_mc&quot;) {  _height = 200;  } } " />
<page href="00005764.html" title="_highquality" text="_highquality  Flash Lite 1.0.  _highquality  Property (global specifies the level of anti-aliasing applied to the current SWF file. Specify 2 for best quality anti-aliasing. Specify 1 for high quality anti-aliasing. Specify 0 to prevent anti&#160;aliasing.  The following statement applies high quality anti-aliasing to the current SWF file: _highquality = 1; See also toggleHighQuality() _highquality  Flash Lite 1.0.  _highquality  Property (global specifies the level of anti-aliasing applied to the current SWF file. Specify 2 for best quality anti-aliasing. Specify 1 for high quality anti-aliasing. Specify 0 to prevent anti&#160;aliasing.  The following statement applies high quality anti-aliasing to the current SWF file: _highquality = 1; See also toggleHighQuality() _highquality  Flash Lite 1.0.  _highquality  Property (global specifies the level of anti-aliasing applied to the current SWF file. Specify 2 for best quality anti-aliasing. Specify 1 for high quality anti-aliasing. Specify 0 to prevent anti&#160;aliasing.  The following statement applies high quality anti-aliasing to the current SWF file: _highquality = 1; See also toggleHighQuality() " />
<page href="00005765.html" title="_level" text="_level  Flash Lite 1.0.  _levelN  Identifier; a reference to the root timeline of _levelN. You must use the loadMovieNum() function to load SWF files into the Flash Lite player before you use the _level property to target them. You can also use _levelN to target a loaded SWF file at the level assigned by N. The initial SWF file that loads into an instance of the Flash Lite player automatically loads into _level0. The SWF file in _level0 sets the frame rate, background color, and frame size for all subsequently loaded SWF files. SWF files are then stacked in higher-numbered levels above the SWF file in _level0.  You must assign a level to each SWF file that you load into the Flash Lite player by using the loadMovieNum() function. You can assign levels in any order. If you assign a level that already contains a SWF file (including _level0), the SWF file at that level is unloaded and replaced by the new SWF file.  The following example loads a SWF file into Level 1, and then stops the playhead of the loaded SWF file on Frame 6: loadMovieNum(&quot;mySWF.swf&quot;, 1  // at least 1 frame later tellTarget(_level1) {  gotoAndStop(6 } See also loadMovie() _level  Flash Lite 1.0.  _levelN  Identifier; a reference to the root timeline of _levelN. You must use the loadMovieNum() function to load SWF files into the Flash Lite player before you use the _level property to target them. You can also use _levelN to target a loaded SWF file at the level assigned by N. The initial SWF file that loads into an instance of the Flash Lite player automatically loads into _level0. The SWF file in _level0 sets the frame rate, background color, and frame size for all subsequently loaded SWF files. SWF files are then stacked in higher-numbered levels above the SWF file in _level0.  You must assign a level to each SWF file that you load into the Flash Lite player by using the loadMovieNum() function. You can assign levels in any order. If you assign a level that already contains a SWF file (including _level0), the SWF file at that level is unloaded and replaced by the new SWF file.  The following example loads a SWF file into Level 1, and then stops the playhead of the loaded SWF file on Frame 6: loadMovieNum(&quot;mySWF.swf&quot;, 1  // at least 1 frame later tellTarget(_level1) {  gotoAndStop(6 } See also loadMovie() _level  Flash Lite 1.0.  _levelN  Identifier; a reference to the root timeline of _levelN. You must use the loadMovieNum() function to load SWF files into the Flash Lite player before you use the _level property to target them. You can also use _levelN to target a loaded SWF file at the level assigned by N. The initial SWF file that loads into an instance of the Flash Lite player automatically loads into _level0. The SWF file in _level0 sets the frame rate, background color, and frame size for all subsequently loaded SWF files. SWF files are then stacked in higher-numbered levels above the SWF file in _level0.  You must assign a level to each SWF file that you load into the Flash Lite player by using the loadMovieNum() function. You can assign levels in any order. If you assign a level that already contains a SWF file (including _level0), the SWF file at that level is unloaded and replaced by the new SWF file.  The following example loads a SWF file into Level 1, and then stops the playhead of the loaded SWF file on Frame 6: loadMovieNum(&quot;mySWF.swf&quot;, 1  // at least 1 frame later tellTarget(_level1) {  gotoAndStop(6 } See also loadMovie() " />
<page href="00005766.html" title="maxscroll" text="maxscroll  Flash Lite 1.1  variable_name:maxscroll  Property (read-only indicates the line number of the first visible line of text in a scrollable text field when the last line in the field is also visible. The maxscroll property works with the scroll property to control how information appears in a text field. This property can be retrieved but not&#160;modified.  The following code, which scrolls the myText text field down one line when the user presses the 8&#160;key, tests against maxscroll before scrolling: on(keyPress &quot;8&quot;) {  if (myText:scroll &lt; myText:maxscroll) {  myText:scroll++;  } } See also scroll maxscroll  Flash Lite 1.1  variable_name:maxscroll  Property (read-only indicates the line number of the first visible line of text in a scrollable text field when the last line in the field is also visible. The maxscroll property works with the scroll property to control how information appears in a text field. This property can be retrieved but not&#160;modified.  The following code, which scrolls the myText text field down one line when the user presses the 8&#160;key, tests against maxscroll before scrolling: on(keyPress &quot;8&quot;) {  if (myText:scroll &lt; myText:maxscroll) {  myText:scroll++;  } } See also scroll maxscroll  Flash Lite 1.1  variable_name:maxscroll  Property (read-only indicates the line number of the first visible line of text in a scrollable text field when the last line in the field is also visible. The maxscroll property works with the scroll property to control how information appears in a text field. This property can be retrieved but not&#160;modified.  The following code, which scrolls the myText text field down one line when the user presses the 8&#160;key, tests against maxscroll before scrolling: on(keyPress &quot;8&quot;) {  if (myText:scroll &lt; myText:maxscroll) {  myText:scroll++;  } } See also scroll " />
<page href="00005767.html" title="_name" text="_name  Flash Lite 1.0.  my_mc:_name  Property; the instance name of the movie clip that my_mc specifies. It applies only to movie clips and not to the main timeline.   The following example displays the name of the bigRose movie clip in the Output panel as a&#160;string: trace(bigRose:_name _name  Flash Lite 1.0.  my_mc:_name  Property; the instance name of the movie clip that my_mc specifies. It applies only to movie clips and not to the main timeline.   The following example displays the name of the bigRose movie clip in the Output panel as a&#160;string: trace(bigRose:_name _name  Flash Lite 1.0.  my_mc:_name  Property; the instance name of the movie clip that my_mc specifies. It applies only to movie clips and not to the main timeline.   The following example displays the name of the bigRose movie clip in the Output panel as a&#160;string: trace(bigRose:_name " />
<page href="00005768.html" title="_rotation" text="_rotation  Flash Lite 1.0.  my_mc:_rotation  Property; the rotation of the movie clip, in degrees, from its original orientation. Values from 0&#160;to&#160;180 represent clockwise rotation; values from 0&#160;to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from&#160;360 to obtain a value within the range. For example, the statement my_mc:_rotation&#160;=&#160;450 is the same as my_mc:_rotation&#160;=&#160;90.  The following example rotates the my_mc movie clip 15 degrees clockwise when the user presses the 2&#160;key: on (keyPress &quot;2&quot;) {  my_mc:_rotation += 15; } _rotation  Flash Lite 1.0.  my_mc:_rotation  Property; the rotation of the movie clip, in degrees, from its original orientation. Values from 0&#160;to&#160;180 represent clockwise rotation; values from 0&#160;to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from&#160;360 to obtain a value within the range. For example, the statement my_mc:_rotation&#160;=&#160;450 is the same as my_mc:_rotation&#160;=&#160;90.  The following example rotates the my_mc movie clip 15 degrees clockwise when the user presses the 2&#160;key: on (keyPress &quot;2&quot;) {  my_mc:_rotation += 15; } _rotation  Flash Lite 1.0.  my_mc:_rotation  Property; the rotation of the movie clip, in degrees, from its original orientation. Values from 0&#160;to&#160;180 represent clockwise rotation; values from 0&#160;to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from&#160;360 to obtain a value within the range. For example, the statement my_mc:_rotation&#160;=&#160;450 is the same as my_mc:_rotation&#160;=&#160;90.  The following example rotates the my_mc movie clip 15 degrees clockwise when the user presses the 2&#160;key: on (keyPress &quot;2&quot;) {  my_mc:_rotation += 15; } " />
<page href="00005769.html" title="scroll" text="scroll  Flash Lite 1.1.   textFieldVariableName:scroll  Property; controls the display of information in a text field associated with a variable. The scroll property defines where the text field begins displaying content; after you set it, Flash Lite updates it as the user scrolls through the text field. You can use the scroll property to create a scrolling text field or to direct a user to a specific paragraph in a long passage.   The following code scrolls the myText text field up one line each time the user clicks the 2&#160;key: on(keyPress &quot;2&quot;) {  if (myText:scroll &gt; 1) {  myText:scroll--;  } } See also maxscroll scroll  Flash Lite 1.1.   textFieldVariableName:scroll  Property; controls the display of information in a text field associated with a variable. The scroll property defines where the text field begins displaying content; after you set it, Flash Lite updates it as the user scrolls through the text field. You can use the scroll property to create a scrolling text field or to direct a user to a specific paragraph in a long passage.   The following code scrolls the myText text field up one line each time the user clicks the 2&#160;key: on(keyPress &quot;2&quot;) {  if (myText:scroll &gt; 1) {  myText:scroll--;  } } See also maxscroll scroll  Flash Lite 1.1.   textFieldVariableName:scroll  Property; controls the display of information in a text field associated with a variable. The scroll property defines where the text field begins displaying content; after you set it, Flash Lite updates it as the user scrolls through the text field. You can use the scroll property to create a scrolling text field or to direct a user to a specific paragraph in a long passage.   The following code scrolls the myText text field up one line each time the user clicks the 2&#160;key: on(keyPress &quot;2&quot;) {  if (myText:scroll &gt; 1) {  myText:scroll--;  } } See also maxscroll " />
<page href="00005770.html" title="_target" text="_target  Flash Lite 1.0.  my_mc:_target  Property (read-only returns the target path of the movie clip instance that my_mc specifies. _target  Flash Lite 1.0.  my_mc:_target  Property (read-only returns the target path of the movie clip instance that my_mc specifies. _target  Flash Lite 1.0.  my_mc:_target  Property (read-only returns the target path of the movie clip instance that my_mc specifies. " />
<page href="00005771.html" title="_totalframes" text="_totalframes  Flash Lite 1.0.  my_mc:_totalframes  Property (read-only returns the total number of frames in the my_mc movie clip.  The following code loads mySWF.swf into Level 1, and then 25 frames later, checks to see whether it is loaded: loadMovieNum(&quot;mySWF.swf&quot;, 1  // 25 frames later in the main timeline if (_level1._framesloaded &gt;= _level1._totalframes) {  tellTarget(&quot;_level1/&quot;) {  gotoAndStop(&quot;myLabel&quot;  } } else {  // loop... } _totalframes  Flash Lite 1.0.  my_mc:_totalframes  Property (read-only returns the total number of frames in the my_mc movie clip.  The following code loads mySWF.swf into Level 1, and then 25 frames later, checks to see whether it is loaded: loadMovieNum(&quot;mySWF.swf&quot;, 1  // 25 frames later in the main timeline if (_level1._framesloaded &gt;= _level1._totalframes) {  tellTarget(&quot;_level1/&quot;) {  gotoAndStop(&quot;myLabel&quot;  } } else {  // loop... } _totalframes  Flash Lite 1.0.  my_mc:_totalframes  Property (read-only returns the total number of frames in the my_mc movie clip.  The following code loads mySWF.swf into Level 1, and then 25 frames later, checks to see whether it is loaded: loadMovieNum(&quot;mySWF.swf&quot;, 1  // 25 frames later in the main timeline if (_level1._framesloaded &gt;= _level1._totalframes) {  tellTarget(&quot;_level1/&quot;) {  gotoAndStop(&quot;myLabel&quot;  } } else {  // loop... } " />
<page href="00005772.html" title="_visible" text="_visible  Flash Lite 1.0.  my_mc:_visible  Property; a Boolean value that indicates whether the movie clip that my_mc specifies is visible. Movie clips that are not visible (_visible property set to false) are disabled. For example, a button in a movie clip with _visible set to&#160;false cannot be clicked. Movie clips are visible unless explicitly made invisible in this manner.  The following code disables the my_mc movie clip when the user presses the 3 key, and enables it when the user presses the 4 key:  on(keyPress &quot;3&quot;) {  my_mc:_visible = 0;  }    on(keyPress &quot;4&quot;) {  my_mc:_visible = 1;  } _visible  Flash Lite 1.0.  my_mc:_visible  Property; a Boolean value that indicates whether the movie clip that my_mc specifies is visible. Movie clips that are not visible (_visible property set to false) are disabled. For example, a button in a movie clip with _visible set to&#160;false cannot be clicked. Movie clips are visible unless explicitly made invisible in this manner.  The following code disables the my_mc movie clip when the user presses the 3 key, and enables it when the user presses the 4 key:  on(keyPress &quot;3&quot;) {  my_mc:_visible = 0;  }    on(keyPress &quot;4&quot;) {  my_mc:_visible = 1;  } _visible  Flash Lite 1.0.  my_mc:_visible  Property; a Boolean value that indicates whether the movie clip that my_mc specifies is visible. Movie clips that are not visible (_visible property set to false) are disabled. For example, a button in a movie clip with _visible set to&#160;false cannot be clicked. Movie clips are visible unless explicitly made invisible in this manner.  The following code disables the my_mc movie clip when the user presses the 3 key, and enables it when the user presses the 4 key:  on(keyPress &quot;3&quot;) {  my_mc:_visible = 0;  }    on(keyPress &quot;4&quot;) {  my_mc:_visible = 1;  } " />
<page href="00005773.html" title="_width" text="_width  Flash Lite 1.0.  my_mc:_width  Property; the width of the movie clip, in pixels.  The following example sets the width properties of a movie clip when the user presses the 5&#160;key: on(keyPress &quot;5&quot;) {  my_mc:_width = 10; } _width  Flash Lite 1.0.  my_mc:_width  Property; the width of the movie clip, in pixels.  The following example sets the width properties of a movie clip when the user presses the 5&#160;key: on(keyPress &quot;5&quot;) {  my_mc:_width = 10; } _width  Flash Lite 1.0.  my_mc:_width  Property; the width of the movie clip, in pixels.  The following example sets the width properties of a movie clip when the user presses the 5&#160;key: on(keyPress &quot;5&quot;) {  my_mc:_width = 10; } " />
<page href="00005774.html" title="_x" text="_x  Flash Lite 1.0.  my_mc:_x  Property; an integer that sets the x coordinate of a movie clip (represented here by my_mc), relative to the local coordinates of the parent movie clip. If a movie clip is in the main timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0).  If the movie clip is inside another movie clip that has transformations, the movie clip is in the&#160;local coordinate system of the enclosing movie clip. For example, if a movie clip is rotated&#160;90&#160;degrees counterclockwise, the child movie clips inherit a coordinate system that is rotated 90&#160;degrees counterclockwise. The movie clip's coordinates refer to the registration point position.  The following example changes the horizontal position of the my_mc movie clip when the user presses the 6 key: on(keyPress &quot;6&quot;) {  my_mc:_x = 10; } See also _xscale, _y, _yscale _x  Flash Lite 1.0.  my_mc:_x  Property; an integer that sets the x coordinate of a movie clip (represented here by my_mc), relative to the local coordinates of the parent movie clip. If a movie clip is in the main timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0).  If the movie clip is inside another movie clip that has transformations, the movie clip is in the&#160;local coordinate system of the enclosing movie clip. For example, if a movie clip is rotated&#160;90&#160;degrees counterclockwise, the child movie clips inherit a coordinate system that is rotated 90&#160;degrees counterclockwise. The movie clip's coordinates refer to the registration point position.  The following example changes the horizontal position of the my_mc movie clip when the user presses the 6 key: on(keyPress &quot;6&quot;) {  my_mc:_x = 10; } See also _xscale, _y, _yscale _x  Flash Lite 1.0.  my_mc:_x  Property; an integer that sets the x coordinate of a movie clip (represented here by my_mc), relative to the local coordinates of the parent movie clip. If a movie clip is in the main timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0).  If the movie clip is inside another movie clip that has transformations, the movie clip is in the&#160;local coordinate system of the enclosing movie clip. For example, if a movie clip is rotated&#160;90&#160;degrees counterclockwise, the child movie clips inherit a coordinate system that is rotated 90&#160;degrees counterclockwise. The movie clip's coordinates refer to the registration point position.  The following example changes the horizontal position of the my_mc movie clip when the user presses the 6 key: on(keyPress &quot;6&quot;) {  my_mc:_x = 10; } See also _xscale, _y, _yscale " />
<page href="00005775.html" title="_xscale" text="_xscale  Flash Lite 1.0.  my_mc:_xscale  Property; sets the horizontal scale (percentage) of the movie clip, as applied from the registration point of the movie clip. The default registration point is (0, 0). Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if the parent movie clip is scaled to 50%, setting the _x property moves an object in the movie clip by half of the number of pixels that it would if the movie were set at 100%.  The following example changes the horizontal scale of the my_mc movie clip when the user presses the 7 key: on(keyPress &quot;7&quot;) {  my_mc:_xscale = 10; }  See also _x, _y, _yscale _xscale  Flash Lite 1.0.  my_mc:_xscale  Property; sets the horizontal scale (percentage) of the movie clip, as applied from the registration point of the movie clip. The default registration point is (0, 0). Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if the parent movie clip is scaled to 50%, setting the _x property moves an object in the movie clip by half of the number of pixels that it would if the movie were set at 100%.  The following example changes the horizontal scale of the my_mc movie clip when the user presses the 7 key: on(keyPress &quot;7&quot;) {  my_mc:_xscale = 10; }  See also _x, _y, _yscale _xscale  Flash Lite 1.0.  my_mc:_xscale  Property; sets the horizontal scale (percentage) of the movie clip, as applied from the registration point of the movie clip. The default registration point is (0, 0). Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if the parent movie clip is scaled to 50%, setting the _x property moves an object in the movie clip by half of the number of pixels that it would if the movie were set at 100%.  The following example changes the horizontal scale of the my_mc movie clip when the user presses the 7 key: on(keyPress &quot;7&quot;) {  my_mc:_xscale = 10; }  See also _x, _y, _yscale " />
<page href="00005776.html" title="_y" text="_y  Flash Lite 1.0.  my_mc:_y  Property; an integer that sets the y coordinate of a movie clip (represented here by my_mc), relative to the local coordinates of the parent movie clip. If a movie clip is in the main Timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0).  If the move clip is inside another movie clip that has transformations, the movie clip is in the local coordinate system of the enclosing movie clip. For example, if a movie clip is rotated 90 degrees counterclockwise, the child movie clips inherit a coordinate system that is&#160;rotated 90 degrees counterclockwise. The movie clip's coordinates refer to the registration point&#160;position.  The following code sets the y coordinates of the my_mc movie clip 10 pixels below the (0, 0) coordinate of is parent clip when the user presses the 1 key:  on(keyPress &quot;1&quot;) {  my_mc:_y = 10; }  See also _x, _xscale, _yscale _y  Flash Lite 1.0.  my_mc:_y  Property; an integer that sets the y coordinate of a movie clip (represented here by my_mc), relative to the local coordinates of the parent movie clip. If a movie clip is in the main Timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0).  If the move clip is inside another movie clip that has transformations, the movie clip is in the local coordinate system of the enclosing movie clip. For example, if a movie clip is rotated 90 degrees counterclockwise, the child movie clips inherit a coordinate system that is&#160;rotated 90 degrees counterclockwise. The movie clip's coordinates refer to the registration point&#160;position.  The following code sets the y coordinates of the my_mc movie clip 10 pixels below the (0, 0) coordinate of is parent clip when the user presses the 1 key:  on(keyPress &quot;1&quot;) {  my_mc:_y = 10; }  See also _x, _xscale, _yscale _y  Flash Lite 1.0.  my_mc:_y  Property; an integer that sets the y coordinate of a movie clip (represented here by my_mc), relative to the local coordinates of the parent movie clip. If a movie clip is in the main Timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0).  If the move clip is inside another movie clip that has transformations, the movie clip is in the local coordinate system of the enclosing movie clip. For example, if a movie clip is rotated 90 degrees counterclockwise, the child movie clips inherit a coordinate system that is&#160;rotated 90 degrees counterclockwise. The movie clip's coordinates refer to the registration point&#160;position.  The following code sets the y coordinates of the my_mc movie clip 10 pixels below the (0, 0) coordinate of is parent clip when the user presses the 1 key:  on(keyPress &quot;1&quot;) {  my_mc:_y = 10; }  See also _x, _xscale, _yscale " />
<page href="00005777.html" title="_yscale" text="_yscale  Flash Lite 1.0.  my_mc:_yscale  Property; sets the vertical scale (percentage) of the movie clip, as applied from the registration point of the movie clip. The default registration point is (0, 0). Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if the parent movie clip is scaled to 50%, setting the _y property moves an object in the movie clip by half the number of pixels as it would if the movie were set at&#160;100%.  The following example changes the vertical scale of the my_mc movie clip to 10% when the user presses the 1 key:  on(keyPress &quot;1&quot;) {  my_mc:_yscale = 10; } See also _x, _xscale, _y   _yscale  Flash Lite 1.0.  my_mc:_yscale  Property; sets the vertical scale (percentage) of the movie clip, as applied from the registration point of the movie clip. The default registration point is (0, 0). Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if the parent movie clip is scaled to 50%, setting the _y property moves an object in the movie clip by half the number of pixels as it would if the movie were set at&#160;100%.  The following example changes the vertical scale of the my_mc movie clip to 10% when the user presses the 1 key:  on(keyPress &quot;1&quot;) {  my_mc:_yscale = 10; } See also _x, _xscale, _y   _yscale  Flash Lite 1.0.  my_mc:_yscale  Property; sets the vertical scale (percentage) of the movie clip, as applied from the registration point of the movie clip. The default registration point is (0, 0). Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if the parent movie clip is scaled to 50%, setting the _y property moves an object in the movie clip by half the number of pixels as it would if the movie were set at&#160;100%.  The following example changes the vertical scale of the my_mc movie clip to 10% when the user presses the 1 key:  on(keyPress &quot;1&quot;) {  my_mc:_yscale = 10; } See also _x, _xscale, _y   " />
<page href="00005778.html" title="Flash Lite Statements" text="Flash Lite Statements This section describes the syntax and use of Adobe's Macromedia Flash Lite 1.x ActionScript statements, which are language elements that perform or specify an action. The statements are summarized in the following table: Statement Description break Instructs Flash Lite to skip the rest of the loop body, stop the looping action, and execute the statement following the loop statement. case Defines a condition for the switch statement. The statements in the statements parameter execute if the expression parameter that follows the case keyword equals the expression parameter of the switch statement. continue Jumps past all remaining statements in the innermost loop and starts the next iteration of the loop as if control had passed normally through to the end of the&#160;loop. do..while Executes the statements, and then evaluates the condition in a loop for as long as the condition is true. else Specifies the statements to run if the condition in the if statement evaluates to&#160;false. else if Evaluates a condition and specifies the statements to run if the condition in the initial if statement returns a false value. for Evaluates the init (initialize) expression once, and then begins a looping sequence by which, as long as the condition evaluates to true, statement is executed, and the next expression is evaluated. if Evaluates a condition to determine the next action in a SWF file. If the condition is true, Flash Lite runs the statements that follow the condition inside curly braces ({}). If the condition is false, Flash Lite skips the statements inside the curly braces and runs the statements following the braces. switch Similar to the if statement, the switch statement tests a condition and executes statements if the condition evaluates to true. while Tests an expression and runs a statement or series of statements repeatedly in a loop as long as the expression is true. Flash Lite Statements This section describes the syntax and use of Adobe's Macromedia Flash Lite 1.x ActionScript statements, which are language elements that perform or specify an action. The statements are summarized in the following table: Statement Description break Instructs Flash Lite to skip the rest of the loop body, stop the looping action, and execute the statement following the loop statement. case Defines a condition for the switch statement. The statements in the statements parameter execute if the expression parameter that follows the case keyword equals the expression parameter of the switch statement. continue Jumps past all remaining statements in the innermost loop and starts the next iteration of the loop as if control had passed normally through to the end of the&#160;loop. do..while Executes the statements, and then evaluates the condition in a loop for as long as the condition is true. else Specifies the statements to run if the condition in the if statement evaluates to&#160;false. else if Evaluates a condition and specifies the statements to run if the condition in the initial if statement returns a false value. for Evaluates the init (initialize) expression once, and then begins a looping sequence by which, as long as the condition evaluates to true, statement is executed, and the next expression is evaluated. if Evaluates a condition to determine the next action in a SWF file. If the condition is true, Flash Lite runs the statements that follow the condition inside curly braces ({}). If the condition is false, Flash Lite skips the statements inside the curly braces and runs the statements following the braces. switch Similar to the if statement, the switch statement tests a condition and executes statements if the condition evaluates to true. while Tests an expression and runs a statement or series of statements repeatedly in a loop as long as the expression is true. Flash Lite Statements This section describes the syntax and use of Adobe's Macromedia Flash Lite 1.x ActionScript statements, which are language elements that perform or specify an action. The statements are summarized in the following table: " />
<page href="00005779.html" title="break" text="break  Flash Lite 1.0.  break   None.   Statement; appears within a loop (for, do..while or while) or within a block of statements associated with a particular case within a switch statement. The break statement instructs Flash Lite to skip the rest of the loop body, stop the looping action, and execute the statement following the loop statement. When using the break statement, the ActionScript interpreter skips the rest of the statements in that case block and jumps to the first statement following the enclosing switch statement. Use this statement to break out of a series of nested loops.   The following example uses the break statement to exit an otherwise infinite loop: i = 0; while (true) {  if (i &gt;= 100) {  break;  }  i++; }  case, do..while, for, switch, while break  Flash Lite 1.0.  break   None.   Statement; appears within a loop (for, do..while or while) or within a block of statements associated with a particular case within a switch statement. The break statement instructs Flash Lite to skip the rest of the loop body, stop the looping action, and execute the statement following the loop statement. When using the break statement, the ActionScript interpreter skips the rest of the statements in that case block and jumps to the first statement following the enclosing switch statement. Use this statement to break out of a series of nested loops.   The following example uses the break statement to exit an otherwise infinite loop: i = 0; while (true) {  if (i &gt;= 100) {  break;  }  i++; }  case, do..while, for, switch, while break  Flash Lite 1.0.  break   None.   Statement; appears within a loop (for, do..while or while) or within a block of statements associated with a particular case within a switch statement. The break statement instructs Flash Lite to skip the rest of the loop body, stop the looping action, and execute the statement following the loop statement. When using the break statement, the ActionScript interpreter skips the rest of the statements in that case block and jumps to the first statement following the enclosing switch statement. Use this statement to break out of a series of nested loops.   The following example uses the break statement to exit an otherwise infinite loop: i = 0; while (true) {  if (i &gt;= 100) {  break;  }  i++; }  case, do..while, for, switch, while " />
<page href="00005780.html" title="case" text="case  Flash Lite 1.0.  case expression: statements  expression&#160;Any expression. statements&#160;Any statements.   Statement; defines a condition for the switch statement. The statements in the statements parameter execute if the expression parameter that follows the case keyword equals the expression parameter of the switch statement. If you use the case statement outside a switch statement, it produces an error and the code doesn't compile.  In the following example, if the myNum parameter evaluates to 1, the trace() statement that follows case 1 executes; if the myNum parameter evaluates to 2, the trace() statement that follows case 2 executes; and so on. If no case expression matches the number parameter, the trace() statement that follows the default keyword executes. switch (myNum) {  case 1:  trace (&quot;case 1 tested true&quot;  break;  case 2:  trace (&quot;case 2 tested true&quot;  break;  case 3:  trace (&quot;case 3 tested true&quot;  break;  default:  trace (&quot;no case tested true&quot;) } In the following example, no break occurs in the first case group, so if the number is 1, both A and B appear in the Output panel:  switch (myNum) {  case 1:  trace (&quot;A&quot;  case 2:  trace (&quot;B&quot;  break;  default:  trace (&quot;D&quot;) }  switch case  Flash Lite 1.0.  case expression: statements  expression&#160;Any expression. statements&#160;Any statements.   Statement; defines a condition for the switch statement. The statements in the statements parameter execute if the expression parameter that follows the case keyword equals the expression parameter of the switch statement. If you use the case statement outside a switch statement, it produces an error and the code doesn't compile.  In the following example, if the myNum parameter evaluates to 1, the trace() statement that follows case 1 executes; if the myNum parameter evaluates to 2, the trace() statement that follows case 2 executes; and so on. If no case expression matches the number parameter, the trace() statement that follows the default keyword executes. switch (myNum) {  case 1:  trace (&quot;case 1 tested true&quot;  break;  case 2:  trace (&quot;case 2 tested true&quot;  break;  case 3:  trace (&quot;case 3 tested true&quot;  break;  default:  trace (&quot;no case tested true&quot;) } In the following example, no break occurs in the first case group, so if the number is 1, both A and B appear in the Output panel:  switch (myNum) {  case 1:  trace (&quot;A&quot;  case 2:  trace (&quot;B&quot;  break;  default:  trace (&quot;D&quot;) }  switch case  Flash Lite 1.0.  case expression: statements  expression&#160;Any expression. statements&#160;Any statements.   Statement; defines a condition for the switch statement. The statements in the statements parameter execute if the expression parameter that follows the case keyword equals the expression parameter of the switch statement. If you use the case statement outside a switch statement, it produces an error and the code doesn't compile.  In the following example, if the myNum parameter evaluates to 1, the trace() statement that follows case 1 executes; if the myNum parameter evaluates to 2, the trace() statement that follows case 2 executes; and so on. If no case expression matches the number parameter, the trace() statement that follows the default keyword executes. switch (myNum) {  case 1:  trace (&quot;case 1 tested true&quot;  break;  case 2:  trace (&quot;case 2 tested true&quot;  break;  case 3:  trace (&quot;case 3 tested true&quot;  break;  default:  trace (&quot;no case tested true&quot;) } In the following example, no break occurs in the first case group, so if the number is 1, both A and B appear in the Output panel:  switch (myNum) {  case 1:  trace (&quot;A&quot;  case 2:  trace (&quot;B&quot;  break;  default:  trace (&quot;D&quot;) }  switch " />
<page href="00005781.html" title="continue" text="continue  Flash Lite 1.0.  continue  None.  Statement; jumps past all remaining statements in the innermost loop and starts the next iteration of the loop as if control had passed through to the end of the loop normally. It has no effect outside a loop.  In a while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the top of the loop, where the condition is tested.  In a do..while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the bottom of the loop, where the condition is tested. In a for loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the evaluation of the for loop's post-expression.  In the following while loop, continue causes Flash Lite to skip the rest of the loop body and jump to the top of the loop, where the condition is tested:  i = 0; while (i &lt; 10) {  if (i % 3 == 0) {  i++;  continue;  }  trace(i  i++; } In the following do..while loop, continue causes Flash Lite to skip the rest of the loop body and jump to the bottom of the loop, where the condition is tested: i = 0; do {  if (i % 3 == 0) {  i++;  continue;  }  trace(i  i++; } while (i &lt; 10 In a for loop, continue causes Flash Lite to skip the rest of the loop body. In the following example, if i modulo 3 equals 0, the trace(i) statement is skipped: for (i = 0; i &lt; 10; i++) {  if (i % 3 == 0) {  continue;  }  trace(i }  do..while, for, while continue  Flash Lite 1.0.  continue  None.  Statement; jumps past all remaining statements in the innermost loop and starts the next iteration of the loop as if control had passed through to the end of the loop normally. It has no effect outside a loop.  In a while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the top of the loop, where the condition is tested.  In a do..while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the bottom of the loop, where the condition is tested. In a for loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the evaluation of the for loop's post-expression.  In the following while loop, continue causes Flash Lite to skip the rest of the loop body and jump to the top of the loop, where the condition is tested:  i = 0; while (i &lt; 10) {  if (i % 3 == 0) {  i++;  continue;  }  trace(i  i++; } In the following do..while loop, continue causes Flash Lite to skip the rest of the loop body and jump to the bottom of the loop, where the condition is tested: i = 0; do {  if (i % 3 == 0) {  i++;  continue;  }  trace(i  i++; } while (i &lt; 10 In a for loop, continue causes Flash Lite to skip the rest of the loop body. In the following example, if i modulo 3 equals 0, the trace(i) statement is skipped: for (i = 0; i &lt; 10; i++) {  if (i % 3 == 0) {  continue;  }  trace(i }  do..while, for, while continue  Flash Lite 1.0.  continue  None.  Statement; jumps past all remaining statements in the innermost loop and starts the next iteration of the loop as if control had passed through to the end of the loop normally. It has no effect outside a loop.  In a while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the top of the loop, where the condition is tested.  In a do..while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the bottom of the loop, where the condition is tested. In a for loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the evaluation of the for loop's post-expression.  In the following while loop, continue causes Flash Lite to skip the rest of the loop body and jump to the top of the loop, where the condition is tested:  i = 0; while (i &lt; 10) {  if (i % 3 == 0) {  i++;  continue;  }  trace(i  i++; } In the following do..while loop, continue causes Flash Lite to skip the rest of the loop body and jump to the bottom of the loop, where the condition is tested: i = 0; do {  if (i % 3 == 0) {  i++;  continue;  }  trace(i  i++; } while (i &lt; 10 In a for loop, continue causes Flash Lite to skip the rest of the loop body. In the following example, if i modulo 3 equals 0, the trace(i) statement is skipped: for (i = 0; i &lt; 10; i++) {  if (i % 3 == 0) {  continue;  }  trace(i }  do..while, for, while " />
<page href="00005782.html" title="do..while" text="do..while  Flash Lite 1.0.  do {  statement(s) } while (condition)  statement(s)&#160;The statement(s) to execute as long as the condition parameter evaluates to&#160;true. condition&#160;The condition to evaluate.   Statement; executes the statements, and then evaluates the condition in a loop for as long as the condition is true.  The following example increments the index variable as long as the variable's value is less than&#160;10: i = 0;  do {  //trace (i // output: 0,1,2,3,4,5,6,7,8,9  i++;  } while (i&lt;10  break, continue, for, while do..while  Flash Lite 1.0.  do {  statement(s) } while (condition)  statement(s)&#160;The statement(s) to execute as long as the condition parameter evaluates to&#160;true. condition&#160;The condition to evaluate.   Statement; executes the statements, and then evaluates the condition in a loop for as long as the condition is true.  The following example increments the index variable as long as the variable's value is less than&#160;10: i = 0;  do {  //trace (i // output: 0,1,2,3,4,5,6,7,8,9  i++;  } while (i&lt;10  break, continue, for, while do..while  Flash Lite 1.0.  do {  statement(s) } while (condition)  statement(s)&#160;The statement(s) to execute as long as the condition parameter evaluates to&#160;true. condition&#160;The condition to evaluate.   Statement; executes the statements, and then evaluates the condition in a loop for as long as the condition is true.  The following example increments the index variable as long as the variable's value is less than&#160;10: i = 0;  do {  //trace (i // output: 0,1,2,3,4,5,6,7,8,9  i++;  } while (i&lt;10  break, continue, for, while " />
<page href="00005783.html" title="else" text="else  Flash Lite 1.0.  if (condition){  t-statement(s } else {  f-statement(s }  condition&#160;An expression that evaluates to true or false. t-statement(s)&#160;The instructions to execute if the condition evaluates to true. f-statement(s)&#160;An alternative series of instructions to execute if the condition evaluates to false.   Statement; specifies the statements to run if the condition in the if statement evaluates to&#160;false.  The following example shows the use of the else statement with a condition. An actual example would include code to take some action based on the condition. currentHighestDepth = 1;  if (currentHighestDepth == 2) {  //trace (&quot;currentHighestDepth is 2&quot;  } else {  //trace (&quot;currentHightestDepth is not 2&quot;   }  if else  Flash Lite 1.0.  if (condition){  t-statement(s } else {  f-statement(s }  condition&#160;An expression that evaluates to true or false. t-statement(s)&#160;The instructions to execute if the condition evaluates to true. f-statement(s)&#160;An alternative series of instructions to execute if the condition evaluates to false.   Statement; specifies the statements to run if the condition in the if statement evaluates to&#160;false.  The following example shows the use of the else statement with a condition. An actual example would include code to take some action based on the condition. currentHighestDepth = 1;  if (currentHighestDepth == 2) {  //trace (&quot;currentHighestDepth is 2&quot;  } else {  //trace (&quot;currentHightestDepth is not 2&quot;   }  if else  Flash Lite 1.0.  if (condition){  t-statement(s } else {  f-statement(s }  condition&#160;An expression that evaluates to true or false. t-statement(s)&#160;The instructions to execute if the condition evaluates to true. f-statement(s)&#160;An alternative series of instructions to execute if the condition evaluates to false.   Statement; specifies the statements to run if the condition in the if statement evaluates to&#160;false.  The following example shows the use of the else statement with a condition. An actual example would include code to take some action based on the condition. currentHighestDepth = 1;  if (currentHighestDepth == 2) {  //trace (&quot;currentHighestDepth is 2&quot;  } else {  //trace (&quot;currentHightestDepth is not 2&quot;   }  if " />
<page href="00005784.html" title="else if" text="else if  Flash Lite 1.0.  if (condition){  statement(s } else if (condition){  statement(s }  condition&#160;An expression that evaluates to true or false. statement(s)&#160;A series of statements to run if the condition specified in the if statement is&#160;false.   Statement; evaluates a condition and specifies the statements to run if the condition in the initial if statement returns a false value. If the else if condition returns a true value, the Flash interpreter runs the statements that follow the else if condition inside curly braces ({}). If the else if condition is false, Flash skips the statements inside the curly braces and runs the statements following the curly braces. Use the else if statement to create branching logic in your scripts.  The following example uses else if statements to check whether each side of an object is within a specific boundary: person_mc.xPos = 100; leftBound = 0; rightBound = 100; if (person_mc.xPos &lt;= leftBound) {  //trace (&quot;Clip is to the far left&quot; } else if (person_mc.xPos &gt;= rightBound) {  //trace (&quot;Clip is to the far right&quot;  } else {  //trace (&quot;Your clip is somewhere in between&quot; }  if else if  Flash Lite 1.0.  if (condition){  statement(s } else if (condition){  statement(s }  condition&#160;An expression that evaluates to true or false. statement(s)&#160;A series of statements to run if the condition specified in the if statement is&#160;false.   Statement; evaluates a condition and specifies the statements to run if the condition in the initial if statement returns a false value. If the else if condition returns a true value, the Flash interpreter runs the statements that follow the else if condition inside curly braces ({}). If the else if condition is false, Flash skips the statements inside the curly braces and runs the statements following the curly braces. Use the else if statement to create branching logic in your scripts.  The following example uses else if statements to check whether each side of an object is within a specific boundary: person_mc.xPos = 100; leftBound = 0; rightBound = 100; if (person_mc.xPos &lt;= leftBound) {  //trace (&quot;Clip is to the far left&quot; } else if (person_mc.xPos &gt;= rightBound) {  //trace (&quot;Clip is to the far right&quot;  } else {  //trace (&quot;Your clip is somewhere in between&quot; }  if else if  Flash Lite 1.0.  if (condition){  statement(s } else if (condition){  statement(s }  condition&#160;An expression that evaluates to true or false. statement(s)&#160;A series of statements to run if the condition specified in the if statement is&#160;false.   Statement; evaluates a condition and specifies the statements to run if the condition in the initial if statement returns a false value. If the else if condition returns a true value, the Flash interpreter runs the statements that follow the else if condition inside curly braces ({}). If the else if condition is false, Flash skips the statements inside the curly braces and runs the statements following the curly braces. Use the else if statement to create branching logic in your scripts.  The following example uses else if statements to check whether each side of an object is within a specific boundary: person_mc.xPos = 100; leftBound = 0; rightBound = 100; if (person_mc.xPos &lt;= leftBound) {  //trace (&quot;Clip is to the far left&quot; } else if (person_mc.xPos &gt;= rightBound) {  //trace (&quot;Clip is to the far right&quot;  } else {  //trace (&quot;Your clip is somewhere in between&quot; }  if " />
<page href="00005785.html" title="for" text="for  Flash Lite 1.0.  for (init; condition; next) {  statement(s  }  init&#160;An expression to evaluate before beginning the looping sequence, typically an assignment expression.  condition&#160;An expression that evaluates to true or false. The condition is&#160;evaluated before each loop iteration; the loop exits when the condition evaluates&#160;to false. next&#160;An expression to evaluate after each loop iteration; usually an assignment expression using the increment (++) or decrement (--) operator. statement(s)&#160;One or more instructions to execute in the loop.  Statement; a loop construct that evaluates the init (initialize) expression once and then begins a looping sequence by which, as long as the condition evaluates to true, statement is executed, and the next expression is evaluated.  Some properties cannot be enumerated by the for or for..in statements. For example, movie clip properties, such as _x and _y, are not enumerated.   The following example uses the for loop to sum the numbers from 1 to 100:  sum = 0;  for (i = 1; i &lt;= 100; i++) {  sum = sum + i;  }  ++ (increment), -- (decrement), do..while, while for  Flash Lite 1.0.  for (init; condition; next) {  statement(s  }  init&#160;An expression to evaluate before beginning the looping sequence, typically an assignment expression.  condition&#160;An expression that evaluates to true or false. The condition is&#160;evaluated before each loop iteration; the loop exits when the condition evaluates&#160;to false. next&#160;An expression to evaluate after each loop iteration; usually an assignment expression using the increment (++) or decrement (--) operator. statement(s)&#160;One or more instructions to execute in the loop.  Statement; a loop construct that evaluates the init (initialize) expression once and then begins a looping sequence by which, as long as the condition evaluates to true, statement is executed, and the next expression is evaluated.  Some properties cannot be enumerated by the for or for..in statements. For example, movie clip properties, such as _x and _y, are not enumerated.   The following example uses the for loop to sum the numbers from 1 to 100:  sum = 0;  for (i = 1; i &lt;= 100; i++) {  sum = sum + i;  }  ++ (increment), -- (decrement), do..while, while for  Flash Lite 1.0.  for (init; condition; next) {  statement(s  }  init&#160;An expression to evaluate before beginning the looping sequence, typically an assignment expression.  condition&#160;An expression that evaluates to true or false. The condition is&#160;evaluated before each loop iteration; the loop exits when the condition evaluates&#160;to false. next&#160;An expression to evaluate after each loop iteration; usually an assignment expression using the increment (++) or decrement (--) operator. statement(s)&#160;One or more instructions to execute in the loop.  Statement; a loop construct that evaluates the init (initialize) expression once and then begins a looping sequence by which, as long as the condition evaluates to true, statement is executed, and the next expression is evaluated.  Some properties cannot be enumerated by the for or for..in statements. For example, movie clip properties, such as _x and _y, are not enumerated.   The following example uses the for loop to sum the numbers from 1 to 100:  sum = 0;  for (i = 1; i &lt;= 100; i++) {  sum = sum + i;  }  ++ (increment), -- (decrement), do..while, while " />
<page href="00005786.html" title="if" text="if  Flash Lite 1.0.  if (condition) {  statement(s }  condition&#160;An expression that evaluates to true or false. statement(s)&#160;The instructions to execute if the condition evaluates to true.  Statement; evaluates a condition to determine the next action in a SWF file. If the condition is true, Flash Lite runs the statements that follow the condition inside curly braces ({}). If the condition is false, Flash Lite skips the statements inside the curly braces and runs the statements following the braces. Use the if statement to create branching logic in your&#160;scripts.  In the following example, the condition inside the parentheses evaluates the variable name to see if it has the literal value &quot;Erica&quot;. If it does, the play() function runs. if(name eq &quot;Erica&quot;){  play( } if  Flash Lite 1.0.  if (condition) {  statement(s }  condition&#160;An expression that evaluates to true or false. statement(s)&#160;The instructions to execute if the condition evaluates to true.  Statement; evaluates a condition to determine the next action in a SWF file. If the condition is true, Flash Lite runs the statements that follow the condition inside curly braces ({}). If the condition is false, Flash Lite skips the statements inside the curly braces and runs the statements following the braces. Use the if statement to create branching logic in your&#160;scripts.  In the following example, the condition inside the parentheses evaluates the variable name to see if it has the literal value &quot;Erica&quot;. If it does, the play() function runs. if(name eq &quot;Erica&quot;){  play( } if  Flash Lite 1.0.  if (condition) {  statement(s }  condition&#160;An expression that evaluates to true or false. statement(s)&#160;The instructions to execute if the condition evaluates to true.  Statement; evaluates a condition to determine the next action in a SWF file. If the condition is true, Flash Lite runs the statements that follow the condition inside curly braces ({}). If the condition is false, Flash Lite skips the statements inside the curly braces and runs the statements following the braces. Use the if statement to create branching logic in your&#160;scripts.  In the following example, the condition inside the parentheses evaluates the variable name to see if it has the literal value &quot;Erica&quot;. If it does, the play() function runs. if(name eq &quot;Erica&quot;){  play( } " />
<page href="00005787.html" title="switch" text="switch  Flash Lite 1.0.  switch (expression){  caseClause:  [defaultClause:] }  expression&#160;Any numeric expression. caseClause&#160;A case keyword followed by an expression, a colon, and a group of statements to execute if the expression matches the switch expression parameter. defaultClause&#160;An optional default keyword followed by statements to execute if none of the case expressions match the switch expression parameter.  Statement; creates a branching structure for ActionScript statements. Similar to the if statement, the switch statement tests a condition and executes statements if the condition evaluates to true.  Switch statements contain a fallback option called default. If no other statements are true, the default statement is executed.  In the following example, if the myNum parameter evaluates to 1, the trace() statement that follows case 1 executes; if the myNum parameter evaluates to 2, the trace() statement that follows case 2 executes; and so on. If no case expression matches the number parameter, the trace() statement that follows the default keyword executes. switch (myNum) {  case 1:  trace (&quot;case 1 tested true&quot;  break;  case 2:  trace (&quot;case 2 tested true&quot;  break;  case 3:  trace (&quot;case 3 tested true&quot;  break;  default:  trace (&quot;no case tested true&quot;) } In the following example, the first case group doesn't contain a break, so if the number is 1, both A and B appear in the Output panel:  switch (myNum) {  case 1:  trace (&quot;A&quot;  case 2:  trace (&quot;B&quot;  break;  default:  trace (&quot;D&quot;) }  case switch  Flash Lite 1.0.  switch (expression){  caseClause:  [defaultClause:] }  expression&#160;Any numeric expression. caseClause&#160;A case keyword followed by an expression, a colon, and a group of statements to execute if the expression matches the switch expression parameter. defaultClause&#160;An optional default keyword followed by statements to execute if none of the case expressions match the switch expression parameter.  Statement; creates a branching structure for ActionScript statements. Similar to the if statement, the switch statement tests a condition and executes statements if the condition evaluates to true.  Switch statements contain a fallback option called default. If no other statements are true, the default statement is executed.  In the following example, if the myNum parameter evaluates to 1, the trace() statement that follows case 1 executes; if the myNum parameter evaluates to 2, the trace() statement that follows case 2 executes; and so on. If no case expression matches the number parameter, the trace() statement that follows the default keyword executes. switch (myNum) {  case 1:  trace (&quot;case 1 tested true&quot;  break;  case 2:  trace (&quot;case 2 tested true&quot;  break;  case 3:  trace (&quot;case 3 tested true&quot;  break;  default:  trace (&quot;no case tested true&quot;) } In the following example, the first case group doesn't contain a break, so if the number is 1, both A and B appear in the Output panel:  switch (myNum) {  case 1:  trace (&quot;A&quot;  case 2:  trace (&quot;B&quot;  break;  default:  trace (&quot;D&quot;) }  case switch  Flash Lite 1.0.  switch (expression){  caseClause:  [defaultClause:] }  expression&#160;Any numeric expression. caseClause&#160;A case keyword followed by an expression, a colon, and a group of statements to execute if the expression matches the switch expression parameter. defaultClause&#160;An optional default keyword followed by statements to execute if none of the case expressions match the switch expression parameter.  Statement; creates a branching structure for ActionScript statements. Similar to the if statement, the switch statement tests a condition and executes statements if the condition evaluates to true.  Switch statements contain a fallback option called default. If no other statements are true, the default statement is executed.  In the following example, if the myNum parameter evaluates to 1, the trace() statement that follows case 1 executes; if the myNum parameter evaluates to 2, the trace() statement that follows case 2 executes; and so on. If no case expression matches the number parameter, the trace() statement that follows the default keyword executes. switch (myNum) {  case 1:  trace (&quot;case 1 tested true&quot;  break;  case 2:  trace (&quot;case 2 tested true&quot;  break;  case 3:  trace (&quot;case 3 tested true&quot;  break;  default:  trace (&quot;no case tested true&quot;) } In the following example, the first case group doesn't contain a break, so if the number is 1, both A and B appear in the Output panel:  switch (myNum) {  case 1:  trace (&quot;A&quot;  case 2:  trace (&quot;B&quot;  break;  default:  trace (&quot;D&quot;) }  case " />
<page href="00005788.html" title="while" text="while  Flash Lite 1.0.  while(condition) {  statement(s }  condition&#160;The expression that is evaluated each time the while statement executes.  statement(s)&#160;The instructions to execute when the condition evaluates to true.  Statement; tests an expression and runs a statement or series of statements repeatedly in a loop as long as the expression is true.  Before the statement block is run, the condition is tested; if the test returns true, the statement block is run. If the condition is false, the statement block is skipped and the first statement after the while statement's statement block is executed. Looping is commonly used to perform an action when a counter variable is less&#160;than a specified value. At the end of each loop, the counter is incremented until the specified value is reached. At that point, the condition is no longer true, and the&#160;loop ends. The while statement performs the following series of steps. Each repetition of steps 1 through 4 is called an iteration of the loop. The condition is tested at the beginning of each iteration: The expression condition is evaluated. If condition evaluates to true or a value that converts to the Boolean value true, such as a nonzero number, go to step 3. Otherwise, the while statement completes and execution resumes at the next statement after the while loop. Run the statement block statement(s). Go to step 1.  The following example executes a loop as long as the value of the index variable i is less than&#160;10: i = 0; while(i &lt; 10) {  trace (&quot;i = &quot; add ++i // Output: 1,2,3,4,5,6,7,8,9 }  continue, do..while, for  while  Flash Lite 1.0.  while(condition) {  statement(s }  condition&#160;The expression that is evaluated each time the while statement executes.  statement(s)&#160;The instructions to execute when the condition evaluates to true.  Statement; tests an expression and runs a statement or series of statements repeatedly in a loop as long as the expression is true.  Before the statement block is run, the condition is tested; if the test returns true, the statement block is run. If the condition is false, the statement block is skipped and the first statement after the while statement's statement block is executed. Looping is commonly used to perform an action when a counter variable is less&#160;than a specified value. At the end of each loop, the counter is incremented until the specified value is reached. At that point, the condition is no longer true, and the&#160;loop ends. The while statement performs the following series of steps. Each repetition of steps 1 through 4 is called an iteration of the loop. The condition is tested at the beginning of each iteration: The expression condition is evaluated. If condition evaluates to true or a value that converts to the Boolean value true, such as a nonzero number, go to step 3. Otherwise, the while statement completes and execution resumes at the next statement after the while loop. Run the statement block statement(s). Go to step 1.  The following example executes a loop as long as the value of the index variable i is less than&#160;10: i = 0; while(i &lt; 10) {  trace (&quot;i = &quot; add ++i // Output: 1,2,3,4,5,6,7,8,9 }  continue, do..while, for  while  Flash Lite 1.0.  while(condition) {  statement(s }  condition&#160;The expression that is evaluated each time the while statement executes.  statement(s)&#160;The instructions to execute when the condition evaluates to true.  Statement; tests an expression and runs a statement or series of statements repeatedly in a loop as long as the expression is true.  Before the statement block is run, the condition is tested; if the test returns true, the statement block is run. If the condition is false, the statement block is skipped and the first statement after the while statement's statement block is executed. Looping is commonly used to perform an action when a counter variable is less&#160;than a specified value. At the end of each loop, the counter is incremented until the specified value is reached. At that point, the condition is no longer true, and the&#160;loop ends. The while statement performs the following series of steps. Each repetition of steps 1 through 4 is called an iteration of the loop. The condition is tested at the beginning of each iteration: The expression condition is evaluated. If condition evaluates to true or a value that converts to the Boolean value true, such as a nonzero number, go to step 3. Otherwise, the while statement completes and execution resumes at the next statement after the while loop. Run the statement block statement(s). Go to step 1.  The following example executes a loop as long as the value of the index variable i is less than&#160;10: i = 0; while(i &lt; 10) {  trace (&quot;i = &quot; add ++i // Output: 1,2,3,4,5,6,7,8,9 }  continue, do..while, for  " />
<page href="00005789.html" title="Flash Lite Operators" text="Flash Lite Operators This section describes the syntax and use of Adobe's Macromedia Flash Lite 1.x ActionScript operators. All entries are listed alphabetically. However, some operators are symbols and are alphabetized by their text descriptions. The operators in this section are summarized in the following table: Operator Description add (string concatenation) Concatenates (combines) two or more strings. += (addition assignment) Assigns expression1 the value of expression1 + expression2. and Performs a logical AND operation. = (assignment) Assigns the value of expression2 (the operand on the right) to the variable or property in expression1. /* (block comment) Indicates one or more lines of script comments. Any characters that appear between the opening comment tag (/*) and the closing comment tag (*/) are interpreted as a comment and ignored by the ActionScript interpreter. , (comma) Evaluates expression1, then expression2, and returns the value of&#160;expression2. // (comment) Indicates the beginning of a script comment. Any characters that appear between the comment delimiter (//) and the end-of-line character are interpreted as&#160;a comment and ignored by the ActionScript interpreter. ?: (conditional) Instructs Flash Lite to evaluate expression1, and if the value of expression1 is true, the operator returns the value of expression2; otherwise, it returns the value of expression3. -- (decrement) Subtracts 1 from expression. The pre-decrement form of the operator (--expression) subtracts 1 from expression and returns the result as a number. &lt;br /&gt;The post-decrement form of the operator (expression--) subtracts 1 from expression and returns the initial value of expression (the value before the subtraction). / (divide) Divides expression1 by expression2. /= (division assignment) Assigns expression1 the value of expression1 / expression2. . (dot) Used to navigate movie clip hierarchies to access nested (child) movie clips, variables, or properties. ++ (increment) Adds 1 to expression. The expression can be a variable, element in an array, or property of an object. The pre-increment form of the operator (++expression) adds 1 to expression and returns the result as a number. The post-increment form of the operator (expression++) adds 1 to expression and returns the initial value of expression (the value before the addition). &amp;&amp; (logical AND) Evaluates expression1 (the expression on the left side of the operator) and returns false if the expression evaluates to false. If expression1 evaluates to true, expression2 (the expression on the right side of the operator) is evaluated. If expression2 evaluates to true, the final result is true; otherwise, it is false. ! (logical NOT) Inverts the Boolean value of a variable or expression. If expression is a variable with the absolute or converted value of true, the value of !expression is false. If the expression x &amp;&amp; y evaluates to false, the expression !(x &amp;&amp; y) evaluates to true. || (logical OR) Evaluates expression1 and expression2. The result is true if either or both expressions evaluate to true; the result is false only if both expressions evaluate to false. You can use the logical OR operator with any number of operands; if any operand evaluates to true, the result is true. % (modulo) Calculates the remainder of expression1 divided by expression2. If an expression operand is non-numeric, the modulo operator attempts to convert it to a number. %= (modulo assignment) Assigns expression1 the value of expression1 % expression2. *= (multiplication assignment) Assigns expression1 the value of expression1 * expression2 . * (multiply) Multiples two numeric expressions. + (numeric add) Adds numeric expressions. == (numeric equality) Tests for equality; if expression1 is equal to expression2 , the result is&#160;true. &gt; (numeric greater than) Compares two expressions and determines whether expression1 is greater than expression2 ; if it is, the operator returns true. If expression1 is less than or equal to&#160;expression2 , the operator returns&#160;false. &gt;= (numeric greater than or equal to) Compares two expressions and determines whether expression1 is greater than or equal to expression2 (true) or whether expression1 is less than expression2 (false). &lt;&gt; (numeric inequality) Tests for inequality; if expression1 is equal to expression2 , the result is false. &lt; (numeric less than) Compares two expressions and determines whether expression1 is less than expression2 ; if so, the operator returns true. If expression1 is greater than or equal to expression2, the operator returns false. &lt;= (numeric less than or equal to) Compares two expressions and determines whether expression1 is less than or equal to expression2. If it is, the operator returns true; otherwise, it returns false. () (parentheses) Groups one or more parameters, performs sequential evaluation of expressions, or surrounds one or more parameters and passes them as parameters to a function outside the parentheses. &quot; &quot; (string delimiter) When used before and after a sequence of zero or more characters, quotation marks indicate that the characters have&#160;a&#160;literal value and are considered a string; they are not a variable, numeric value, or other ActionScript element. eq (string equality) Compares two expressions for equality and returns true if the string representation of expression1 is equal to the string representation of expression2; otherwise, the operation returns false. gt (string greater than) Compares the string representation of expression1 to the string representation of expression2 and returns true if expression1 is greater than expression2; otherwise, it returns false. ge (string greater than or equal to) Compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than or equal to expression2; otherwise, it returns false. ne (string inequality) Compares the string representations of expression1 to expression2 and returns true if expression1 is not equal to expression2; otherwise, it returns false. lt (string less than) Compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than expression2; otherwise, it returns false. le (string less than or equal to) Compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than or equal to expression2; otherwise, it returns false. - (subtract) Used for negating or subtracting. -= (subtraction assignment) Assigns expression1 the value of expression1 - expression2. Flash Lite Operators This section describes the syntax and use of Adobe's Macromedia Flash Lite 1.x ActionScript operators. All entries are listed alphabetically. However, some operators are symbols and are alphabetized by their text descriptions. The operators in this section are summarized in the following table: Operator Description add (string concatenation) Concatenates (combines) two or more strings. += (addition assignment) Assigns expression1 the value of expression1 + expression2. and Performs a logical AND operation. = (assignment) Assigns the value of expression2 (the operand on the right) to the variable or property in expression1. /* (block comment) Indicates one or more lines of script comments. Any characters that appear between the opening comment tag (/*) and the closing comment tag (*/) are interpreted as a comment and ignored by the ActionScript interpreter. , (comma) Evaluates expression1, then expression2, and returns the value of&#160;expression2. // (comment) Indicates the beginning of a script comment. Any characters that appear between the comment delimiter (//) and the end-of-line character are interpreted as&#160;a comment and ignored by the ActionScript interpreter. ?: (conditional) Instructs Flash Lite to evaluate expression1, and if the value of expression1 is true, the operator returns the value of expression2; otherwise, it returns the value of expression3. -- (decrement) Subtracts 1 from expression. The pre-decrement form of the operator (--expression) subtracts 1 from expression and returns the result as a number. &lt;br /&gt;The post-decrement form of the operator (expression--) subtracts 1 from expression and returns the initial value of expression (the value before the subtraction). / (divide) Divides expression1 by expression2. /= (division assignment) Assigns expression1 the value of expression1 / expression2. . (dot) Used to navigate movie clip hierarchies to access nested (child) movie clips, variables, or properties. ++ (increment) Adds 1 to expression. The expression can be a variable, element in an array, or property of an object. The pre-increment form of the operator (++expression) adds 1 to expression and returns the result as a number. The post-increment form of the operator (expression++) adds 1 to expression and returns the initial value of expression (the value before the addition). &amp;&amp; (logical AND) Evaluates expression1 (the expression on the left side of the operator) and returns false if the expression evaluates to false. If expression1 evaluates to true, expression2 (the expression on the right side of the operator) is evaluated. If expression2 evaluates to true, the final result is true; otherwise, it is false. ! (logical NOT) Inverts the Boolean value of a variable or expression. If expression is a variable with the absolute or converted value of true, the value of !expression is false. If the expression x &amp;&amp; y evaluates to false, the expression !(x &amp;&amp; y) evaluates to true. || (logical OR) Evaluates expression1 and expression2. The result is true if either or both expressions evaluate to true; the result is false only if both expressions evaluate to false. You can use the logical OR operator with any number of operands; if any operand evaluates to true, the result is true. % (modulo) Calculates the remainder of expression1 divided by expression2. If an expression operand is non-numeric, the modulo operator attempts to convert it to a number. %= (modulo assignment) Assigns expression1 the value of expression1 % expression2. *= (multiplication assignment) Assigns expression1 the value of expression1 * expression2 . * (multiply) Multiples two numeric expressions. + (numeric add) Adds numeric expressions. == (numeric equality) Tests for equality; if expression1 is equal to expression2 , the result is&#160;true. &gt; (numeric greater than) Compares two expressions and determines whether expression1 is greater than expression2 ; if it is, the operator returns true. If expression1 is less than or equal to&#160;expression2 , the operator returns&#160;false. &gt;= (numeric greater than or equal to) Compares two expressions and determines whether expression1 is greater than or equal to expression2 (true) or whether expression1 is less than expression2 (false). &lt;&gt; (numeric inequality) Tests for inequality; if expression1 is equal to expression2 , the result is false. &lt; (numeric less than) Compares two expressions and determines whether expression1 is less than expression2 ; if so, the operator returns true. If expression1 is greater than or equal to expression2, the operator returns false. &lt;= (numeric less than or equal to) Compares two expressions and determines whether expression1 is less than or equal to expression2. If it is, the operator returns true; otherwise, it returns false. () (parentheses) Groups one or more parameters, performs sequential evaluation of expressions, or surrounds one or more parameters and passes them as parameters to a function outside the parentheses. &quot; &quot; (string delimiter) When used before and after a sequence of zero or more characters, quotation marks indicate that the characters have&#160;a&#160;literal value and are considered a string; they are not a variable, numeric value, or other ActionScript element. eq (string equality) Compares two expressions for equality and returns true if the string representation of expression1 is equal to the string representation of expression2; otherwise, the operation returns false. gt (string greater than) Compares the string representation of expression1 to the string representation of expression2 and returns true if expression1 is greater than expression2; otherwise, it returns false. ge (string greater than or equal to) Compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than or equal to expression2; otherwise, it returns false. ne (string inequality) Compares the string representations of expression1 to expression2 and returns true if expression1 is not equal to expression2; otherwise, it returns false. lt (string less than) Compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than expression2; otherwise, it returns false. le (string less than or equal to) Compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than or equal to expression2; otherwise, it returns false. - (subtract) Used for negating or subtracting. -= (subtraction assignment) Assigns expression1 the value of expression1 - expression2. Flash Lite Operators This section describes the syntax and use of Adobe's Macromedia Flash Lite 1.x ActionScript operators. All entries are listed alphabetically. However, some operators are symbols and are alphabetized by their text descriptions. The operators in this section are summarized in the following table: " />
<page href="00005790.html" title="add (string concatenation)" text="add (string concatenation)  Flash Lite 1.0.   string1 add string2  string1, string2&#160;Strings.  Operator; concatenates (combines) two or more strings.   The following example combines two string values to produce the string catalog. conStr = &quot;cat&quot; add &quot;alog&quot;; trace (conStr // output: catalog  + (numeric add) add (string concatenation)  Flash Lite 1.0.   string1 add string2  string1, string2&#160;Strings.  Operator; concatenates (combines) two or more strings.   The following example combines two string values to produce the string catalog. conStr = &quot;cat&quot; add &quot;alog&quot;; trace (conStr // output: catalog  + (numeric add) add (string concatenation)  Flash Lite 1.0.   string1 add string2  string1, string2&#160;Strings.  Operator; concatenates (combines) two or more strings.   The following example combines two string values to produce the string catalog. conStr = &quot;cat&quot; add &quot;alog&quot;; trace (conStr // output: catalog  + (numeric add) " />
<page href="00005791.html" title="+= (addition assignment)" text="+= (addition assignment)  Flash Lite 1.0.  expression1 += expression2  expression1, expression2&#160;Numbers or strings.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 + expression2. For example, the following two statements have the same&#160;result:  x += y; x = x + y; All the rules of the addition (+) operator apply to the addition assignment (+=) operator.   The following example uses the addition assignment (+=) operator to increase the value of x by the value of y:  x = 5; y = 10; x += y; trace(x // output: 15   + (numeric add) += (addition assignment)  Flash Lite 1.0.  expression1 += expression2  expression1, expression2&#160;Numbers or strings.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 + expression2. For example, the following two statements have the same&#160;result:  x += y; x = x + y; All the rules of the addition (+) operator apply to the addition assignment (+=) operator.   The following example uses the addition assignment (+=) operator to increase the value of x by the value of y:  x = 5; y = 10; x += y; trace(x // output: 15   + (numeric add) += (addition assignment)  Flash Lite 1.0.  expression1 += expression2  expression1, expression2&#160;Numbers or strings.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 + expression2. For example, the following two statements have the same&#160;result:  x += y; x = x + y; All the rules of the addition (+) operator apply to the addition assignment (+=) operator.   The following example uses the addition assignment (+=) operator to increase the value of x by the value of y:  x = 5; y = 10; x += y; trace(x // output: 15   + (numeric add) " />
<page href="00005792.html" title="and" text="and  Flash Lite 1.0.   condition1 and condition2  condition1, condition2&#160;Conditions or expressions that evaluate to true&#160;or&#160;false.   Operator; performs a logical AND operation.  The following example uses the and operator to test whether a player has won the game. The turns variable and the score variable are updated when a player takes a turn or scores points during the game. The following script shows &quot;You Win the Game!&quot; in the Output panel when the player's score reaches 75 or higher in three turns or less. turns = 2; score = 77; winner = (turns &lt;= 3) and (score &gt;= 75 if (winner) {  trace(&quot;You Win the Game!&quot; } else {  trace(&quot;Try Again!&quot; } // output: You Win the Game!  &amp;&amp; (logical AND) and  Flash Lite 1.0.   condition1 and condition2  condition1, condition2&#160;Conditions or expressions that evaluate to true&#160;or&#160;false.   Operator; performs a logical AND operation.  The following example uses the and operator to test whether a player has won the game. The turns variable and the score variable are updated when a player takes a turn or scores points during the game. The following script shows &quot;You Win the Game!&quot; in the Output panel when the player's score reaches 75 or higher in three turns or less. turns = 2; score = 77; winner = (turns &lt;= 3) and (score &gt;= 75 if (winner) {  trace(&quot;You Win the Game!&quot; } else {  trace(&quot;Try Again!&quot; } // output: You Win the Game!  &amp;&amp; (logical AND) and  Flash Lite 1.0.   condition1 and condition2  condition1, condition2&#160;Conditions or expressions that evaluate to true&#160;or&#160;false.   Operator; performs a logical AND operation.  The following example uses the and operator to test whether a player has won the game. The turns variable and the score variable are updated when a player takes a turn or scores points during the game. The following script shows &quot;You Win the Game!&quot; in the Output panel when the player's score reaches 75 or higher in three turns or less. turns = 2; score = 77; winner = (turns &lt;= 3) and (score &gt;= 75 if (winner) {  trace(&quot;You Win the Game!&quot; } else {  trace(&quot;Try Again!&quot; } // output: You Win the Game!  &amp;&amp; (logical AND) " />
<page href="00005793.html" title="= (assignment)" text="= (assignment)  Flash Lite 1.0.   expression1 = expression2  expression1&#160;A variable or a property. expression2&#160;A value.   Operator; assigns the value of expression2 (the operand on the right) to the variable or property in expression1.  The following example uses the assignment (=) operator to assign a numeric value to the variable weight: weight = 5; The following example uses the assignment (=) operator to assign a string value to the variable greeting: greeting = &quot;Hello, &quot; and personName; = (assignment)  Flash Lite 1.0.   expression1 = expression2  expression1&#160;A variable or a property. expression2&#160;A value.   Operator; assigns the value of expression2 (the operand on the right) to the variable or property in expression1.  The following example uses the assignment (=) operator to assign a numeric value to the variable weight: weight = 5; The following example uses the assignment (=) operator to assign a string value to the variable greeting: greeting = &quot;Hello, &quot; and personName; = (assignment)  Flash Lite 1.0.   expression1 = expression2  expression1&#160;A variable or a property. expression2&#160;A value.   Operator; assigns the value of expression2 (the operand on the right) to the variable or property in expression1.  The following example uses the assignment (=) operator to assign a numeric value to the variable weight: weight = 5; The following example uses the assignment (=) operator to assign a string value to the variable greeting: greeting = &quot;Hello, &quot; and personName; " />
<page href="00005794.html" title="/* (block comment)" text="/* (block comment)  Flash Lite 1.0  /* comment */ /* comment comment */  comment&#160;Any characters.  Comment delimiter; indicates one or more lines of script comments. Any characters that appear between the opening comment tag (/*) and the closing comment tag (*/) are interpreted as a comment and ignored by the ActionScript interpreter.  Use the // (comment delimiter) to identify single-line comments. Use the /* comment delimiter to identify comments on multiple successive lines. Leaving off the closing tag (*/) when using this form of comment delimiter returns an error message. Attempting to nest comments also returns an error message.  After you use an opening comment tag (/*), the first closing comment tag (*/) will end the comment, regardless of the number of opening comment tags (/*) placed between them.  // (comment) /* (block comment)  Flash Lite 1.0  /* comment */ /* comment comment */  comment&#160;Any characters.  Comment delimiter; indicates one or more lines of script comments. Any characters that appear between the opening comment tag (/*) and the closing comment tag (*/) are interpreted as a comment and ignored by the ActionScript interpreter.  Use the // (comment delimiter) to identify single-line comments. Use the /* comment delimiter to identify comments on multiple successive lines. Leaving off the closing tag (*/) when using this form of comment delimiter returns an error message. Attempting to nest comments also returns an error message.  After you use an opening comment tag (/*), the first closing comment tag (*/) will end the comment, regardless of the number of opening comment tags (/*) placed between them.  // (comment) /* (block comment)  Flash Lite 1.0  /* comment */ /* comment comment */  comment&#160;Any characters.  Comment delimiter; indicates one or more lines of script comments. Any characters that appear between the opening comment tag (/*) and the closing comment tag (*/) are interpreted as a comment and ignored by the ActionScript interpreter.  Use the // (comment delimiter) to identify single-line comments. Use the /* comment delimiter to identify comments on multiple successive lines. Leaving off the closing tag (*/) when using this form of comment delimiter returns an error message. Attempting to nest comments also returns an error message.  After you use an opening comment tag (/*), the first closing comment tag (*/) will end the comment, regardless of the number of opening comment tags (/*) placed between them.  // (comment) " />
<page href="00005795.html" title=", (comma)" text=", (comma)  Flash Lite 1.0.  expression1, expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.   Operator; evaluates expression1, then expression2, and returns the value of expression2.   The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma operator returns only the value of the first expression without the parentheses () operator: v = 0; v = 4, 5, 6; trace(v // output: 4 The following example uses the comma (,) operator with the parentheses () operator and illustrates that the comma operator returns the value of the last expression when used with the parentheses () operator: v = 0; v = (4, 5, 6 trace(v // output: 6 The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma operator sequentially evaluates all of the expressions but returns the value of the first expression. The second expression, z++, is evaluated and z is incremented by 1. v = 0; z = 0; v = v + 4 , z++, v + 6; trace(v // output: 4 trace(z // output: 1 The following example is identical to the previous example except for the addition of the parentheses () operator and illustrates once again that when used with the parentheses () operator, the comma (,) operator returns the value of the last expression in the series: v = 0; z = 0; v = (v + 4, z++, v + 6 trace(v // output: 6 trace(z // output: 1  for, () (parentheses) , (comma)  Flash Lite 1.0.  expression1, expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.   Operator; evaluates expression1, then expression2, and returns the value of expression2.   The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma operator returns only the value of the first expression without the parentheses () operator: v = 0; v = 4, 5, 6; trace(v // output: 4 The following example uses the comma (,) operator with the parentheses () operator and illustrates that the comma operator returns the value of the last expression when used with the parentheses () operator: v = 0; v = (4, 5, 6 trace(v // output: 6 The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma operator sequentially evaluates all of the expressions but returns the value of the first expression. The second expression, z++, is evaluated and z is incremented by 1. v = 0; z = 0; v = v + 4 , z++, v + 6; trace(v // output: 4 trace(z // output: 1 The following example is identical to the previous example except for the addition of the parentheses () operator and illustrates once again that when used with the parentheses () operator, the comma (,) operator returns the value of the last expression in the series: v = 0; z = 0; v = (v + 4, z++, v + 6 trace(v // output: 6 trace(z // output: 1  for, () (parentheses) , (comma)  Flash Lite 1.0.  expression1, expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.   Operator; evaluates expression1, then expression2, and returns the value of expression2.   The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma operator returns only the value of the first expression without the parentheses () operator: v = 0; v = 4, 5, 6; trace(v // output: 4 The following example uses the comma (,) operator with the parentheses () operator and illustrates that the comma operator returns the value of the last expression when used with the parentheses () operator: v = 0; v = (4, 5, 6 trace(v // output: 6 The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma operator sequentially evaluates all of the expressions but returns the value of the first expression. The second expression, z++, is evaluated and z is incremented by 1. v = 0; z = 0; v = v + 4 , z++, v + 6; trace(v // output: 4 trace(z // output: 1 The following example is identical to the previous example except for the addition of the parentheses () operator and illustrates once again that when used with the parentheses () operator, the comma (,) operator returns the value of the last expression in the series: v = 0; z = 0; v = (v + 4, z++, v + 6 trace(v // output: 6 trace(z // output: 1  for, () (parentheses) " />
<page href="00005796.html" title="// (comment)" text="// (comment)  Flash Lite 1.0  // comment  comment&#160;Any characters.  Comment delimiter; indicates the beginning of a script comment. Any characters that appear between the comment delimiter (//) and the end-of-line character are interpreted as&#160;a comment and ignored by the ActionScript interpreter.   The following example uses comment delimiters to identify the first, third, fifth, and seventh lines as comments: // Record the X position of the ball movie clip. ballX = ball._x; // Record the Y position of the ball movie clip. ballY = ball._y; // Record the X position of the bat movie clip. batX = bat._x; // Record the Y position of the bat movie clip. batY = bat._y;  /* (block comment) // (comment)  Flash Lite 1.0  // comment  comment&#160;Any characters.  Comment delimiter; indicates the beginning of a script comment. Any characters that appear between the comment delimiter (//) and the end-of-line character are interpreted as&#160;a comment and ignored by the ActionScript interpreter.   The following example uses comment delimiters to identify the first, third, fifth, and seventh lines as comments: // Record the X position of the ball movie clip. ballX = ball._x; // Record the Y position of the ball movie clip. ballY = ball._y; // Record the X position of the bat movie clip. batX = bat._x; // Record the Y position of the bat movie clip. batY = bat._y;  /* (block comment) // (comment)  Flash Lite 1.0  // comment  comment&#160;Any characters.  Comment delimiter; indicates the beginning of a script comment. Any characters that appear between the comment delimiter (//) and the end-of-line character are interpreted as&#160;a comment and ignored by the ActionScript interpreter.   The following example uses comment delimiters to identify the first, third, fifth, and seventh lines as comments: // Record the X position of the ball movie clip. ballX = ball._x; // Record the Y position of the ball movie clip. ballY = ball._y; // Record the X position of the bat movie clip. batX = bat._x; // Record the Y position of the bat movie clip. batY = bat._y;  /* (block comment) " />
<page href="00005797.html" title="?: (conditional)" text="?: (conditional)  Flash Lite 1.0.  expression1 ? expression2 : expression3  expression1&#160;An expression that evaluates to a Boolean value, usually a comparison expression, such as x &lt; 5. expression2, expression3&#160;Values of any type.  Operator; instructs Flash Lite to evaluate expression1, and if the value of expression1 is true, it returns the value of expression2; otherwise, it returns the value of expression3.   The following example assigns the value of variable x to variable z because expression1 evaluates to true: x = 5; y = 10; z = (x &lt; 6) ? x: y; trace (z // output: 5 ?: (conditional)  Flash Lite 1.0.  expression1 ? expression2 : expression3  expression1&#160;An expression that evaluates to a Boolean value, usually a comparison expression, such as x &lt; 5. expression2, expression3&#160;Values of any type.  Operator; instructs Flash Lite to evaluate expression1, and if the value of expression1 is true, it returns the value of expression2; otherwise, it returns the value of expression3.   The following example assigns the value of variable x to variable z because expression1 evaluates to true: x = 5; y = 10; z = (x &lt; 6) ? x: y; trace (z // output: 5 ?: (conditional)  Flash Lite 1.0.  expression1 ? expression2 : expression3  expression1&#160;An expression that evaluates to a Boolean value, usually a comparison expression, such as x &lt; 5. expression2, expression3&#160;Values of any type.  Operator; instructs Flash Lite to evaluate expression1, and if the value of expression1 is true, it returns the value of expression2; otherwise, it returns the value of expression3.   The following example assigns the value of variable x to variable z because expression1 evaluates to true: x = 5; y = 10; z = (x &lt; 6) ? x: y; trace (z // output: 5 " />
<page href="00005798.html" title="-- (decrement)" text="-- (decrement)  Flash Lite 1.0.  --expression  expression--  None.   Operator (arithmetic a pre-decrement and post-decrement unary operator that subtracts 1 from expression. The pre-decrement form of the operator (--expression) subtracts 1 from expression and returns the result as a number. The post-decrement form of the operator (expression--) subtracts 1 from expression and returns the initial value of expression (the value before the subtraction).  The following example shows the pre-decrement form of the operator, decrementing aWidth to 2 (aWidth - 1 = 2) and returning the result as&#160;bWidth:  aWidth = 3; bWidth = --aWidth; // The bWidth value is equal to 2. The next example shows the post-decrement form of the operator decrementing aWidth to 2 (aWidth - 1 = 2) and returning the original value of aWidth as the result bWidth: aWidth = 3;  bWidth = aWidth--; // The bWidth value is equal to 3.  -- (decrement)  Flash Lite 1.0.  --expression  expression--  None.   Operator (arithmetic a pre-decrement and post-decrement unary operator that subtracts 1 from expression. The pre-decrement form of the operator (--expression) subtracts 1 from expression and returns the result as a number. The post-decrement form of the operator (expression--) subtracts 1 from expression and returns the initial value of expression (the value before the subtraction).  The following example shows the pre-decrement form of the operator, decrementing aWidth to 2 (aWidth - 1 = 2) and returning the result as&#160;bWidth:  aWidth = 3; bWidth = --aWidth; // The bWidth value is equal to 2. The next example shows the post-decrement form of the operator decrementing aWidth to 2 (aWidth - 1 = 2) and returning the original value of aWidth as the result bWidth: aWidth = 3;  bWidth = aWidth--; // The bWidth value is equal to 3.  -- (decrement)  Flash Lite 1.0.  --expression  expression--  None.   Operator (arithmetic a pre-decrement and post-decrement unary operator that subtracts 1 from expression. The pre-decrement form of the operator (--expression) subtracts 1 from expression and returns the result as a number. The post-decrement form of the operator (expression--) subtracts 1 from expression and returns the initial value of expression (the value before the subtraction).  The following example shows the pre-decrement form of the operator, decrementing aWidth to 2 (aWidth - 1 = 2) and returning the result as&#160;bWidth:  aWidth = 3; bWidth = --aWidth; // The bWidth value is equal to 2. The next example shows the post-decrement form of the operator decrementing aWidth to 2 (aWidth - 1 = 2) and returning the original value of aWidth as the result bWidth: aWidth = 3;  bWidth = aWidth--; // The bWidth value is equal to 3.  " />
<page href="00005799.html" title="/ (divide)" text="/ (divide)  Flash Lite 1.0.  expression1 / expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic divides expression1 by expression2. The result of the division operation is a double-precision floating-point number.   The following statement divides the floating-point number 22.0 by 7.0 and then shows the result in the Output panel: trace(22.0 / 7.0 The result is 3.1429, which is a floating-point number. / (divide)  Flash Lite 1.0.  expression1 / expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic divides expression1 by expression2. The result of the division operation is a double-precision floating-point number.   The following statement divides the floating-point number 22.0 by 7.0 and then shows the result in the Output panel: trace(22.0 / 7.0 The result is 3.1429, which is a floating-point number. / (divide)  Flash Lite 1.0.  expression1 / expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic divides expression1 by expression2. The result of the division operation is a double-precision floating-point number.   The following statement divides the floating-point number 22.0 by 7.0 and then shows the result in the Output panel: trace(22.0 / 7.0 The result is 3.1429, which is a floating-point number. " />
<page href="00005800.html" title="/= (division assignment)" text="/= (division assignment)  Flash Lite 1.0.  expression1 /= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.   Operator (arithmetic compound assignment assigns expression1 the value of expression1 / expression2. For example, the following two statements are equivalent:  x /= y x = x / y  The following example uses the /= operator with variables and numbers: x = 10; y = 2; x /= y; // The expression x now contains the value 5. /= (division assignment)  Flash Lite 1.0.  expression1 /= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.   Operator (arithmetic compound assignment assigns expression1 the value of expression1 / expression2. For example, the following two statements are equivalent:  x /= y x = x / y  The following example uses the /= operator with variables and numbers: x = 10; y = 2; x /= y; // The expression x now contains the value 5. /= (division assignment)  Flash Lite 1.0.  expression1 /= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.   Operator (arithmetic compound assignment assigns expression1 the value of expression1 / expression2. For example, the following two statements are equivalent:  x /= y x = x / y  The following example uses the /= operator with variables and numbers: x = 10; y = 2; x /= y; // The expression x now contains the value 5. " />
<page href="00005801.html" title=". (dot)" text=". (dot)  Flash Lite 1.0.  instancename.variable  instancename.childinstance.variable  instancename&#160;The instance name of a movie clip. childinstance&#160;A movie clip instance that is a child of, or nested in, another movie clip. variable&#160;A variable on the timeline of the specified movie clip instance name.  Operator; used to navigate movie clip hierarchies to access nested (child) movie clips, variables, or properties.   The following example identifies the current value of the variable hairColor in the movie&#160;clip person_mc: person_mc.hairColor This is equivalent to the following slash notation syntax:  /person_mc:hairColor  / (Forward slash) . (dot)  Flash Lite 1.0.  instancename.variable  instancename.childinstance.variable  instancename&#160;The instance name of a movie clip. childinstance&#160;A movie clip instance that is a child of, or nested in, another movie clip. variable&#160;A variable on the timeline of the specified movie clip instance name.  Operator; used to navigate movie clip hierarchies to access nested (child) movie clips, variables, or properties.   The following example identifies the current value of the variable hairColor in the movie&#160;clip person_mc: person_mc.hairColor This is equivalent to the following slash notation syntax:  /person_mc:hairColor  / (Forward slash) . (dot)  Flash Lite 1.0.  instancename.variable  instancename.childinstance.variable  instancename&#160;The instance name of a movie clip. childinstance&#160;A movie clip instance that is a child of, or nested in, another movie clip. variable&#160;A variable on the timeline of the specified movie clip instance name.  Operator; used to navigate movie clip hierarchies to access nested (child) movie clips, variables, or properties.   The following example identifies the current value of the variable hairColor in the movie&#160;clip person_mc: person_mc.hairColor This is equivalent to the following slash notation syntax:  /person_mc:hairColor  / (Forward slash) " />
<page href="00005802.html" title="++ (increment)" text="++ (increment)  Flash Lite 1.0.  ++expression  expression++  None.  Operator (arithmetic a pre-increment and post-increment unary operator that adds 1 to expression. The expression can be a variable, element in an array, or property of an object. The pre-increment form of the operator (++expression) adds 1 to expression and returns the result as a number. The post-increment form of the operator (expression++) adds 1 to expression and returns the initial value of expression (the value before the addition).  The following example uses ++ as a post-increment operator to make a while loop run five times:  i = 0; while (i++ &lt; 5){  trace(&quot;this is execution &quot; + i } The following example uses ++ as a pre-increment operator: a = &quot;&quot;; i = 0; while (i &lt; 10) {  a = a add (++i) add &quot;,&quot;; } trace(a // output: 1,2,3,4,5,6,7,8,9,10, This script shows the following result in the Output panel:  1,2,3,4,5,6,7,8,9,10, The following example uses ++ as a post-increment operator: a = &quot;&quot;; i = 0; while (i &lt; 10) {  a = a add (i++) add &quot;,&quot;; } trace(a // output: 0,1,2,3,4,5,6,7,8,9, This script shows the following result in the Output panel:  0,1,2,3,4,5,6,7,8,9, ++ (increment)  Flash Lite 1.0.  ++expression  expression++  None.  Operator (arithmetic a pre-increment and post-increment unary operator that adds 1 to expression. The expression can be a variable, element in an array, or property of an object. The pre-increment form of the operator (++expression) adds 1 to expression and returns the result as a number. The post-increment form of the operator (expression++) adds 1 to expression and returns the initial value of expression (the value before the addition).  The following example uses ++ as a post-increment operator to make a while loop run five times:  i = 0; while (i++ &lt; 5){  trace(&quot;this is execution &quot; + i } The following example uses ++ as a pre-increment operator: a = &quot;&quot;; i = 0; while (i &lt; 10) {  a = a add (++i) add &quot;,&quot;; } trace(a // output: 1,2,3,4,5,6,7,8,9,10, This script shows the following result in the Output panel:  1,2,3,4,5,6,7,8,9,10, The following example uses ++ as a post-increment operator: a = &quot;&quot;; i = 0; while (i &lt; 10) {  a = a add (i++) add &quot;,&quot;; } trace(a // output: 0,1,2,3,4,5,6,7,8,9, This script shows the following result in the Output panel:  0,1,2,3,4,5,6,7,8,9, ++ (increment)  Flash Lite 1.0.  ++expression  expression++  None.  Operator (arithmetic a pre-increment and post-increment unary operator that adds 1 to expression. The expression can be a variable, element in an array, or property of an object. The pre-increment form of the operator (++expression) adds 1 to expression and returns the result as a number. The post-increment form of the operator (expression++) adds 1 to expression and returns the initial value of expression (the value before the addition).  The following example uses ++ as a post-increment operator to make a while loop run five times:  i = 0; while (i++ &lt; 5){  trace(&quot;this is execution &quot; + i } The following example uses ++ as a pre-increment operator: a = &quot;&quot;; i = 0; while (i &lt; 10) {  a = a add (++i) add &quot;,&quot;; } trace(a // output: 1,2,3,4,5,6,7,8,9,10, This script shows the following result in the Output panel:  1,2,3,4,5,6,7,8,9,10, The following example uses ++ as a post-increment operator: a = &quot;&quot;; i = 0; while (i &lt; 10) {  a = a add (i++) add &quot;,&quot;; } trace(a // output: 0,1,2,3,4,5,6,7,8,9, This script shows the following result in the Output panel:  0,1,2,3,4,5,6,7,8,9, " />
<page href="00005803.html" title="&amp;&amp; (logical AND)" text="&amp;&amp; (logical AND)  Flash Lite 1.0.  expression1 &amp;&amp; expression2  expression1, expression2&#160;Boolean values or expressions that convert to Boolean values.  Operator (logical performs a Boolean operation on the values of one or both of the expressions. The operator evaluates expression1 (the expression on the left side of the operator) and returns false if the expression evaluates to false. If expression1 evaluates to true, expression2 (the expression on the right side of the operator) is evaluated. If expression2 evaluates to true, the final result is true; otherwise, it is false.   The following example uses the &amp;&amp; operator to perform a test to determine if a player has won the game. The turns variable and the score variable are updated when a player takes a turn or scores points during the game. The following script shows &quot;You Win the Game!&quot; in the Output panel when the player's score reaches 75 or higher in three turns or less. turns = 2; score = 77; winner = (turns &lt;= 3) &amp;&amp; (score &gt;= 75 if (winner) {  trace(&quot;You Win the Game!&quot; } else {  trace(&quot;Try Again!&quot; } The following example demonstrates testing to see if an imaginary x position is in between a&#160;range: xPos = 50; if (xPos &gt;= 20 &amp;&amp; xPos &lt;= 80) {  trace (&quot;the xPos is in between 20 and 80&quot; } &amp;&amp; (logical AND)  Flash Lite 1.0.  expression1 &amp;&amp; expression2  expression1, expression2&#160;Boolean values or expressions that convert to Boolean values.  Operator (logical performs a Boolean operation on the values of one or both of the expressions. The operator evaluates expression1 (the expression on the left side of the operator) and returns false if the expression evaluates to false. If expression1 evaluates to true, expression2 (the expression on the right side of the operator) is evaluated. If expression2 evaluates to true, the final result is true; otherwise, it is false.   The following example uses the &amp;&amp; operator to perform a test to determine if a player has won the game. The turns variable and the score variable are updated when a player takes a turn or scores points during the game. The following script shows &quot;You Win the Game!&quot; in the Output panel when the player's score reaches 75 or higher in three turns or less. turns = 2; score = 77; winner = (turns &lt;= 3) &amp;&amp; (score &gt;= 75 if (winner) {  trace(&quot;You Win the Game!&quot; } else {  trace(&quot;Try Again!&quot; } The following example demonstrates testing to see if an imaginary x position is in between a&#160;range: xPos = 50; if (xPos &gt;= 20 &amp;&amp; xPos &lt;= 80) {  trace (&quot;the xPos is in between 20 and 80&quot; } &amp;&amp; (logical AND)  Flash Lite 1.0.  expression1 &amp;&amp; expression2  expression1, expression2&#160;Boolean values or expressions that convert to Boolean values.  Operator (logical performs a Boolean operation on the values of one or both of the expressions. The operator evaluates expression1 (the expression on the left side of the operator) and returns false if the expression evaluates to false. If expression1 evaluates to true, expression2 (the expression on the right side of the operator) is evaluated. If expression2 evaluates to true, the final result is true; otherwise, it is false.   The following example uses the &amp;&amp; operator to perform a test to determine if a player has won the game. The turns variable and the score variable are updated when a player takes a turn or scores points during the game. The following script shows &quot;You Win the Game!&quot; in the Output panel when the player's score reaches 75 or higher in three turns or less. turns = 2; score = 77; winner = (turns &lt;= 3) &amp;&amp; (score &gt;= 75 if (winner) {  trace(&quot;You Win the Game!&quot; } else {  trace(&quot;Try Again!&quot; } The following example demonstrates testing to see if an imaginary x position is in between a&#160;range: xPos = 50; if (xPos &gt;= 20 &amp;&amp; xPos &lt;= 80) {  trace (&quot;the xPos is in between 20 and 80&quot; } " />
<page href="00005804.html" title="! (logical NOT)" text="! (logical NOT)  Flash Lite 1.0.   !expression  None.  Operator (logical inverts the Boolean value of a variable or expression. If expression is a variable with the absolute or converted value of true, the value of !expression is false. If the expression x &amp;&amp; y evaluates to false, the expression !(x &amp;&amp; y) evaluates to true.  The following expressions show the result of using the ! operator: !true returns false !false returns true  In the following example, the variable happy is set to false. The if condition evaluates the condition !happy, and if the condition is true, the trace() function sends a string to the Output&#160;panel.  happy = false; if (!happy) {  trace(&quot;don't worry, be happy&quot; } ! (logical NOT)  Flash Lite 1.0.   !expression  None.  Operator (logical inverts the Boolean value of a variable or expression. If expression is a variable with the absolute or converted value of true, the value of !expression is false. If the expression x &amp;&amp; y evaluates to false, the expression !(x &amp;&amp; y) evaluates to true.  The following expressions show the result of using the ! operator: !true returns false !false returns true  In the following example, the variable happy is set to false. The if condition evaluates the condition !happy, and if the condition is true, the trace() function sends a string to the Output&#160;panel.  happy = false; if (!happy) {  trace(&quot;don't worry, be happy&quot; } ! (logical NOT)  Flash Lite 1.0.   !expression  None.  Operator (logical inverts the Boolean value of a variable or expression. If expression is a variable with the absolute or converted value of true, the value of !expression is false. If the expression x &amp;&amp; y evaluates to false, the expression !(x &amp;&amp; y) evaluates to true.  The following expressions show the result of using the ! operator: !true returns false !false returns true  In the following example, the variable happy is set to false. The if condition evaluates the condition !happy, and if the condition is true, the trace() function sends a string to the Output&#160;panel.  happy = false; if (!happy) {  trace(&quot;don't worry, be happy&quot; } " />
<page href="00005805.html" title="|| (logical OR)" text="|| (logical OR)  Flash Lite 1.0.  expression1 || expression2  expression1, expression2&#160;Boolean values or expressions that convert to Boolean values.  Operator (logical evaluates expression1 and expression2. The result is true if either or both expressions evaluate to true; the result is false only if both expressions evaluate to false. You can use the logical OR operator with any number of operands; if any operand evaluates to true, the result is true. With non-Boolean expressions, the logical OR operator causes Flash Lite to evaluate the expression on the left; if it can be converted to true, the result is true. Otherwise, it evaluates the expression on the right, and the result is the value of that expression.  Usage 1: The following example uses the || operator in an if statement. The second expression evaluates to true, so the final result is true: theMinimum = 10; theMaximum = 250; start = false; if (theMinimum &gt; 25 || theMaximum &gt; 200 || start){  trace(&quot;the logical OR test passed&quot; } || (logical OR)  Flash Lite 1.0.  expression1 || expression2  expression1, expression2&#160;Boolean values or expressions that convert to Boolean values.  Operator (logical evaluates expression1 and expression2. The result is true if either or both expressions evaluate to true; the result is false only if both expressions evaluate to false. You can use the logical OR operator with any number of operands; if any operand evaluates to true, the result is true. With non-Boolean expressions, the logical OR operator causes Flash Lite to evaluate the expression on the left; if it can be converted to true, the result is true. Otherwise, it evaluates the expression on the right, and the result is the value of that expression.  Usage 1: The following example uses the || operator in an if statement. The second expression evaluates to true, so the final result is true: theMinimum = 10; theMaximum = 250; start = false; if (theMinimum &gt; 25 || theMaximum &gt; 200 || start){  trace(&quot;the logical OR test passed&quot; } || (logical OR)  Flash Lite 1.0.  expression1 || expression2  expression1, expression2&#160;Boolean values or expressions that convert to Boolean values.  Operator (logical evaluates expression1 and expression2. The result is true if either or both expressions evaluate to true; the result is false only if both expressions evaluate to false. You can use the logical OR operator with any number of operands; if any operand evaluates to true, the result is true. With non-Boolean expressions, the logical OR operator causes Flash Lite to evaluate the expression on the left; if it can be converted to true, the result is true. Otherwise, it evaluates the expression on the right, and the result is the value of that expression.  Usage 1: The following example uses the || operator in an if statement. The second expression evaluates to true, so the final result is true: theMinimum = 10; theMaximum = 250; start = false; if (theMinimum &gt; 25 || theMaximum &gt; 200 || start){  trace(&quot;the logical OR test passed&quot; } " />
<page href="00005806.html" title="% (modulo)" text="% (modulo)  Flash Lite 1.0.   expression1 % expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic calculates the remainder of expression1 divided by expression2. If an expression operand is non-numeric, the modulo operator attempts to convert it to a number. The expression can be a number or string that converts to a numeric value. When targeting Flash Lite 1.0 or 1.1, the Flash compiler expands the % operator in the published SWF file by using the following formula: expression1 - int(expression1/expression2) * expression2 The performance of this approximation might not be as fast or as accurate as versions of Flash Player that natively support the modulo operator.   The following code shows a numeric example that uses the modulo (%) operator: trace (12 % 5 // output: 2 trace (4.3 % 2.1 // output: 0.0999...  % (modulo)  Flash Lite 1.0.   expression1 % expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic calculates the remainder of expression1 divided by expression2. If an expression operand is non-numeric, the modulo operator attempts to convert it to a number. The expression can be a number or string that converts to a numeric value. When targeting Flash Lite 1.0 or 1.1, the Flash compiler expands the % operator in the published SWF file by using the following formula: expression1 - int(expression1/expression2) * expression2 The performance of this approximation might not be as fast or as accurate as versions of Flash Player that natively support the modulo operator.   The following code shows a numeric example that uses the modulo (%) operator: trace (12 % 5 // output: 2 trace (4.3 % 2.1 // output: 0.0999...  % (modulo)  Flash Lite 1.0.   expression1 % expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic calculates the remainder of expression1 divided by expression2. If an expression operand is non-numeric, the modulo operator attempts to convert it to a number. The expression can be a number or string that converts to a numeric value. When targeting Flash Lite 1.0 or 1.1, the Flash compiler expands the % operator in the published SWF file by using the following formula: expression1 - int(expression1/expression2) * expression2 The performance of this approximation might not be as fast or as accurate as versions of Flash Player that natively support the modulo operator.   The following code shows a numeric example that uses the modulo (%) operator: trace (12 % 5 // output: 2 trace (4.3 % 2.1 // output: 0.0999...  " />
<page href="00005807.html" title="%= (modulo assignment)" text="%= (modulo assignment)  Flash Lite 1.0.  expression1 %= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 % expression2. For example, the following two expressions are equivalent: x %= y x = x % y  The following example assigns the value 4 to the variable x: x = 14; y = 5; trace(x %= y // output: 4  % (modulo) %= (modulo assignment)  Flash Lite 1.0.  expression1 %= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 % expression2. For example, the following two expressions are equivalent: x %= y x = x % y  The following example assigns the value 4 to the variable x: x = 14; y = 5; trace(x %= y // output: 4  % (modulo) %= (modulo assignment)  Flash Lite 1.0.  expression1 %= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 % expression2. For example, the following two expressions are equivalent: x %= y x = x % y  The following example assigns the value 4 to the variable x: x = 14; y = 5; trace(x %= y // output: 4  % (modulo) " />
<page href="00005808.html" title="*= (multiplication assignment)" text="*= (multiplication assignment)  Flash Lite 1.0.  expression1 *= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 * expression2.  For example, the following two expressions are the same: x *= y x = x * y  Usage 1: The following example assigns the value 50 to the variable x: x = 5; y = 10; trace (x *= y // output: 50 Usage 2: The second and third lines of the following example calculate the expressions on the right side of the equals sign (=) and assign the results to x and y: i = 5; x = 4 - 6; y = i + 2; trace(x *= y // output: -14 *= (multiplication assignment)  Flash Lite 1.0.  expression1 *= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 * expression2.  For example, the following two expressions are the same: x *= y x = x * y  Usage 1: The following example assigns the value 50 to the variable x: x = 5; y = 10; trace (x *= y // output: 50 Usage 2: The second and third lines of the following example calculate the expressions on the right side of the equals sign (=) and assign the results to x and y: i = 5; x = 4 - 6; y = i + 2; trace(x *= y // output: -14 *= (multiplication assignment)  Flash Lite 1.0.  expression1 *= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 * expression2.  For example, the following two expressions are the same: x *= y x = x * y  Usage 1: The following example assigns the value 50 to the variable x: x = 5; y = 10; trace (x *= y // output: 50 Usage 2: The second and third lines of the following example calculate the expressions on the right side of the equals sign (=) and assign the results to x and y: i = 5; x = 4 - 6; y = i + 2; trace(x *= y // output: -14 " />
<page href="00005809.html" title="* (multiply)" text="* (multiply)  Flash Lite 1.0.  expression1 * expression2  expression1, expression2&#160;Numeric expressions.   Operator (arithmetic multiplies two numeric expressions. If both expressions are integers, the product is an integer. If either or both expressions are floating-point numbers, the product is a floating-point number.  Usage 1: The following statement multiplies the integers 2 and 3: 2 * 3 The result is 6, which is an integer. Usage 2: The following statement multiplies the floating-point numbers 2.0 and 3.1416: 2.0 * 3.1416 The result is 6.2832, which is a floating-point number. * (multiply)  Flash Lite 1.0.  expression1 * expression2  expression1, expression2&#160;Numeric expressions.   Operator (arithmetic multiplies two numeric expressions. If both expressions are integers, the product is an integer. If either or both expressions are floating-point numbers, the product is a floating-point number.  Usage 1: The following statement multiplies the integers 2 and 3: 2 * 3 The result is 6, which is an integer. Usage 2: The following statement multiplies the floating-point numbers 2.0 and 3.1416: 2.0 * 3.1416 The result is 6.2832, which is a floating-point number. * (multiply)  Flash Lite 1.0.  expression1 * expression2  expression1, expression2&#160;Numeric expressions.   Operator (arithmetic multiplies two numeric expressions. If both expressions are integers, the product is an integer. If either or both expressions are floating-point numbers, the product is a floating-point number.  Usage 1: The following statement multiplies the integers 2 and 3: 2 * 3 The result is 6, which is an integer. Usage 2: The following statement multiplies the floating-point numbers 2.0 and 3.1416: 2.0 * 3.1416 The result is 6.2832, which is a floating-point number. " />
<page href="00005810.html" title="+ (numeric add)" text="+ (numeric add)  Flash Lite 1.0.  expression1 + expression2  expression1, expression2&#160;Numbers.   Operator; adds numeric expressions. The + is a numeric operator only; it cannot be used for string concatenation. If both expressions are integers, the sum is an integer; if either or both expressions are floating-point numbers, the sum is a floating-point number.   The following example adds the integers 2 and 3; the resulting integer, 5, appears in the Output panel: trace (2 + 3 The following example adds the floating-point numbers 2.5 and 3.25; the result, 5.75, a floating-point number, appears in the Output panel: trace (2.5 + 3.25  add (string concatenation) + (numeric add)  Flash Lite 1.0.  expression1 + expression2  expression1, expression2&#160;Numbers.   Operator; adds numeric expressions. The + is a numeric operator only; it cannot be used for string concatenation. If both expressions are integers, the sum is an integer; if either or both expressions are floating-point numbers, the sum is a floating-point number.   The following example adds the integers 2 and 3; the resulting integer, 5, appears in the Output panel: trace (2 + 3 The following example adds the floating-point numbers 2.5 and 3.25; the result, 5.75, a floating-point number, appears in the Output panel: trace (2.5 + 3.25  add (string concatenation) + (numeric add)  Flash Lite 1.0.  expression1 + expression2  expression1, expression2&#160;Numbers.   Operator; adds numeric expressions. The + is a numeric operator only; it cannot be used for string concatenation. If both expressions are integers, the sum is an integer; if either or both expressions are floating-point numbers, the sum is a floating-point number.   The following example adds the integers 2 and 3; the resulting integer, 5, appears in the Output panel: trace (2 + 3 The following example adds the floating-point numbers 2.5 and 3.25; the result, 5.75, a floating-point number, appears in the Output panel: trace (2.5 + 3.25  add (string concatenation) " />
<page href="00005811.html" title="== (numeric equality)" text="== (numeric equality)  Flash Lite 1.0.   expression1 == expression2  expression1, expression2&#160;Numbers, Boolean values, or variables.  Operator (comparison tests for equality; the exact opposite of the &lt;&gt; operator. If expression1 is equal to expression2, the result is true. As with the &lt;&gt; operator, the definition of equal depends on the data types being compared:  Numbers and Boolean values are compared by value. Variables are compared by reference.   The following examples show true and false return values: trees = 7; bushes = &quot;7&quot;; shrubs = &quot;seven&quot;;  trace (trees == &quot;7&quot; // output: 1(true) trace (trees == bushes // output: 1(true) trace (trees == shrubs // output: 0(false)  eq (string equality) == (numeric equality)  Flash Lite 1.0.   expression1 == expression2  expression1, expression2&#160;Numbers, Boolean values, or variables.  Operator (comparison tests for equality; the exact opposite of the &lt;&gt; operator. If expression1 is equal to expression2, the result is true. As with the &lt;&gt; operator, the definition of equal depends on the data types being compared:  Numbers and Boolean values are compared by value. Variables are compared by reference.   The following examples show true and false return values: trees = 7; bushes = &quot;7&quot;; shrubs = &quot;seven&quot;;  trace (trees == &quot;7&quot; // output: 1(true) trace (trees == bushes // output: 1(true) trace (trees == shrubs // output: 0(false)  eq (string equality) == (numeric equality)  Flash Lite 1.0.   expression1 == expression2  expression1, expression2&#160;Numbers, Boolean values, or variables.  Operator (comparison tests for equality; the exact opposite of the &lt;&gt; operator. If expression1 is equal to expression2, the result is true. As with the &lt;&gt; operator, the definition of equal depends on the data types being compared:  Numbers and Boolean values are compared by value. Variables are compared by reference.   The following examples show true and false return values: trees = 7; bushes = &quot;7&quot;; shrubs = &quot;seven&quot;;  trace (trees == &quot;7&quot; // output: 1(true) trace (trees == bushes // output: 1(true) trace (trees == shrubs // output: 0(false)  eq (string equality) " />
<page href="00005812.html" title="&gt; (numeric greater than)" text="&gt; (numeric greater than)  Flash Lite 1.0.   expression1 &gt; expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers. Operator (comparison compares two expressions and determines whether expression1 is greater than expression2; if it is, the operator returns true. If expression1 is less than or equal to&#160;expression2, the operator returns false.   The following examples show true and false results for numeric comparisons: trace(3.14 &gt; 2 // output: 1(true) trace(1 &gt; 2 // output: 0(false)  gt (string greater than) &gt; (numeric greater than)  Flash Lite 1.0.   expression1 &gt; expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers. Operator (comparison compares two expressions and determines whether expression1 is greater than expression2; if it is, the operator returns true. If expression1 is less than or equal to&#160;expression2, the operator returns false.   The following examples show true and false results for numeric comparisons: trace(3.14 &gt; 2 // output: 1(true) trace(1 &gt; 2 // output: 0(false)  gt (string greater than) &gt; (numeric greater than)  Flash Lite 1.0.   expression1 &gt; expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers. Operator (comparison compares two expressions and determines whether expression1 is greater than expression2; if it is, the operator returns true. If expression1 is less than or equal to&#160;expression2, the operator returns false.   The following examples show true and false results for numeric comparisons: trace(3.14 &gt; 2 // output: 1(true) trace(1 &gt; 2 // output: 0(false)  gt (string greater than) " />
<page href="00005813.html" title="&gt;= (numeric greater than or equal to)" text="&gt;= (numeric greater than or equal to)  Flash Lite 1.0.  expression1 &gt;= expression2  expression1, expression2&#160;Integers or floating-point numbers.  Operator (comparison compares two expressions and determines whether expression1 is greater than or equal to expression2 (true) or whether expression1 is less than expression2 (false).  The following examples show true and false results: trace(3.14 &gt;= 2 // output: 1(true) trace(3.14 &gt;= 4 // output: 0(false)  ge (string greater than or equal to) &gt;= (numeric greater than or equal to)  Flash Lite 1.0.  expression1 &gt;= expression2  expression1, expression2&#160;Integers or floating-point numbers.  Operator (comparison compares two expressions and determines whether expression1 is greater than or equal to expression2 (true) or whether expression1 is less than expression2 (false).  The following examples show true and false results: trace(3.14 &gt;= 2 // output: 1(true) trace(3.14 &gt;= 4 // output: 0(false)  ge (string greater than or equal to) &gt;= (numeric greater than or equal to)  Flash Lite 1.0.  expression1 &gt;= expression2  expression1, expression2&#160;Integers or floating-point numbers.  Operator (comparison compares two expressions and determines whether expression1 is greater than or equal to expression2 (true) or whether expression1 is less than expression2 (false).  The following examples show true and false results: trace(3.14 &gt;= 2 // output: 1(true) trace(3.14 &gt;= 4 // output: 0(false)  ge (string greater than or equal to) " />
<page href="00005814.html" title="&lt;&gt; (numeric inequality)" text="&lt;&gt; (numeric inequality)  Flash Lite 1.0.   expression1 &lt;&gt; expression2  expression1, expression2&#160;Numbers, Boolean values, or variables.  Operator (comparison tests for inequality; the exact opposite of the equality (==) operator. If expression1 is equal to expression2, the result is false. As with the equality (==) operator, the definition of equal depends on the data types being compared:  Numbers and Boolean values are compared by value. Variables are compared by reference.   The following examples show true and false returns: trees = 7; B = &quot;7&quot;;  trace(trees &lt;&gt; 3 // output: 1(true) trace(trees &lt;&gt; B // output: 0(false)  ne (string inequality) &lt;&gt; (numeric inequality)  Flash Lite 1.0.   expression1 &lt;&gt; expression2  expression1, expression2&#160;Numbers, Boolean values, or variables.  Operator (comparison tests for inequality; the exact opposite of the equality (==) operator. If expression1 is equal to expression2, the result is false. As with the equality (==) operator, the definition of equal depends on the data types being compared:  Numbers and Boolean values are compared by value. Variables are compared by reference.   The following examples show true and false returns: trees = 7; B = &quot;7&quot;;  trace(trees &lt;&gt; 3 // output: 1(true) trace(trees &lt;&gt; B // output: 0(false)  ne (string inequality) &lt;&gt; (numeric inequality)  Flash Lite 1.0.   expression1 &lt;&gt; expression2  expression1, expression2&#160;Numbers, Boolean values, or variables.  Operator (comparison tests for inequality; the exact opposite of the equality (==) operator. If expression1 is equal to expression2, the result is false. As with the equality (==) operator, the definition of equal depends on the data types being compared:  Numbers and Boolean values are compared by value. Variables are compared by reference.   The following examples show true and false returns: trees = 7; B = &quot;7&quot;;  trace(trees &lt;&gt; 3 // output: 1(true) trace(trees &lt;&gt; B // output: 0(false)  ne (string inequality) " />
<page href="00005815.html" title="&lt; (numeric less than)" text="&lt; (numeric less than)  Flash Lite 1.0.   expression1 &lt; expression2  expression1, expression2&#160;Numbers.  Operator (comparison compares two expressions and determines whether expression1 is less than expression2; if so, the operator returns true. If expression1 is greater than or equal to expression2, the operator returns false. The &lt; (less than) operator is a numeric operator.   The following examples show true and false results for both numeric and string&#160;comparisons: trace (3 &lt; 10 // output: 1(true)  trace (10 &lt; 3 // output: 0(false)  lt (string less than) &lt; (numeric less than)  Flash Lite 1.0.   expression1 &lt; expression2  expression1, expression2&#160;Numbers.  Operator (comparison compares two expressions and determines whether expression1 is less than expression2; if so, the operator returns true. If expression1 is greater than or equal to expression2, the operator returns false. The &lt; (less than) operator is a numeric operator.   The following examples show true and false results for both numeric and string&#160;comparisons: trace (3 &lt; 10 // output: 1(true)  trace (10 &lt; 3 // output: 0(false)  lt (string less than) &lt; (numeric less than)  Flash Lite 1.0.   expression1 &lt; expression2  expression1, expression2&#160;Numbers.  Operator (comparison compares two expressions and determines whether expression1 is less than expression2; if so, the operator returns true. If expression1 is greater than or equal to expression2, the operator returns false. The &lt; (less than) operator is a numeric operator.   The following examples show true and false results for both numeric and string&#160;comparisons: trace (3 &lt; 10 // output: 1(true)  trace (10 &lt; 3 // output: 0(false)  lt (string less than) " />
<page href="00005816.html" title="&lt;= (numeric less than or equal to)" text="&lt;= (numeric less than or equal to) Flash Lite 1.0.   expression1 &lt;= expression2  expression1, expression2&#160;Numbers.  Operator (comparison compares two expressions and determines whether expression1 is less than or equal to expression2. If it is, the operator returns true; otherwise, it returns false. This operator is for numeric comparison only.   The following examples show true and false results for numeric comparisons: trace(5 &lt;= 10 // output: 1(true) trace(2 &lt;= 2 // output: 1(true) trace (10 &lt;= 3 // output: 0 (false)  le (string less than or equal to) &lt;= (numeric less than or equal to) Flash Lite 1.0.   expression1 &lt;= expression2  expression1, expression2&#160;Numbers.  Operator (comparison compares two expressions and determines whether expression1 is less than or equal to expression2. If it is, the operator returns true; otherwise, it returns false. This operator is for numeric comparison only.   The following examples show true and false results for numeric comparisons: trace(5 &lt;= 10 // output: 1(true) trace(2 &lt;= 2 // output: 1(true) trace (10 &lt;= 3 // output: 0 (false)  le (string less than or equal to) &lt;= (numeric less than or equal to) Flash Lite 1.0.   expression1 &lt;= expression2  expression1, expression2&#160;Numbers.  Operator (comparison compares two expressions and determines whether expression1 is less than or equal to expression2. If it is, the operator returns true; otherwise, it returns false. This operator is for numeric comparison only.   The following examples show true and false results for numeric comparisons: trace(5 &lt;= 10 // output: 1(true) trace(2 &lt;= 2 // output: 1(true) trace (10 &lt;= 3 // output: 0 (false)  le (string less than or equal to) " />
<page href="00005817.html" title="() (parentheses)" text="() (parentheses)  Flash Lite 1.0.   (expression1 [, expression2]) (expression1, expression2) expression1, expression2&#160;Numbers, strings, variables, or text. parameter1,..., parameterN&#160;A series of parameters to execute before the results are passed as parameters to the function outside the parentheses.   Operator; groups one or more parameters, performs sequential evaluation of expressions, or surrounds one or more parameters and passes them as parameters to a function outside the parentheses.  Usage 1: Controls the order in which the operators execute in the expression. Parentheses override the normal precedence order and cause the expressions within the parentheses to be evaluated first. When parentheses are nested, the contents of the innermost parentheses are evaluated before the contents of the outer ones. Usage 2: Evaluates a series of expressions, separated by commas, in sequence, and returns the result of the final expression.   Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed (the value of each expression appears in the Output panel): trace((2 + 3) * (4 + 5) // displays 45 trace(2 + (3 * (4 + 5)) // // displays 29 trace(2 + (3 * 4) + 5 // displays 19 Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed (the value of each expression is written to the log file): trace((2 + 3) * (4 + 5) // writes 45 trace(2 + (3 * (4 + 5)) // writes 29 trace(2 + (3 * 4) + 5 // writes 19 () (parentheses)  Flash Lite 1.0.   (expression1 [, expression2]) (expression1, expression2) expression1, expression2&#160;Numbers, strings, variables, or text. parameter1,..., parameterN&#160;A series of parameters to execute before the results are passed as parameters to the function outside the parentheses.   Operator; groups one or more parameters, performs sequential evaluation of expressions, or surrounds one or more parameters and passes them as parameters to a function outside the parentheses.  Usage 1: Controls the order in which the operators execute in the expression. Parentheses override the normal precedence order and cause the expressions within the parentheses to be evaluated first. When parentheses are nested, the contents of the innermost parentheses are evaluated before the contents of the outer ones. Usage 2: Evaluates a series of expressions, separated by commas, in sequence, and returns the result of the final expression.   Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed (the value of each expression appears in the Output panel): trace((2 + 3) * (4 + 5) // displays 45 trace(2 + (3 * (4 + 5)) // // displays 29 trace(2 + (3 * 4) + 5 // displays 19 Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed (the value of each expression is written to the log file): trace((2 + 3) * (4 + 5) // writes 45 trace(2 + (3 * (4 + 5)) // writes 29 trace(2 + (3 * 4) + 5 // writes 19 () (parentheses)  Flash Lite 1.0.   (expression1 [, expression2]) (expression1, expression2) expression1, expression2&#160;Numbers, strings, variables, or text. parameter1,..., parameterN&#160;A series of parameters to execute before the results are passed as parameters to the function outside the parentheses.   Operator; groups one or more parameters, performs sequential evaluation of expressions, or surrounds one or more parameters and passes them as parameters to a function outside the parentheses.  Usage 1: Controls the order in which the operators execute in the expression. Parentheses override the normal precedence order and cause the expressions within the parentheses to be evaluated first. When parentheses are nested, the contents of the innermost parentheses are evaluated before the contents of the outer ones. Usage 2: Evaluates a series of expressions, separated by commas, in sequence, and returns the result of the final expression.   Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed (the value of each expression appears in the Output panel): trace((2 + 3) * (4 + 5) // displays 45 trace(2 + (3 * (4 + 5)) // // displays 29 trace(2 + (3 * 4) + 5 // displays 19 Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed (the value of each expression is written to the log file): trace((2 + 3) * (4 + 5) // writes 45 trace(2 + (3 * (4 + 5)) // writes 29 trace(2 + (3 * 4) + 5 // writes 19 " />
<page href="00005818.html" title="&quot; &quot; (string delimiter) " text="&quot; &quot; (string delimiter)   Flash Lite 1.0.  &quot;text&quot;   text &#160;Zero or more characters.   String delimiter; when used before and after a sequence of zero or more characters, quotation marks indicate that the characters have&#160;a&#160;literal value and are considered a string; they are not a variable, numeric value, or other ActionScript element.  This example uses quotation marks to indicate that the value of the variable yourGuess is the literal string &quot;Prince Edward Island&quot; and not the name of a variable. The value of province is a variable, not a literal; to determine the value of province, the value of yourGuess must be&#160;located. yourGuess = &quot;Prince Edward Island&quot;;  on(release){  province = yourGuess;  trace(province // output: Prince Edward Island } &quot; &quot; (string delimiter)   Flash Lite 1.0.  &quot;text&quot;   text &#160;Zero or more characters.   String delimiter; when used before and after a sequence of zero or more characters, quotation marks indicate that the characters have&#160;a&#160;literal value and are considered a string; they are not a variable, numeric value, or other ActionScript element.  This example uses quotation marks to indicate that the value of the variable yourGuess is the literal string &quot;Prince Edward Island&quot; and not the name of a variable. The value of province is a variable, not a literal; to determine the value of province, the value of yourGuess must be&#160;located. yourGuess = &quot;Prince Edward Island&quot;;  on(release){  province = yourGuess;  trace(province // output: Prince Edward Island } &quot; &quot; (string delimiter)   Flash Lite 1.0.  &quot;text&quot;   text &#160;Zero or more characters.   String delimiter; when used before and after a sequence of zero or more characters, quotation marks indicate that the characters have&#160;a&#160;literal value and are considered a string; they are not a variable, numeric value, or other ActionScript element.  This example uses quotation marks to indicate that the value of the variable yourGuess is the literal string &quot;Prince Edward Island&quot; and not the name of a variable. The value of province is a variable, not a literal; to determine the value of province, the value of yourGuess must be&#160;located. yourGuess = &quot;Prince Edward Island&quot;;  on(release){  province = yourGuess;  trace(province // output: Prince Edward Island } " />
<page href="00005819.html" title="eq (string equality)" text="eq (string equality)  Flash Lite 1.0.   expression1 eq expression2  expression1, expression2&#160;Numbers, strings, or variables.  Comparison operator; compares two expressions for equality and returns true if the string representation of expression1 is equal to the string representation of expression2; otherwise, the operation returns false.   The following examples show true and false results: word = &quot;persons&quot;; figure = &quot;55&quot;;  trace(&quot;persons&quot; eq &quot;people&quot; // output: 0(false) trace(&quot;persons&quot; eq word // output: 1(true) trace(figure eq 50 + 5 // output: 1(true) trace(55.0 eq 55 // output: 1(true)  == (numeric equality) eq (string equality)  Flash Lite 1.0.   expression1 eq expression2  expression1, expression2&#160;Numbers, strings, or variables.  Comparison operator; compares two expressions for equality and returns true if the string representation of expression1 is equal to the string representation of expression2; otherwise, the operation returns false.   The following examples show true and false results: word = &quot;persons&quot;; figure = &quot;55&quot;;  trace(&quot;persons&quot; eq &quot;people&quot; // output: 0(false) trace(&quot;persons&quot; eq word // output: 1(true) trace(figure eq 50 + 5 // output: 1(true) trace(55.0 eq 55 // output: 1(true)  == (numeric equality) eq (string equality)  Flash Lite 1.0.   expression1 eq expression2  expression1, expression2&#160;Numbers, strings, or variables.  Comparison operator; compares two expressions for equality and returns true if the string representation of expression1 is equal to the string representation of expression2; otherwise, the operation returns false.   The following examples show true and false results: word = &quot;persons&quot;; figure = &quot;55&quot;;  trace(&quot;persons&quot; eq &quot;people&quot; // output: 0(false) trace(&quot;persons&quot; eq word // output: 1(true) trace(figure eq 50 + 5 // output: 1(true) trace(55.0 eq 55 // output: 1(true)  == (numeric equality) " />
<page href="00005820.html" title="gt (string greater than)" text="gt (string greater than)  Flash Lite 1.0.   expression1 gt expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show true and false results: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; gt &quot;people&quot; // output: 1(true) trace (&quot;cats&quot; gt &quot;cattle&quot; // output: 0(false) trace (animals gt &quot;cats&quot; // output: 0(false) trace (animals gt &quot;Cats&quot; // output: 1(true) trace (breeds gt &quot;5&quot; // output: 1(true) trace (breeds gt 7 // output: 0(false)  &gt; (numeric greater than) gt (string greater than)  Flash Lite 1.0.   expression1 gt expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show true and false results: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; gt &quot;people&quot; // output: 1(true) trace (&quot;cats&quot; gt &quot;cattle&quot; // output: 0(false) trace (animals gt &quot;cats&quot; // output: 0(false) trace (animals gt &quot;Cats&quot; // output: 1(true) trace (breeds gt &quot;5&quot; // output: 1(true) trace (breeds gt 7 // output: 0(false)  &gt; (numeric greater than) gt (string greater than)  Flash Lite 1.0.   expression1 gt expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show true and false results: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; gt &quot;people&quot; // output: 1(true) trace (&quot;cats&quot; gt &quot;cattle&quot; // output: 0(false) trace (animals gt &quot;cats&quot; // output: 0(false) trace (animals gt &quot;Cats&quot; // output: 1(true) trace (breeds gt &quot;5&quot; // output: 1(true) trace (breeds gt 7 // output: 0(false)  &gt; (numeric greater than) " />
<page href="00005821.html" title="ge (string greater than or equal to) " text="ge (string greater than or equal to)   Flash Lite 1.0.   expression1 ge expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than or equal to expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show true and false results: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;cats&quot; ge &quot;cattle&quot; // output: 0(false) trace (animals ge &quot;cats&quot; // output: 1(true) trace (&quot;persons&quot; ge &quot;people&quot; // output: 1(true) trace (animals ge &quot;Cats&quot; // output: 1(true) trace (breeds ge &quot;5&quot; // output: 1(true) trace (breeds ge 7 // output: 1(true)  &gt;= (numeric greater than or equal to) ge (string greater than or equal to)   Flash Lite 1.0.   expression1 ge expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than or equal to expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show true and false results: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;cats&quot; ge &quot;cattle&quot; // output: 0(false) trace (animals ge &quot;cats&quot; // output: 1(true) trace (&quot;persons&quot; ge &quot;people&quot; // output: 1(true) trace (animals ge &quot;Cats&quot; // output: 1(true) trace (breeds ge &quot;5&quot; // output: 1(true) trace (breeds ge 7 // output: 1(true)  &gt;= (numeric greater than or equal to) ge (string greater than or equal to)   Flash Lite 1.0.   expression1 ge expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is greater than or equal to expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show true and false results: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;cats&quot; ge &quot;cattle&quot; // output: 0(false) trace (animals ge &quot;cats&quot; // output: 1(true) trace (&quot;persons&quot; ge &quot;people&quot; // output: 1(true) trace (animals ge &quot;Cats&quot; // output: 1(true) trace (breeds ge &quot;5&quot; // output: 1(true) trace (breeds ge 7 // output: 1(true)  &gt;= (numeric greater than or equal to) " />
<page href="00005822.html" title="ne (string inequality)" text="ne (string inequality)  Flash Lite 1.0.  expression1 ne expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representations of expression1 to expression2 and returns true if expression1 is not equal to expression2; otherwise, it returns false.  The following examples show true and false results: word = &quot;persons&quot;; figure = &quot;55&quot;;  trace (&quot;persons&quot; ne &quot;people&quot; // output: 1(true) trace (&quot;persons&quot; ne word // output: 0(false) trace (figure ne 50 + 5 // output: 0(false) trace (55.0 ne 55 // output: 0(false)  &lt;&gt; (numeric inequality) ne (string inequality)  Flash Lite 1.0.  expression1 ne expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representations of expression1 to expression2 and returns true if expression1 is not equal to expression2; otherwise, it returns false.  The following examples show true and false results: word = &quot;persons&quot;; figure = &quot;55&quot;;  trace (&quot;persons&quot; ne &quot;people&quot; // output: 1(true) trace (&quot;persons&quot; ne word // output: 0(false) trace (figure ne 50 + 5 // output: 0(false) trace (55.0 ne 55 // output: 0(false)  &lt;&gt; (numeric inequality) ne (string inequality)  Flash Lite 1.0.  expression1 ne expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representations of expression1 to expression2 and returns true if expression1 is not equal to expression2; otherwise, it returns false.  The following examples show true and false results: word = &quot;persons&quot;; figure = &quot;55&quot;;  trace (&quot;persons&quot; ne &quot;people&quot; // output: 1(true) trace (&quot;persons&quot; ne word // output: 0(false) trace (figure ne 50 + 5 // output: 0(false) trace (55.0 ne 55 // output: 0(false)  &lt;&gt; (numeric inequality) " />
<page href="00005823.html" title="lt (string less than)" text="lt (string less than)  Flash Lite 1.0.   expression1 lt expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show the output of various string comparisons. In the last line, notice that lt does not return an error when you compare a string to an integer because ActionScript 1.0 syntax tries to convert the integer data type to a string and returns false. animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; lt &quot;people&quot; // output: 0(false) trace (&quot;cats&quot; lt &quot;cattle&quot; // output: 1(true) trace (animals lt &quot;cats&quot; // output: 0(false) trace (animals lt &quot;Cats&quot; // output: 0(false) trace (breeds lt &quot;5&quot; // output: 0(false) trace (breeds lt 7 // output: 0(false)  &lt; (numeric less than) lt (string less than)  Flash Lite 1.0.   expression1 lt expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show the output of various string comparisons. In the last line, notice that lt does not return an error when you compare a string to an integer because ActionScript 1.0 syntax tries to convert the integer data type to a string and returns false. animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; lt &quot;people&quot; // output: 0(false) trace (&quot;cats&quot; lt &quot;cattle&quot; // output: 1(true) trace (animals lt &quot;cats&quot; // output: 0(false) trace (animals lt &quot;Cats&quot; // output: 0(false) trace (breeds lt &quot;5&quot; // output: 0(false) trace (breeds lt 7 // output: 0(false)  &lt; (numeric less than) lt (string less than)  Flash Lite 1.0.   expression1 lt expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show the output of various string comparisons. In the last line, notice that lt does not return an error when you compare a string to an integer because ActionScript 1.0 syntax tries to convert the integer data type to a string and returns false. animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; lt &quot;people&quot; // output: 0(false) trace (&quot;cats&quot; lt &quot;cattle&quot; // output: 1(true) trace (animals lt &quot;cats&quot; // output: 0(false) trace (animals lt &quot;Cats&quot; // output: 0(false) trace (breeds lt &quot;5&quot; // output: 0(false) trace (breeds lt 7 // output: 0(false)  &lt; (numeric less than) " />
<page href="00005824.html" title="le (string less than or equal to)" text="le (string less than or equal to)  Flash Lite 1.0.  expression1 le expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than or equal to expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show the output of various string comparisons: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; le &quot;people&quot; // output: 0(false) trace (&quot;cats&quot; le &quot;cattle&quot; // output: 1(true) trace (animals le &quot;cats&quot; // output: 1(true) trace (animals le &quot;Cats&quot; // output: 0(false) trace (breeds le &quot;5&quot; // output: 0(false) trace (breeds le 7 // output: 1(true)  &lt;= (numeric less than or equal to) le (string less than or equal to)  Flash Lite 1.0.  expression1 le expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than or equal to expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show the output of various string comparisons: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; le &quot;people&quot; // output: 0(false) trace (&quot;cats&quot; le &quot;cattle&quot; // output: 1(true) trace (animals le &quot;cats&quot; // output: 1(true) trace (animals le &quot;Cats&quot; // output: 0(false) trace (breeds le &quot;5&quot; // output: 0(false) trace (breeds le 7 // output: 1(true)  &lt;= (numeric less than or equal to) le (string less than or equal to)  Flash Lite 1.0.  expression1 le expression2  expression1, expression2&#160;Numbers, strings, or variables.  Operator (comparison compares the string representation of expression1 to the string representation of expression2 and returns a true value if expression1 is less than or equal to expression2; otherwise, it returns a false value. Strings are compared using alphabetical order; digits precede all letters, and all capital letters precede lowercase letters.   The following examples show the output of various string comparisons: animals = &quot;cats&quot;; breeds = 7;  trace (&quot;persons&quot; le &quot;people&quot; // output: 0(false) trace (&quot;cats&quot; le &quot;cattle&quot; // output: 1(true) trace (animals le &quot;cats&quot; // output: 1(true) trace (animals le &quot;Cats&quot; // output: 0(false) trace (breeds le &quot;5&quot; // output: 0(false) trace (breeds le 7 // output: 1(true)  &lt;= (numeric less than or equal to) " />
<page href="00005825.html" title="- (subtract)" text="- (subtract)  Flash Lite 1.0.  (Negation) -expression  (Subtraction) expression1 - expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic used for negating or subtracting. Usage 1: When used for negating, it reverses the sign of the numeric expression. Usage 2: When used for subtracting, it performs an arithmetic subtraction on two numeric expressions, subtracting expression2 from expression1. When both expressions are integers, the difference is an integer. When either or both expressions are floating-point numbers, the difference is a floating-point number.  Usage 1: The following statement reverses the sign of the expression 2 + 3: trace(-(2 + 3) // output: -5. Usage 2: The following statement subtracts the integer 2 from the integer 5: trace(5 - 2  // output: 3. The result, 3, is an integer. Usage 3: The following statement subtracts the floating-point number 1.5 from the floating-point number 3.25: trace(3.25 - 1.5 // output: 1.75. The result, 1.75, is a floating-point number. - (subtract)  Flash Lite 1.0.  (Negation) -expression  (Subtraction) expression1 - expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic used for negating or subtracting. Usage 1: When used for negating, it reverses the sign of the numeric expression. Usage 2: When used for subtracting, it performs an arithmetic subtraction on two numeric expressions, subtracting expression2 from expression1. When both expressions are integers, the difference is an integer. When either or both expressions are floating-point numbers, the difference is a floating-point number.  Usage 1: The following statement reverses the sign of the expression 2 + 3: trace(-(2 + 3) // output: -5. Usage 2: The following statement subtracts the integer 2 from the integer 5: trace(5 - 2  // output: 3. The result, 3, is an integer. Usage 3: The following statement subtracts the floating-point number 1.5 from the floating-point number 3.25: trace(3.25 - 1.5 // output: 1.75. The result, 1.75, is a floating-point number. - (subtract)  Flash Lite 1.0.  (Negation) -expression  (Subtraction) expression1 - expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic used for negating or subtracting. Usage 1: When used for negating, it reverses the sign of the numeric expression. Usage 2: When used for subtracting, it performs an arithmetic subtraction on two numeric expressions, subtracting expression2 from expression1. When both expressions are integers, the difference is an integer. When either or both expressions are floating-point numbers, the difference is a floating-point number.  Usage 1: The following statement reverses the sign of the expression 2 + 3: trace(-(2 + 3) // output: -5. Usage 2: The following statement subtracts the integer 2 from the integer 5: trace(5 - 2  // output: 3. The result, 3, is an integer. Usage 3: The following statement subtracts the floating-point number 1.5 from the floating-point number 3.25: trace(3.25 - 1.5 // output: 1.75. The result, 1.75, is a floating-point number. " />
<page href="00005826.html" title="-= (subtraction assignment)" text="-= (subtraction assignment)  Flash Lite 1.0.  expression1 -= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 - expression2. No value is returned. For example, the following two statements are the same: x -= y; x = x - y; String expressions must be converted to numbers; otherwise, -1 is returned.  Usage 1: The following example uses the -= operator to subtract 10 from 5 and assign the result to the variable x: x = 2; y = 3; x -= y trace(x // output: -1 Usage 2: The following example shows how strings are converted to numbers: x = &quot;2&quot;; y = &quot;5&quot;; x -= y; trace(x // output: -3  -= (subtraction assignment)  Flash Lite 1.0.  expression1 -= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 - expression2. No value is returned. For example, the following two statements are the same: x -= y; x = x - y; String expressions must be converted to numbers; otherwise, -1 is returned.  Usage 1: The following example uses the -= operator to subtract 10 from 5 and assign the result to the variable x: x = 2; y = 3; x -= y trace(x // output: -1 Usage 2: The following example shows how strings are converted to numbers: x = &quot;2&quot;; y = &quot;5&quot;; x -= y; trace(x // output: -3  -= (subtraction assignment)  Flash Lite 1.0.  expression1 -= expression2  expression1, expression2&#160;Numbers or expressions that evaluate to numbers.  Operator (arithmetic compound assignment assigns expression1 the value of expression1 - expression2. No value is returned. For example, the following two statements are the same: x -= y; x = x - y; String expressions must be converted to numbers; otherwise, -1 is returned.  Usage 1: The following example uses the -= operator to subtract 10 from 5 and assign the result to the variable x: x = 2; y = 3; x -= y trace(x // output: -1 Usage 2: The following example shows how strings are converted to numbers: x = &quot;2&quot;; y = &quot;5&quot;; x -= y; trace(x // output: -3  " />
<page href="00005827.html" title="Flash Lite Specific Language Elements" text="Flash Lite Specific Language Elements This section describes both the platform capabilities and variables that Adobe's Macromedia Flash Lite 1.1 recognizes, and the Flash Lite commands you can execute using the fscommand() and fscommand2() functions. The functionality described in this section is specific to Flash Lite. The contents of this section are summarized in the following table: Language element Description _capCompoundSound Indicates whether Flash Lite can process compound sound. _capEmail Indicates whether the Flash Lite client can send e-mail messages using the GetURL() ActionScript command. _capLoadData Indicates whether the host application can dynamically load additional data through calls to the loadMovie(), loadMovieNum(), loadVariables(), and loadVariablesNum() functions. _capMFi Indicates whether the device can play sound data in the Melody Format for i-mode (MFi) audio format _capMIDI Indicates whether the device can play sound data in the Musical Instrument Digital Interface (MIDI) audio format. _capMMS Indicates whether Flash Lite can send Multimedia Messaging Service (MMS) messages by using the GetURL() ActionScript command.  _capMP3 Indicates whether the device can play sound data in the MPEG Audio Layer 3 (MP3) audio format. _capSMAF Indicates whether the device can play multimedia files in the Synthetic music Mobile Application Format (SMAF). _capSMS Indicates whether Flash Lite can send Short Message Service (SMS) messages by using the GetURL() ActionScript command. _capStreamSound Indicates whether the device can play streaming (synchronized)&#160;sound. _cap4WayKeyAS Indicates whether Flash Lite executes ActionScript expressions attached to key event handlers associated with the Right, Left, Up, and Down Arrow keys. $version Contains the version number of Flash Lite. fscommand() A function used to execute the Launch command (see next entry). Launch (The only command supported for fscommand() ) Allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone's or device's operating system. fscommand2() A function used to execute the commands in this table, except for&#160;fscommand(). Escape Encodes an arbitrary string into a format that is safe for network&#160;transfer. FullScreen Sets the size of the display area to be used for rendering. GetBatteryLevel Returns the current battery level. GetDateDay Returns the day of the current date as a numeric value. GetDateMonth Returns the month of the current date as a numeric value. GetDateWeekday Returns the number of the day of the current date as a numeric&#160;value. GetDateYear Returns a four-digit numeric value that is the year of the current&#160;date. GetDevice Sets a parameter that identifies the device on which Flash Lite is&#160;running. GetDeviceID Sets a parameter that represents the unique identifier of the device; for example, the serial number. GetFreePlayerMemory Returns the amount of heap memory, in kilobytes, currently available to Flash&#160;Lite. GetLanguage Sets a parameter that identifies the language currently used by the device. GetLocaleLongDate Sets a parameter to a string that represents the current date, in long form, formatted according to the currently defined locale. GetLocaleShortDate Sets a parameter to a string that represents the current date, in abbreviated form, formatted according to the currently defined&#160;locale. GetLocaleTime Sets a parameter to a string that represents the current time, formatted according to the currently defined locale. GetMaxBatteryLevel Returns the maximum battery level of the device. GetMaxSignalLevel Returns the maximum signal strength level. GetMaxVolumeLevel Returns the maximum volume level of the device as a numeric&#160;value. GetNetworkConnectStatus Returns a value that indicates the current network connection&#160;status. GetNetworkName Sets a parameter to the name of the current network. GetNetworkRequestStatus Returns a value that indicates the status of the most recent HTTP&#160;request. GetNetworkStatus Returns a value that indicates the network status of the phone (that is, whether there is a network registered and whether the phone is currently roaming). GetPlatform Sets a parameter that identifies the current platform, which broadly describes the class of device. For devices with open operating systems, this identifier is typically the name and version of the operating system. GetPowerSource Returns a value that indicates whether the power source is currently supplied from a battery or from an external power&#160;source. GetSignalLevel Returns the current signal strength as a numeric value. GetTimeHours Returns the hour of the current time of day, based on a 24-hour clock as a numeric value. GetTimeMinutes Returns the minute of the current time of day as a numeric value. GetTimeSeconds Returns the second of the current time of day as a numeric value. GetTimeZoneOffset Sets a parameter to the number of minutes between the local time zone and universal time (UTC). GetTotalPlayerMemory Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite. GetVolumeLevel Returns the current volume level of the device as a numeric value. Quit Causes the Flash Lite player to stop playback and exit. ResetSoftKeys Resets the soft keys to their original settings. SetInputTextType Specifies the mode in which the input text field should be&#160;opened. SetQuality Sets the rendering quality of the animation. SetSoftKeys Remaps the Left and Right soft keys of the device, provided that they can be accessed and remapped. StartVibrate Starts the phone's vibration feature. StopVibrate Stops the current vibration, if any. Unescape Decodes an arbitrary string that was encoded to be safe for network transfer into its normal, unencoded form. Flash Lite Specific Language Elements This section describes both the platform capabilities and variables that Adobe's Macromedia Flash Lite 1.1 recognizes, and the Flash Lite commands you can execute using the fscommand() and fscommand2() functions. The functionality described in this section is specific to Flash Lite. The contents of this section are summarized in the following table: Language element Description _capCompoundSound Indicates whether Flash Lite can process compound sound. _capEmail Indicates whether the Flash Lite client can send e-mail messages using the GetURL() ActionScript command. _capLoadData Indicates whether the host application can dynamically load additional data through calls to the loadMovie(), loadMovieNum(), loadVariables(), and loadVariablesNum() functions. _capMFi Indicates whether the device can play sound data in the Melody Format for i-mode (MFi) audio format _capMIDI Indicates whether the device can play sound data in the Musical Instrument Digital Interface (MIDI) audio format. _capMMS Indicates whether Flash Lite can send Multimedia Messaging Service (MMS) messages by using the GetURL() ActionScript command.  _capMP3 Indicates whether the device can play sound data in the MPEG Audio Layer 3 (MP3) audio format. _capSMAF Indicates whether the device can play multimedia files in the Synthetic music Mobile Application Format (SMAF). _capSMS Indicates whether Flash Lite can send Short Message Service (SMS) messages by using the GetURL() ActionScript command. _capStreamSound Indicates whether the device can play streaming (synchronized)&#160;sound. _cap4WayKeyAS Indicates whether Flash Lite executes ActionScript expressions attached to key event handlers associated with the Right, Left, Up, and Down Arrow keys. $version Contains the version number of Flash Lite. fscommand() A function used to execute the Launch command (see next entry). Launch (The only command supported for fscommand() ) Allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone's or device's operating system. fscommand2() A function used to execute the commands in this table, except for&#160;fscommand(). Escape Encodes an arbitrary string into a format that is safe for network&#160;transfer. FullScreen Sets the size of the display area to be used for rendering. GetBatteryLevel Returns the current battery level. GetDateDay Returns the day of the current date as a numeric value. GetDateMonth Returns the month of the current date as a numeric value. GetDateWeekday Returns the number of the day of the current date as a numeric&#160;value. GetDateYear Returns a four-digit numeric value that is the year of the current&#160;date. GetDevice Sets a parameter that identifies the device on which Flash Lite is&#160;running. GetDeviceID Sets a parameter that represents the unique identifier of the device; for example, the serial number. GetFreePlayerMemory Returns the amount of heap memory, in kilobytes, currently available to Flash&#160;Lite. GetLanguage Sets a parameter that identifies the language currently used by the device. GetLocaleLongDate Sets a parameter to a string that represents the current date, in long form, formatted according to the currently defined locale. GetLocaleShortDate Sets a parameter to a string that represents the current date, in abbreviated form, formatted according to the currently defined&#160;locale. GetLocaleTime Sets a parameter to a string that represents the current time, formatted according to the currently defined locale. GetMaxBatteryLevel Returns the maximum battery level of the device. GetMaxSignalLevel Returns the maximum signal strength level. GetMaxVolumeLevel Returns the maximum volume level of the device as a numeric&#160;value. GetNetworkConnectStatus Returns a value that indicates the current network connection&#160;status. GetNetworkName Sets a parameter to the name of the current network. GetNetworkRequestStatus Returns a value that indicates the status of the most recent HTTP&#160;request. GetNetworkStatus Returns a value that indicates the network status of the phone (that is, whether there is a network registered and whether the phone is currently roaming). GetPlatform Sets a parameter that identifies the current platform, which broadly describes the class of device. For devices with open operating systems, this identifier is typically the name and version of the operating system. GetPowerSource Returns a value that indicates whether the power source is currently supplied from a battery or from an external power&#160;source. GetSignalLevel Returns the current signal strength as a numeric value. GetTimeHours Returns the hour of the current time of day, based on a 24-hour clock as a numeric value. GetTimeMinutes Returns the minute of the current time of day as a numeric value. GetTimeSeconds Returns the second of the current time of day as a numeric value. GetTimeZoneOffset Sets a parameter to the number of minutes between the local time zone and universal time (UTC). GetTotalPlayerMemory Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite. GetVolumeLevel Returns the current volume level of the device as a numeric value. Quit Causes the Flash Lite player to stop playback and exit. ResetSoftKeys Resets the soft keys to their original settings. SetInputTextType Specifies the mode in which the input text field should be&#160;opened. SetQuality Sets the rendering quality of the animation. SetSoftKeys Remaps the Left and Right soft keys of the device, provided that they can be accessed and remapped. StartVibrate Starts the phone's vibration feature. StopVibrate Stops the current vibration, if any. Unescape Decodes an arbitrary string that was encoded to be safe for network transfer into its normal, unencoded form. Flash Lite Specific Language Elements This section describes both the platform capabilities and variables that Adobe's Macromedia Flash Lite 1.1 recognizes, and the Flash Lite commands you can execute using the fscommand() and fscommand2() functions. The functionality described in this section is specific to Flash Lite. The contents of this section are summarized in the following table: " />
<page href="00005828.html" title="Capabilities" text="Capabilities This section describes the platform capabilities and variables that Macromedia Flash Lite 1.1 recognizes. The entries are listed alphabetically, ignoring any leading underscores.  Capabilities This section describes the platform capabilities and variables that Macromedia Flash Lite 1.1 recognizes. The entries are listed alphabetically, ignoring any leading underscores.  Capabilities This section describes the platform capabilities and variables that Macromedia Flash Lite 1.1 recognizes. The entries are listed alphabetically, ignoring any leading underscores.  " />
<page href="00005829.html" title="_capCompoundSound" text="_capCompoundSound  Flash Lite 1.1.  _capCompoundSound  Numeric variable; indicates whether Flash Lite can process compound sound data. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  As an example, a single Flash file can contain the same sound represented in both MIDI and MFi formats. The player will then play back data in the appropriate format based on the format supported by the device. This variable defines whether the Flash Lite player supports this ability on the current handset.  In the following example, useCompoundSound is set to 1 in Flash Lite 1.1, but is undefined in Flash Lite 1.0: useCompoundSound = _capCompoundSound;  if (useCompoundSound == 1) {  gotoAndPlay(&quot;withSound&quot; } else {  gotoAndPlay(&quot;withoutSound&quot;  } _capCompoundSound  Flash Lite 1.1.  _capCompoundSound  Numeric variable; indicates whether Flash Lite can process compound sound data. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  As an example, a single Flash file can contain the same sound represented in both MIDI and MFi formats. The player will then play back data in the appropriate format based on the format supported by the device. This variable defines whether the Flash Lite player supports this ability on the current handset.  In the following example, useCompoundSound is set to 1 in Flash Lite 1.1, but is undefined in Flash Lite 1.0: useCompoundSound = _capCompoundSound;  if (useCompoundSound == 1) {  gotoAndPlay(&quot;withSound&quot; } else {  gotoAndPlay(&quot;withoutSound&quot;  } _capCompoundSound  Flash Lite 1.1.  _capCompoundSound  Numeric variable; indicates whether Flash Lite can process compound sound data. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  As an example, a single Flash file can contain the same sound represented in both MIDI and MFi formats. The player will then play back data in the appropriate format based on the format supported by the device. This variable defines whether the Flash Lite player supports this ability on the current handset.  In the following example, useCompoundSound is set to 1 in Flash Lite 1.1, but is undefined in Flash Lite 1.0: useCompoundSound = _capCompoundSound;  if (useCompoundSound == 1) {  gotoAndPlay(&quot;withSound&quot; } else {  gotoAndPlay(&quot;withoutSound&quot;  } " />
<page href="00005830.html" title="_capEmail" text="_capEmail  Flash Lite 1.1.  _capEmail  Numeric variable; indicates whether the Flash Lite client can send e-mail messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the host application can send e-mail messages by using the GetURL() ActionScript command, the following example sets canEmail to 1:  canEmail = _capEmail;  if (canEmail == 1) {  getURL(&quot;mailto:someone@somewhere.com?subject=foo&amp;body=bar&quot; } _capEmail  Flash Lite 1.1.  _capEmail  Numeric variable; indicates whether the Flash Lite client can send e-mail messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the host application can send e-mail messages by using the GetURL() ActionScript command, the following example sets canEmail to 1:  canEmail = _capEmail;  if (canEmail == 1) {  getURL(&quot;mailto:someone@somewhere.com?subject=foo&amp;body=bar&quot; } _capEmail  Flash Lite 1.1.  _capEmail  Numeric variable; indicates whether the Flash Lite client can send e-mail messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the host application can send e-mail messages by using the GetURL() ActionScript command, the following example sets canEmail to 1:  canEmail = _capEmail;  if (canEmail == 1) {  getURL(&quot;mailto:someone@somewhere.com?subject=foo&amp;body=bar&quot; } " />
<page href="00005831.html" title="_capLoadData" text="_capLoadData  Flash Lite 1.1.  _capLoadData  Numeric variable; indicates whether the host application can dynamically load additional data through calls to the loadMovie(), loadMovieNum(), loadVariables(), and loadVariablesNum() functions. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the host application can perform dynamic loading of movies and variables, the following example sets iCanLoad to 1:  canLoad = _capLoadData;  if (canLoad == 1) {  loadVariables(&quot;http://www.somewhere.com/myVars.php&quot;, GET } else {  trace (&quot;client does not support loading dynamic data&quot; } _capLoadData  Flash Lite 1.1.  _capLoadData  Numeric variable; indicates whether the host application can dynamically load additional data through calls to the loadMovie(), loadMovieNum(), loadVariables(), and loadVariablesNum() functions. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the host application can perform dynamic loading of movies and variables, the following example sets iCanLoad to 1:  canLoad = _capLoadData;  if (canLoad == 1) {  loadVariables(&quot;http://www.somewhere.com/myVars.php&quot;, GET } else {  trace (&quot;client does not support loading dynamic data&quot; } _capLoadData  Flash Lite 1.1.  _capLoadData  Numeric variable; indicates whether the host application can dynamically load additional data through calls to the loadMovie(), loadMovieNum(), loadVariables(), and loadVariablesNum() functions. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the host application can perform dynamic loading of movies and variables, the following example sets iCanLoad to 1:  canLoad = _capLoadData;  if (canLoad == 1) {  loadVariables(&quot;http://www.somewhere.com/myVars.php&quot;, GET } else {  trace (&quot;client does not support loading dynamic data&quot; } " />
<page href="00005832.html" title="_capMFi" text="_capMFi  Flash Lite 1.1.  _capMFi  Numeric variable; indicates whether the device can play sound data in the Melody Format for i-mode (MFi) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MFi sound data, the following example sets canMfi to 1: canMFi = _capMFi;  if (canMFi == 1) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } _capMFi  Flash Lite 1.1.  _capMFi  Numeric variable; indicates whether the device can play sound data in the Melody Format for i-mode (MFi) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MFi sound data, the following example sets canMfi to 1: canMFi = _capMFi;  if (canMFi == 1) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } _capMFi  Flash Lite 1.1.  _capMFi  Numeric variable; indicates whether the device can play sound data in the Melody Format for i-mode (MFi) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MFi sound data, the following example sets canMfi to 1: canMFi = _capMFi;  if (canMFi == 1) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } " />
<page href="00005833.html" title="_capMIDI" text="_capMIDI  Flash Lite 1.1.  _capMIDI  Numeric variable; indicates whether the device can play sound data in the Musical Instrument Digital Interface (MIDI) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MIDI sound data, the following example sets canMidi to 1: canMIDI = _capMIDI;  if (canMIDI == 1) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } _capMIDI  Flash Lite 1.1.  _capMIDI  Numeric variable; indicates whether the device can play sound data in the Musical Instrument Digital Interface (MIDI) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MIDI sound data, the following example sets canMidi to 1: canMIDI = _capMIDI;  if (canMIDI == 1) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } _capMIDI  Flash Lite 1.1.  _capMIDI  Numeric variable; indicates whether the device can play sound data in the Musical Instrument Digital Interface (MIDI) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MIDI sound data, the following example sets canMidi to 1: canMIDI = _capMIDI;  if (canMIDI == 1) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } " />
<page href="00005834.html" title="_capMMS" text="_capMMS  Flash Lite 1.1.  _capMMS  Numeric variable; indicates whether Flash Lite can send Multimedia Messaging Service (MMS) messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canMMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send MMS messages, so this code is still dependent on the phone): on(release) {  canMMS = _capMMS;  if (canMMS == 1) {  // send an MMS  myMessage = &quot;mms:4156095555?body=sample mms message&quot;;  } else {  // send an SMS  myMessage = &quot;sms:4156095555?body=sample sms message&quot;;  }  getURL(myMessage } _capMMS  Flash Lite 1.1.  _capMMS  Numeric variable; indicates whether Flash Lite can send Multimedia Messaging Service (MMS) messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canMMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send MMS messages, so this code is still dependent on the phone): on(release) {  canMMS = _capMMS;  if (canMMS == 1) {  // send an MMS  myMessage = &quot;mms:4156095555?body=sample mms message&quot;;  } else {  // send an SMS  myMessage = &quot;sms:4156095555?body=sample sms message&quot;;  }  getURL(myMessage } _capMMS  Flash Lite 1.1.  _capMMS  Numeric variable; indicates whether Flash Lite can send Multimedia Messaging Service (MMS) messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canMMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send MMS messages, so this code is still dependent on the phone): on(release) {  canMMS = _capMMS;  if (canMMS == 1) {  // send an MMS  myMessage = &quot;mms:4156095555?body=sample mms message&quot;;  } else {  // send an SMS  myMessage = &quot;sms:4156095555?body=sample sms message&quot;;  }  getURL(myMessage } " />
<page href="00005835.html" title="_capMP3" text="_capMP3  Flash Lite 1.1.  _capMP3  Numeric variable; indicates whether the device can play sound data in the MPEG Audio Layer 3 (MP3) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MP3 sound data, the following example sets canMP3 to 1: canMP3 = _capMP3; if (canMP3 == 1) {  tellTarget(&quot;soundClip&quot;) {  gotoAndPlay(2  } } _capMP3  Flash Lite 1.1.  _capMP3  Numeric variable; indicates whether the device can play sound data in the MPEG Audio Layer 3 (MP3) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MP3 sound data, the following example sets canMP3 to 1: canMP3 = _capMP3; if (canMP3 == 1) {  tellTarget(&quot;soundClip&quot;) {  gotoAndPlay(2  } } _capMP3  Flash Lite 1.1.  _capMP3  Numeric variable; indicates whether the device can play sound data in the MPEG Audio Layer 3 (MP3) audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  If the device can play MP3 sound data, the following example sets canMP3 to 1: canMP3 = _capMP3; if (canMP3 == 1) {  tellTarget(&quot;soundClip&quot;) {  gotoAndPlay(2  } } " />
<page href="00005836.html" title="_capSMAF" text="_capSMAF  Flash Lite 1.1.  _capSMAF  Numeric variable; indicates whether the device can play multimedia files in the Synthetic music Mobile Application Format (SMAF). If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canSMAF to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send SMAF messages, so this code is still dependent on the phone): canSMAF = _capSMAF;  if (canSMAF) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } _capSMAF  Flash Lite 1.1.  _capSMAF  Numeric variable; indicates whether the device can play multimedia files in the Synthetic music Mobile Application Format (SMAF). If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canSMAF to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send SMAF messages, so this code is still dependent on the phone): canSMAF = _capSMAF;  if (canSMAF) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } _capSMAF  Flash Lite 1.1.  _capSMAF  Numeric variable; indicates whether the device can play multimedia files in the Synthetic music Mobile Application Format (SMAF). If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canSMAF to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send SMAF messages, so this code is still dependent on the phone): canSMAF = _capSMAF;  if (canSMAF) {  // send movieclip buttons to frame with buttons that trigger events sounds  tellTarget(&quot;buttons&quot;) {  gotoAndPlay(2   } } " />
<page href="00005837.html" title="_capSMS" text="_capSMS  Flash Lite 1.1.  _capSMS  Numeric variable; indicates whether Flash Lite can send Short Message Service (SMS) messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canSMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send SMS messages, so this code is still dependent on the phone): on(release) {  canSMS = _capSMS;  if (canSMS) {  // send an SMS  myMessage = &quot;sms:4156095555?body=sample sms message&quot;;  getURL(myMessage  } } _capSMS  Flash Lite 1.1.  _capSMS  Numeric variable; indicates whether Flash Lite can send Short Message Service (SMS) messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canSMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send SMS messages, so this code is still dependent on the phone): on(release) {  canSMS = _capSMS;  if (canSMS) {  // send an SMS  myMessage = &quot;sms:4156095555?body=sample sms message&quot;;  getURL(myMessage  } } _capSMS  Flash Lite 1.1.  _capSMS  Numeric variable; indicates whether Flash Lite can send Short Message Service (SMS) messages by using the GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example sets canSMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 Flash Lite 1.0 (however, not all Flash Lite 1.1 phones can send SMS messages, so this code is still dependent on the phone): on(release) {  canSMS = _capSMS;  if (canSMS) {  // send an SMS  myMessage = &quot;sms:4156095555?body=sample sms message&quot;;  getURL(myMessage  } } " />
<page href="00005838.html" title="_capStreamSound" text="_capStreamSound  Flash Lite 1.1.  _capStreamSound  Numeric variable; indicates whether the device can play streaming (synchronized) sound. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example plays streaming sound if canStreamSound is enabled: on(press) {  canStreamSound = _capStreamSound;  if (canStreamSound) {  // play a streaming sound in a movieclip with this button  tellTarget(&quot;music&quot;) {  gotoAndPlay(2  }   } } _capStreamSound  Flash Lite 1.1.  _capStreamSound  Numeric variable; indicates whether the device can play streaming (synchronized) sound. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example plays streaming sound if canStreamSound is enabled: on(press) {  canStreamSound = _capStreamSound;  if (canStreamSound) {  // play a streaming sound in a movieclip with this button  tellTarget(&quot;music&quot;) {  gotoAndPlay(2  }   } } _capStreamSound  Flash Lite 1.1.  _capStreamSound  Numeric variable; indicates whether the device can play streaming (synchronized) sound. If so, this variable is defined and has a value of 1; if not, this variable is undefined.  The following example plays streaming sound if canStreamSound is enabled: on(press) {  canStreamSound = _capStreamSound;  if (canStreamSound) {  // play a streaming sound in a movieclip with this button  tellTarget(&quot;music&quot;) {  gotoAndPlay(2  }   } } " />
<page href="00005839.html" title="_cap4WayKeyAS" text="_cap4WayKeyAS  Flash Lite 1.1.  _cap4WayKeyAS  Numeric variable; indicates whether Flash Lite executes ActionScript expressions attached to key event handlers associated with the Right, Left, Up, and Down Arrow keys. This variable is defined and has a value of 1 only when the host application uses four-way key navigation mode to move between Flash controls (buttons and input text fields). Otherwise, this variable is undefined. When one of the four-way keys is pressed, if the value of this variable is 1, Flash Lite first looks for a handler for that key. If it finds none, Flash control navigation occurs. However, if an event handler is found, no navigation action occurs for that key. For example, if a key press handler for the Down Arrow key is found, the user cannot navigate.   The following example sets canUse4Way to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones support four-way keys, so this code is still dependent on the phone): canUse4Way = _cap4WayKeyAS;  if (canUse4Way == 1) {  msg = &quot;Use your directional joypad to navigate this application&quot;;  } else {  msg = &quot;Please use the 2 key to scroll up, the 6 key to scroll right, the 8 key to scroll down, and the 4 key to scroll left.&quot;;  } _cap4WayKeyAS  Flash Lite 1.1.  _cap4WayKeyAS  Numeric variable; indicates whether Flash Lite executes ActionScript expressions attached to key event handlers associated with the Right, Left, Up, and Down Arrow keys. This variable is defined and has a value of 1 only when the host application uses four-way key navigation mode to move between Flash controls (buttons and input text fields). Otherwise, this variable is undefined. When one of the four-way keys is pressed, if the value of this variable is 1, Flash Lite first looks for a handler for that key. If it finds none, Flash control navigation occurs. However, if an event handler is found, no navigation action occurs for that key. For example, if a key press handler for the Down Arrow key is found, the user cannot navigate.   The following example sets canUse4Way to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones support four-way keys, so this code is still dependent on the phone): canUse4Way = _cap4WayKeyAS;  if (canUse4Way == 1) {  msg = &quot;Use your directional joypad to navigate this application&quot;;  } else {  msg = &quot;Please use the 2 key to scroll up, the 6 key to scroll right, the 8 key to scroll down, and the 4 key to scroll left.&quot;;  } _cap4WayKeyAS  Flash Lite 1.1.  _cap4WayKeyAS  Numeric variable; indicates whether Flash Lite executes ActionScript expressions attached to key event handlers associated with the Right, Left, Up, and Down Arrow keys. This variable is defined and has a value of 1 only when the host application uses four-way key navigation mode to move between Flash controls (buttons and input text fields). Otherwise, this variable is undefined. When one of the four-way keys is pressed, if the value of this variable is 1, Flash Lite first looks for a handler for that key. If it finds none, Flash control navigation occurs. However, if an event handler is found, no navigation action occurs for that key. For example, if a key press handler for the Down Arrow key is found, the user cannot navigate.   The following example sets canUse4Way to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash Lite 1.1 phones support four-way keys, so this code is still dependent on the phone): canUse4Way = _cap4WayKeyAS;  if (canUse4Way == 1) {  msg = &quot;Use your directional joypad to navigate this application&quot;;  } else {  msg = &quot;Please use the 2 key to scroll up, the 6 key to scroll right, the 8 key to scroll down, and the 4 key to scroll left.&quot;;  } " />
<page href="00005840.html" title="$version" text="$version  Flash Lite 1.1.  $version  String variable; contains the version number of Flash Lite. It contains a major number, minor&#160;number, build number, and an internal build number, which is generally 0 in all released versions.  The major number reported for all Flash Lite 1.x products is 5. Flash Lite 1.0 has a minor number of 1; Flash Lite 1.1 has a minor number of 2.  In the Flash Lite 1.1 player, the following code sets the value of myVersion to &quot;5, 2, 12, 0&quot;: myVersion = $version; $version  Flash Lite 1.1.  $version  String variable; contains the version number of Flash Lite. It contains a major number, minor&#160;number, build number, and an internal build number, which is generally 0 in all released versions.  The major number reported for all Flash Lite 1.x products is 5. Flash Lite 1.0 has a minor number of 1; Flash Lite 1.1 has a minor number of 2.  In the Flash Lite 1.1 player, the following code sets the value of myVersion to &quot;5, 2, 12, 0&quot;: myVersion = $version; $version  Flash Lite 1.1.  $version  String variable; contains the version number of Flash Lite. It contains a major number, minor&#160;number, build number, and an internal build number, which is generally 0 in all released versions.  The major number reported for all Flash Lite 1.x products is 5. Flash Lite 1.0 has a minor number of 1; Flash Lite 1.1 has a minor number of 2.  In the Flash Lite 1.1 player, the following code sets the value of myVersion to &quot;5, 2, 12, 0&quot;: myVersion = $version; " />
<page href="00005841.html" title="fscommand()" text="fscommand()  Flash Lite 1.1.   status = fscommand(&quot;Launch&quot;, &quot;application-path, arg1, arg2,..., argn&quot;)  &quot;Launch&quot;&#160;The command specifier. The Launch command is the only command that you use the fscommand() function to execute.  &quot;application-path, arg1, arg2,..., argn&quot;&#160;The name of the application being started and the parameters to it, separated by commas.   Function; allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone's or device's operating system.  fscommand2() fscommand()  Flash Lite 1.1.   status = fscommand(&quot;Launch&quot;, &quot;application-path, arg1, arg2,..., argn&quot;)  &quot;Launch&quot;&#160;The command specifier. The Launch command is the only command that you use the fscommand() function to execute.  &quot;application-path, arg1, arg2,..., argn&quot;&#160;The name of the application being started and the parameters to it, separated by commas.   Function; allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone's or device's operating system.  fscommand2() fscommand()  Flash Lite 1.1.   status = fscommand(&quot;Launch&quot;, &quot;application-path, arg1, arg2,..., argn&quot;)  &quot;Launch&quot;&#160;The command specifier. The Launch command is the only command that you use the fscommand() function to execute.  &quot;application-path, arg1, arg2,..., argn&quot;&#160;The name of the application being started and the parameters to it, separated by commas.   Function; allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone's or device's operating system.  fscommand2() " />
<page href="00005842.html" title="Launch " text="Launch   Flash Lite 1.1.  status = fscommand(&quot;Launch&quot;, &quot;application-path, arg1, arg2,..., argn&quot;)  &quot;Launch&quot;&#160;The command specifier. In Flash Lite, you use the fscommand() function only to execute the Launch command.  &quot;application-path, arg1, arg2,..., argn&quot;&#160;The name of the application being started and the parameters to it, separated by commas.   Command executed through the fscommand() function; launches another application on the device. The name of the application being launched and the parameters to it are passed in as a single argument.  This command is supported only when the Flash Lite player is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example would open wap.yahoo.com on the services/Web browser on Series 60 phones: on(keyPress &quot;9&quot;) {  status = fscommand(&quot;launch&quot;, &quot;z: system apps browser browser.app,http://wap.yahoo.com&quot; }  fscommand2()   This feature is operating-system dependent. Launch   Flash Lite 1.1.  status = fscommand(&quot;Launch&quot;, &quot;application-path, arg1, arg2,..., argn&quot;)  &quot;Launch&quot;&#160;The command specifier. In Flash Lite, you use the fscommand() function only to execute the Launch command.  &quot;application-path, arg1, arg2,..., argn&quot;&#160;The name of the application being started and the parameters to it, separated by commas.   Command executed through the fscommand() function; launches another application on the device. The name of the application being launched and the parameters to it are passed in as a single argument.  This command is supported only when the Flash Lite player is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example would open wap.yahoo.com on the services/Web browser on Series 60 phones: on(keyPress &quot;9&quot;) {  status = fscommand(&quot;launch&quot;, &quot;z: system apps browser browser.app,http://wap.yahoo.com&quot; }  fscommand2()   This feature is operating-system dependent. Launch   Flash Lite 1.1.  status = fscommand(&quot;Launch&quot;, &quot;application-path, arg1, arg2,..., argn&quot;)  &quot;Launch&quot;&#160;The command specifier. In Flash Lite, you use the fscommand() function only to execute the Launch command.  &quot;application-path, arg1, arg2,..., argn&quot;&#160;The name of the application being started and the parameters to it, separated by commas.   Command executed through the fscommand() function; launches another application on the device. The name of the application being launched and the parameters to it are passed in as a single argument.  This command is supported only when the Flash Lite player is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example would open wap.yahoo.com on the services/Web browser on Series 60 phones: on(keyPress &quot;9&quot;) {  status = fscommand(&quot;launch&quot;, &quot;z: system apps browser browser.app,http://wap.yahoo.com&quot; }  fscommand2() " />
<page href="00005843.html" title="fscommand2()" text="fscommand2()  Flash Lite 1.1.  returnValue = fscommand2(command [, expression1 ... expressionN])  command&#160;A string passed to the host application for any use or a command passed to Flash&#160;Lite. parameter1...parameterN&#160;A comma-delimited list of strings passed as parameters to the command specified by command.  Function; allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone or device's operating system. The value that fscommand2() returns depends on the specific command. The fscommand2() function is similar to the fscommand() function, with the following differences: The fscommand2() function can take an arbitrary number of arguments. Flash Lite executes fscommand2() immediately, whereas fscommand() is executed at the end of the frame being processed. The fscommand2() function returns a value that can be used to report success, failure, or the result of the command. The strings and expressions that you pass to the function as commands and parameters are described in the tables in this section.  The tables have the following three columns:  The Command column shows the string literal parameter that identifies the command. The Parameters column explains what kinds of values to pass for the additional parameters, if any.  The Value returned column explains the expected return values.   Examples are provided with the specific commands that you execute using the fscommand2() function, which are described in the rest of this section.  fscommand()  fscommand2()  Flash Lite 1.1.  returnValue = fscommand2(command [, expression1 ... expressionN])  command&#160;A string passed to the host application for any use or a command passed to Flash&#160;Lite. parameter1...parameterN&#160;A comma-delimited list of strings passed as parameters to the command specified by command.  Function; allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone or device's operating system. The value that fscommand2() returns depends on the specific command. The fscommand2() function is similar to the fscommand() function, with the following differences: The fscommand2() function can take an arbitrary number of arguments. Flash Lite executes fscommand2() immediately, whereas fscommand() is executed at the end of the frame being processed. The fscommand2() function returns a value that can be used to report success, failure, or the result of the command. The strings and expressions that you pass to the function as commands and parameters are described in the tables in this section.  The tables have the following three columns:  The Command column shows the string literal parameter that identifies the command. The Parameters column explains what kinds of values to pass for the additional parameters, if any.  The Value returned column explains the expected return values.   Examples are provided with the specific commands that you execute using the fscommand2() function, which are described in the rest of this section.  fscommand()  fscommand2()  Flash Lite 1.1.  returnValue = fscommand2(command [, expression1 ... expressionN])  command&#160;A string passed to the host application for any use or a command passed to Flash&#160;Lite. parameter1...parameterN&#160;A comma-delimited list of strings passed as parameters to the command specified by command.  Function; allows the SWF file to communicate with either Flash Lite or the host environment, such as the phone or device's operating system. The value that fscommand2() returns depends on the specific command. The fscommand2() function is similar to the fscommand() function, with the following differences: The fscommand2() function can take an arbitrary number of arguments. Flash Lite executes fscommand2() immediately, whereas fscommand() is executed at the end of the frame being processed. The fscommand2() function returns a value that can be used to report success, failure, or the result of the command. The strings and expressions that you pass to the function as commands and parameters are described in the tables in this section.  The tables have the following three columns:  The Command column shows the string literal parameter that identifies the command. The Parameters column explains what kinds of values to pass for the additional parameters, if any.  The Value returned column explains the expected return values.   Examples are provided with the specific commands that you execute using the fscommand2() function, which are described in the rest of this section.  fscommand()  " />
<page href="00005844.html" title="Escape" text="Escape  Flash Lite 1.1.  Encodes an arbitrary string into a format that is safe for network transfer. Replaces each nonalphanumeric character with a hexadecimal escape sequence (%xx, or %xx%xx in the case of multibyte characters).  The following example shows the conversion of a sample string to its encoded form: original_string = &quot;Hello, how are you?&quot;; status = fscommand2(&quot;escape&quot;, original_string, &quot;encoded_string&quot; trace (encoded_string // output: Hello%2C%20how%20are%20you%3F  Unescape Command Parameters Value returned &quot;Escape&quot;  original&#160; String to be encoded into a format safe for&#160;URLs. encoded&#160; Resulting encoded string. These parameters are either names of variables or constant string values (for example, &quot;Encoded_String&quot;). 0:&#160;Failure. 1:&#160;Success. Escape  Flash Lite 1.1.  Encodes an arbitrary string into a format that is safe for network transfer. Replaces each nonalphanumeric character with a hexadecimal escape sequence (%xx, or %xx%xx in the case of multibyte characters).  The following example shows the conversion of a sample string to its encoded form: original_string = &quot;Hello, how are you?&quot;; status = fscommand2(&quot;escape&quot;, original_string, &quot;encoded_string&quot; trace (encoded_string // output: Hello%2C%20how%20are%20you%3F  Unescape Command Parameters Value returned &quot;Escape&quot;  original&#160; String to be encoded into a format safe for&#160;URLs. encoded&#160; Resulting encoded string. These parameters are either names of variables or constant string values (for example, &quot;Encoded_String&quot;). 0:&#160;Failure. 1:&#160;Success. Escape  Flash Lite 1.1.  Encodes an arbitrary string into a format that is safe for network transfer. Replaces each nonalphanumeric character with a hexadecimal escape sequence (%xx, or %xx%xx in the case of multibyte characters).  The following example shows the conversion of a sample string to its encoded form: original_string = &quot;Hello, how are you?&quot;; status = fscommand2(&quot;escape&quot;, original_string, &quot;encoded_string&quot; trace (encoded_string // output: Hello%2C%20how%20are%20you%3F  Unescape " />
<page href="00005845.html" title="FullScreen" text="FullScreen  Flash Lite 1.1.  Sets the size of the display area to be used for rendering. The size can be full screen or less-than full screen.  This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example attempts to set the display area to full screen. If the returned value is other than 0, it sends the playback head to the frame labeled smallScreenMode:  status = fscommand2(&quot;FullScreen&quot;, true if(status != 0) {  gotoAndPlay(&quot;smallScreenMode&quot; }  Command Parameters Value returned &quot;FullScreen&quot; size&#160;Either a defined variable or a constant string value, with one of these values:&#160;true (full screen) or false (less than full screen). Any other value is treated as the value false.  -1:&#160;Not supported. 0:&#160;Supported.  FullScreen  Flash Lite 1.1.  Sets the size of the display area to be used for rendering. The size can be full screen or less-than full screen.  This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example attempts to set the display area to full screen. If the returned value is other than 0, it sends the playback head to the frame labeled smallScreenMode:  status = fscommand2(&quot;FullScreen&quot;, true if(status != 0) {  gotoAndPlay(&quot;smallScreenMode&quot; }  Command Parameters Value returned &quot;FullScreen&quot; size&#160;Either a defined variable or a constant string value, with one of these values:&#160;true (full screen) or false (less than full screen). Any other value is treated as the value false.  -1:&#160;Not supported. 0:&#160;Supported.  FullScreen  Flash Lite 1.1.  Sets the size of the display area to be used for rendering. The size can be full screen or less-than full screen.  This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example attempts to set the display area to full screen. If the returned value is other than 0, it sends the playback head to the frame labeled smallScreenMode:  status = fscommand2(&quot;FullScreen&quot;, true if(status != 0) {  gotoAndPlay(&quot;smallScreenMode&quot; }  " />
<page href="00005846.html" title="GetBatteryLevel" text="GetBatteryLevel  Flash Lite 1.1.  Returns the current battery level. It is a numeric value that ranges from 0 to the maximum value returned by the GetMaxBatteryLevel variable.  The following example sets the battLevel variable to the current level of the battery: battLevel = fscommand2(&quot;GetBatteryLevel&quot;  GetMaxBatteryLevel Command Parameters Value returned &quot;GetBatteryLevel&quot; None. -1:&#160;Not supported. Other numeric values: The current battery level. GetBatteryLevel  Flash Lite 1.1.  Returns the current battery level. It is a numeric value that ranges from 0 to the maximum value returned by the GetMaxBatteryLevel variable.  The following example sets the battLevel variable to the current level of the battery: battLevel = fscommand2(&quot;GetBatteryLevel&quot;  GetMaxBatteryLevel Command Parameters Value returned &quot;GetBatteryLevel&quot; None. -1:&#160;Not supported. Other numeric values: The current battery level. GetBatteryLevel  Flash Lite 1.1.  Returns the current battery level. It is a numeric value that ranges from 0 to the maximum value returned by the GetMaxBatteryLevel variable.  The following example sets the battLevel variable to the current level of the battery: battLevel = fscommand2(&quot;GetBatteryLevel&quot;  GetMaxBatteryLevel " />
<page href="00005847.html" title="GetDateDay" text="GetDateDay  Flash Lite 1.1.  Returns the day of the current date. It is a numeric value (without a leading 0). Valid days are 1 through 31.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add ThisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateMonth, GetDateWeekday, GetDateYear Command Parameters Value returned &quot;GetDateDay&quot; None. -1:&#160;Not supported. 1 to 31:&#160;The day of the month.  GetDateDay  Flash Lite 1.1.  Returns the day of the current date. It is a numeric value (without a leading 0). Valid days are 1 through 31.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add ThisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateMonth, GetDateWeekday, GetDateYear Command Parameters Value returned &quot;GetDateDay&quot; None. -1:&#160;Not supported. 1 to 31:&#160;The day of the month.  GetDateDay  Flash Lite 1.1.  Returns the day of the current date. It is a numeric value (without a leading 0). Valid days are 1 through 31.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add ThisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateMonth, GetDateWeekday, GetDateYear " />
<page href="00005848.html" title="GetDateMonth" text="GetDateMonth  Flash Lite 1.1.  Returns the month of the current date as a numeric value (without a leading 0).  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateWeekday, GetDateYear Command Parameters Value returned &quot;GetDateMonth&quot; None. -1:&#160;Not supported. 1 to 12:&#160;The number of the current month.  GetDateMonth  Flash Lite 1.1.  Returns the month of the current date as a numeric value (without a leading 0).  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateWeekday, GetDateYear Command Parameters Value returned &quot;GetDateMonth&quot; None. -1:&#160;Not supported. 1 to 12:&#160;The number of the current month.  GetDateMonth  Flash Lite 1.1.  Returns the month of the current date as a numeric value (without a leading 0).  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateWeekday, GetDateYear " />
<page href="00005849.html" title="GetDateWeekday" text="GetDateWeekday  Flash Lite 1.1.  Returns a numeric value that is the name of the day of the current date, represented as a numeric value.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateMonth, GetDateYear Command Parameters Value returned &quot;GetDateWeekday&quot; None. -1:&#160;Not supported. 0:&#160;Sunday. 1:&#160;Monday. 2:&#160;Tuesday. 3:&#160;Wednesday. 4:&#160;Thursday. 5:&#160;Friday. 6:&#160;Saturday. GetDateWeekday  Flash Lite 1.1.  Returns a numeric value that is the name of the day of the current date, represented as a numeric value.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateMonth, GetDateYear Command Parameters Value returned &quot;GetDateWeekday&quot; None. -1:&#160;Not supported. 0:&#160;Sunday. 1:&#160;Monday. 2:&#160;Tuesday. 3:&#160;Wednesday. 4:&#160;Thursday. 5:&#160;Friday. 6:&#160;Saturday. GetDateWeekday  Flash Lite 1.1.  Returns a numeric value that is the name of the day of the current date, represented as a numeric value.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateMonth, GetDateYear " />
<page href="00005850.html" title="GetDateYear" text="GetDateYear Returns a four-digit numeric value that is the year of the current date.  Flash Lite 1.1.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateMonth, GetDateWeekday  Command Parameters Value returned &quot;GetDateYear&quot; None. -1:&#160;Not supported. 0 to 9999:&#160;The current year.  GetDateYear Returns a four-digit numeric value that is the year of the current date.  Flash Lite 1.1.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateMonth, GetDateWeekday  Command Parameters Value returned &quot;GetDateYear&quot; None. -1:&#160;Not supported. 0 to 9999:&#160;The current year.  GetDateYear Returns a four-digit numeric value that is the year of the current date.  Flash Lite 1.1.  The following example collects the date information and constructs a complete date string: today = fscommand2(&quot;GetDateDay&quot;  weekday = fscommand2(&quot;GetDateWeekday&quot; thisMonth = fscommand2(&quot;GetDateMonth&quot;  thisYear = fscommand2(&quot;GetDateYear&quot;  when = weekday add &quot;, &quot; add thisMonth add &quot; &quot; add today add &quot;, &quot; add thisYear;  GetDateDay, GetDateMonth, GetDateWeekday  " />
<page href="00005851.html" title="GetDevice " text="GetDevice  Sets a parameter that identifies the device on which Flash Lite is running. This identifier is typically the model name.  Flash Lite 1.1.  The following code example assigns the device identifier to the statusdevice variable, and then updates a text field with the generic device name. These are some sample results and the devices they signify: D506i&#160;A Mitsubishi 506i phone. DFOMA1&#160;A Mitsubishi FOMA1 phone. F506i&#160;A Fujitsu 506i phone. FFOMA1&#160;A Fujitsu FOMA1 phone. N506i&#160;An NEC 506i phone. NFOMA1&#160;An NEC FOMA1 phone. Nokia3650&#160;A Nokia 3650 phone. p506i&#160;A Panasonic 506i phone. PFOMA1&#160;A Panasonic FOMA1 phone. SH506i&#160;A Sharp 506i phone. SHFOMA1&#160;A Sharp FOMA1 phone. SO506i&#160;A Sony 506iphone. statusdevice = fscommand2(&quot;GetDevice&quot;, &quot;devicename&quot; switch(devicename) {  case &quot;D506i&quot;:  /:myText += &quot;device: Mitsubishi 506i&quot; add newline;  break;  case &quot;DFOMA1&quot;:  /:myText += &quot;device: Mitsubishi FOMA1&quot; add newline;  break;  case &quot;F506i&quot;:  /:myText += &quot;device: Fujitsu 506i&quot; add newline;  break;  case &quot;FFOMA1&quot;:  /:myText += &quot;device: Fujitsu FOMA1&quot; add newline;  break;  case &quot;N506i&quot;:  /:myText += &quot;device: NEC 506i&quot; add newline;  break;  case &quot;NFOMA1&quot;:  /:myText += &quot;device: NEC FOMA1&quot; add newline;  break;  case &quot;Nokia 3650&quot;:  /:myText += &quot;device: Nokia 3650&quot; add newline;  break;  case &quot;P506i&quot;:  /:myText += &quot;device: Panasonic 506i&quot; add newline;  break;  case &quot;PFOMA1&quot;:  /:myText += &quot;device: Panasonic FOMA1&quot; add newline;  break;  case &quot;SH506i&quot;:  /:myText += &quot;device: Sharp 506i&quot; add newline;  break;  case &quot;SHFOMA1&quot;:  /:myText += &quot;device: Sharp FOMA1&quot; add newline;  break;  case &quot;SO506i&quot;:  /:myText += &quot;device: Sony 506i&quot; add newline;  break; } Command Parameters Value returned &quot;GetDevice&quot; device&#160; String to receive the identifier of the device. It can be either the name of a variable or a string value that contains the name of a&#160;variable. -1:&#160;Not supported. 0:&#160;Supported.  GetDevice  Sets a parameter that identifies the device on which Flash Lite is running. This identifier is typically the model name.  Flash Lite 1.1.  The following code example assigns the device identifier to the statusdevice variable, and then updates a text field with the generic device name. These are some sample results and the devices they signify: D506i&#160;A Mitsubishi 506i phone. DFOMA1&#160;A Mitsubishi FOMA1 phone. F506i&#160;A Fujitsu 506i phone. FFOMA1&#160;A Fujitsu FOMA1 phone. N506i&#160;An NEC 506i phone. NFOMA1&#160;An NEC FOMA1 phone. Nokia3650&#160;A Nokia 3650 phone. p506i&#160;A Panasonic 506i phone. PFOMA1&#160;A Panasonic FOMA1 phone. SH506i&#160;A Sharp 506i phone. SHFOMA1&#160;A Sharp FOMA1 phone. SO506i&#160;A Sony 506iphone. statusdevice = fscommand2(&quot;GetDevice&quot;, &quot;devicename&quot; switch(devicename) {  case &quot;D506i&quot;:  /:myText += &quot;device: Mitsubishi 506i&quot; add newline;  break;  case &quot;DFOMA1&quot;:  /:myText += &quot;device: Mitsubishi FOMA1&quot; add newline;  break;  case &quot;F506i&quot;:  /:myText += &quot;device: Fujitsu 506i&quot; add newline;  break;  case &quot;FFOMA1&quot;:  /:myText += &quot;device: Fujitsu FOMA1&quot; add newline;  break;  case &quot;N506i&quot;:  /:myText += &quot;device: NEC 506i&quot; add newline;  break;  case &quot;NFOMA1&quot;:  /:myText += &quot;device: NEC FOMA1&quot; add newline;  break;  case &quot;Nokia 3650&quot;:  /:myText += &quot;device: Nokia 3650&quot; add newline;  break;  case &quot;P506i&quot;:  /:myText += &quot;device: Panasonic 506i&quot; add newline;  break;  case &quot;PFOMA1&quot;:  /:myText += &quot;device: Panasonic FOMA1&quot; add newline;  break;  case &quot;SH506i&quot;:  /:myText += &quot;device: Sharp 506i&quot; add newline;  break;  case &quot;SHFOMA1&quot;:  /:myText += &quot;device: Sharp FOMA1&quot; add newline;  break;  case &quot;SO506i&quot;:  /:myText += &quot;device: Sony 506i&quot; add newline;  break; } Command Parameters Value returned &quot;GetDevice&quot; device&#160; String to receive the identifier of the device. It can be either the name of a variable or a string value that contains the name of a&#160;variable. -1:&#160;Not supported. 0:&#160;Supported.  GetDevice  Sets a parameter that identifies the device on which Flash Lite is running. This identifier is typically the model name.  Flash Lite 1.1.  The following code example assigns the device identifier to the statusdevice variable, and then updates a text field with the generic device name. These are some sample results and the devices they signify: D506i&#160;A Mitsubishi 506i phone. DFOMA1&#160;A Mitsubishi FOMA1 phone. F506i&#160;A Fujitsu 506i phone. FFOMA1&#160;A Fujitsu FOMA1 phone. N506i&#160;An NEC 506i phone. NFOMA1&#160;An NEC FOMA1 phone. Nokia3650&#160;A Nokia 3650 phone. p506i&#160;A Panasonic 506i phone. PFOMA1&#160;A Panasonic FOMA1 phone. SH506i&#160;A Sharp 506i phone. SHFOMA1&#160;A Sharp FOMA1 phone. SO506i&#160;A Sony 506iphone. statusdevice = fscommand2(&quot;GetDevice&quot;, &quot;devicename&quot; switch(devicename) {  case &quot;D506i&quot;:  /:myText += &quot;device: Mitsubishi 506i&quot; add newline;  break;  case &quot;DFOMA1&quot;:  /:myText += &quot;device: Mitsubishi FOMA1&quot; add newline;  break;  case &quot;F506i&quot;:  /:myText += &quot;device: Fujitsu 506i&quot; add newline;  break;  case &quot;FFOMA1&quot;:  /:myText += &quot;device: Fujitsu FOMA1&quot; add newline;  break;  case &quot;N506i&quot;:  /:myText += &quot;device: NEC 506i&quot; add newline;  break;  case &quot;NFOMA1&quot;:  /:myText += &quot;device: NEC FOMA1&quot; add newline;  break;  case &quot;Nokia 3650&quot;:  /:myText += &quot;device: Nokia 3650&quot; add newline;  break;  case &quot;P506i&quot;:  /:myText += &quot;device: Panasonic 506i&quot; add newline;  break;  case &quot;PFOMA1&quot;:  /:myText += &quot;device: Panasonic FOMA1&quot; add newline;  break;  case &quot;SH506i&quot;:  /:myText += &quot;device: Sharp 506i&quot; add newline;  break;  case &quot;SHFOMA1&quot;:  /:myText += &quot;device: Sharp FOMA1&quot; add newline;  break;  case &quot;SO506i&quot;:  /:myText += &quot;device: Sony 506i&quot; add newline;  break; } " />
<page href="00005852.html" title="GetDeviceID" text="GetDeviceID Sets a parameter that represents the unique identifier of the device (for example, the serial&#160;number).  Flash Lite 1.1.  The following example assigns the unique identifier to the deviceID variable: status = fscommand2(&quot;GetDeviceID&quot;, &quot;deviceID&quot; Command Parameters Value returned &quot;GetDeviceID&quot; id&#160;A string to receive the unique identifier of the device. It can be either the name of a variable or a string value that contains the name of a variable. -1:&#160;Not supported. 0:&#160;Supported.  GetDeviceID Sets a parameter that represents the unique identifier of the device (for example, the serial&#160;number).  Flash Lite 1.1.  The following example assigns the unique identifier to the deviceID variable: status = fscommand2(&quot;GetDeviceID&quot;, &quot;deviceID&quot; Command Parameters Value returned &quot;GetDeviceID&quot; id&#160;A string to receive the unique identifier of the device. It can be either the name of a variable or a string value that contains the name of a variable. -1:&#160;Not supported. 0:&#160;Supported.  GetDeviceID Sets a parameter that represents the unique identifier of the device (for example, the serial&#160;number).  Flash Lite 1.1.  The following example assigns the unique identifier to the deviceID variable: status = fscommand2(&quot;GetDeviceID&quot;, &quot;deviceID&quot; " />
<page href="00005853.html" title="GetFreePlayerMemory" text="GetFreePlayerMemory Returns the amount of heap memory, in kilobytes, currently available to Flash Lite.  Flash Lite 1.1.  The following example sets status equal to the amount of free memory: status = fscommand2(&quot;GetFreePlayerMemory&quot;  GetTotalPlayerMemory Command Parameters Value returned &quot;GetFreePlayerMemory&quot; None. -1:&#160;Not supported. 0 or positive value: Available kilobytes of heap&#160;memory. GetFreePlayerMemory Returns the amount of heap memory, in kilobytes, currently available to Flash Lite.  Flash Lite 1.1.  The following example sets status equal to the amount of free memory: status = fscommand2(&quot;GetFreePlayerMemory&quot;  GetTotalPlayerMemory Command Parameters Value returned &quot;GetFreePlayerMemory&quot; None. -1:&#160;Not supported. 0 or positive value: Available kilobytes of heap&#160;memory. GetFreePlayerMemory Returns the amount of heap memory, in kilobytes, currently available to Flash Lite.  Flash Lite 1.1.  The following example sets status equal to the amount of free memory: status = fscommand2(&quot;GetFreePlayerMemory&quot;  GetTotalPlayerMemory " />
<page href="00005854.html" title="GetLanguage" text="GetLanguage  Flash Lite 1.1. Sets a parameter that identifies the language currently used by the device. The language is returned as a string in a variable that is passed in by name.  The following example assigns the language code to the language variable, and then updates a text field with the language recognized by the Flash Lite player: statuslanguage = fscommand2(&quot;GetLanguage&quot;, &quot;language&quot; switch(language) {  case &quot;cs&quot;:  /:myText += &quot;language is Czech&quot; add newline;  break;  case &quot;da&quot;:  /:myText += &quot;language is Danish&quot; add newline;  break;  case &quot;de&quot;:  /:myText += &quot;language is German&quot; add newline;  break;  case &quot;en-UK&quot;:  /:myText += &quot;language is UK&quot; add newline;  break;  case &quot;en-US&quot;:  /:myText += &quot;language is US&quot; add newline;  break;  case &quot;es&quot;:  /:myText += &quot;language is Spanish&quot; add newline;  break;  case &quot;fi&quot;:  /:myText += &quot;language is Finnish&quot; add newline;  break;  case &quot;fr&quot;:  /:myText += &quot;language is French&quot; add newline;  break;  case &quot;hu&quot;:  /:myText += &quot;language is Hungarian&quot; add newline;  break;  case &quot;it&quot;:  /:myText += &quot;language is Italian&quot; add newline;  break;  case &quot;jp&quot;:  /:myText += &quot;language is Japanese&quot; add newline;  break;  case &quot;ko&quot;:  /:myText += &quot;language is Korean&quot; add newline;  break;  case &quot;nl&quot;:  /:myText += &quot;language is Dutch&quot; add newline;  break;  case &quot;no&quot;:  /:myText += &quot;language is Norwegian&quot; add newline;  break;  case &quot;pl&quot;:  /:myText += &quot;language is Polish&quot; add newline;  break;  case &quot;pt&quot;:  /:myText += &quot;language is Portuguese&quot; add newline;  break;  case &quot;ru&quot;:  /:myText += &quot;language is Russian&quot; add newline;  break;  case &quot;sv&quot;:  /:myText += &quot;language is Swedish&quot; add newline;  break;  case &quot;tr&quot;:  /:myText += &quot;language is Turkish&quot; add newline;  break;  case &quot;xu&quot;:  /:myText += &quot;language is indeterminable&quot; add newline;  break;  case &quot;zh-CN&quot;:  /:myText += &quot;language is simplified Chinese&quot; add newline;  break;  case &quot;zh-TW&quot;:  /:myText += &quot;language is traditional Chinese&quot; add newline;  break; } Command Parameters Value returned &quot;GetLanguage&quot; language&#160; String to receive the language code. It can be either the name of a variable or a string value that contains the name of a variable. The value returned is one of the following: cs: Czech. da: Danish. de: German. en-UK: UK or international English. en-US: US English. es: Spanish. fi: Finnish. fr: French. hu: Hungarian. it: Italian. ja: Japanese. ko: Korean. nl: Dutch. no: Norwegian. pl: Polish. pt: Portuguese. ru: Russian. sv: Swedish. tr: Turkish. xu: an undetermined language. zh-CN: simplified Chinese. zh-TW: traditional Chinese. -1:&#160;Not supported. 0:&#160;Supported.   When Japanese phones are set to display English, en_US is returned for language. GetLanguage  Flash Lite 1.1. Sets a parameter that identifies the language currently used by the device. The language is returned as a string in a variable that is passed in by name.  The following example assigns the language code to the language variable, and then updates a text field with the language recognized by the Flash Lite player: statuslanguage = fscommand2(&quot;GetLanguage&quot;, &quot;language&quot; switch(language) {  case &quot;cs&quot;:  /:myText += &quot;language is Czech&quot; add newline;  break;  case &quot;da&quot;:  /:myText += &quot;language is Danish&quot; add newline;  break;  case &quot;de&quot;:  /:myText += &quot;language is German&quot; add newline;  break;  case &quot;en-UK&quot;:  /:myText += &quot;language is UK&quot; add newline;  break;  case &quot;en-US&quot;:  /:myText += &quot;language is US&quot; add newline;  break;  case &quot;es&quot;:  /:myText += &quot;language is Spanish&quot; add newline;  break;  case &quot;fi&quot;:  /:myText += &quot;language is Finnish&quot; add newline;  break;  case &quot;fr&quot;:  /:myText += &quot;language is French&quot; add newline;  break;  case &quot;hu&quot;:  /:myText += &quot;language is Hungarian&quot; add newline;  break;  case &quot;it&quot;:  /:myText += &quot;language is Italian&quot; add newline;  break;  case &quot;jp&quot;:  /:myText += &quot;language is Japanese&quot; add newline;  break;  case &quot;ko&quot;:  /:myText += &quot;language is Korean&quot; add newline;  break;  case &quot;nl&quot;:  /:myText += &quot;language is Dutch&quot; add newline;  break;  case &quot;no&quot;:  /:myText += &quot;language is Norwegian&quot; add newline;  break;  case &quot;pl&quot;:  /:myText += &quot;language is Polish&quot; add newline;  break;  case &quot;pt&quot;:  /:myText += &quot;language is Portuguese&quot; add newline;  break;  case &quot;ru&quot;:  /:myText += &quot;language is Russian&quot; add newline;  break;  case &quot;sv&quot;:  /:myText += &quot;language is Swedish&quot; add newline;  break;  case &quot;tr&quot;:  /:myText += &quot;language is Turkish&quot; add newline;  break;  case &quot;xu&quot;:  /:myText += &quot;language is indeterminable&quot; add newline;  break;  case &quot;zh-CN&quot;:  /:myText += &quot;language is simplified Chinese&quot; add newline;  break;  case &quot;zh-TW&quot;:  /:myText += &quot;language is traditional Chinese&quot; add newline;  break; } Command Parameters Value returned &quot;GetLanguage&quot; language&#160; String to receive the language code. It can be either the name of a variable or a string value that contains the name of a variable. The value returned is one of the following: cs: Czech. da: Danish. de: German. en-UK: UK or international English. en-US: US English. es: Spanish. fi: Finnish. fr: French. hu: Hungarian. it: Italian. ja: Japanese. ko: Korean. nl: Dutch. no: Norwegian. pl: Polish. pt: Portuguese. ru: Russian. sv: Swedish. tr: Turkish. xu: an undetermined language. zh-CN: simplified Chinese. zh-TW: traditional Chinese. -1:&#160;Not supported. 0:&#160;Supported.   When Japanese phones are set to display English, en_US is returned for language. GetLanguage  Flash Lite 1.1. Sets a parameter that identifies the language currently used by the device. The language is returned as a string in a variable that is passed in by name.  The following example assigns the language code to the language variable, and then updates a text field with the language recognized by the Flash Lite player: statuslanguage = fscommand2(&quot;GetLanguage&quot;, &quot;language&quot; switch(language) {  case &quot;cs&quot;:  /:myText += &quot;language is Czech&quot; add newline;  break;  case &quot;da&quot;:  /:myText += &quot;language is Danish&quot; add newline;  break;  case &quot;de&quot;:  /:myText += &quot;language is German&quot; add newline;  break;  case &quot;en-UK&quot;:  /:myText += &quot;language is UK&quot; add newline;  break;  case &quot;en-US&quot;:  /:myText += &quot;language is US&quot; add newline;  break;  case &quot;es&quot;:  /:myText += &quot;language is Spanish&quot; add newline;  break;  case &quot;fi&quot;:  /:myText += &quot;language is Finnish&quot; add newline;  break;  case &quot;fr&quot;:  /:myText += &quot;language is French&quot; add newline;  break;  case &quot;hu&quot;:  /:myText += &quot;language is Hungarian&quot; add newline;  break;  case &quot;it&quot;:  /:myText += &quot;language is Italian&quot; add newline;  break;  case &quot;jp&quot;:  /:myText += &quot;language is Japanese&quot; add newline;  break;  case &quot;ko&quot;:  /:myText += &quot;language is Korean&quot; add newline;  break;  case &quot;nl&quot;:  /:myText += &quot;language is Dutch&quot; add newline;  break;  case &quot;no&quot;:  /:myText += &quot;language is Norwegian&quot; add newline;  break;  case &quot;pl&quot;:  /:myText += &quot;language is Polish&quot; add newline;  break;  case &quot;pt&quot;:  /:myText += &quot;language is Portuguese&quot; add newline;  break;  case &quot;ru&quot;:  /:myText += &quot;language is Russian&quot; add newline;  break;  case &quot;sv&quot;:  /:myText += &quot;language is Swedish&quot; add newline;  break;  case &quot;tr&quot;:  /:myText += &quot;language is Turkish&quot; add newline;  break;  case &quot;xu&quot;:  /:myText += &quot;language is indeterminable&quot; add newline;  break;  case &quot;zh-CN&quot;:  /:myText += &quot;language is simplified Chinese&quot; add newline;  break;  case &quot;zh-TW&quot;:  /:myText += &quot;language is traditional Chinese&quot; add newline;  break; } " />
<page href="00005855.html" title="GetLocaleLongDate" text="GetLocaleLongDate  Flash Lite 1.1.  Sets a parameter to a string that represents the current date, in long form, formatted according to the currently defined locale.   The following example attempts to return the long form of the current date in the longDate variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleLongDate&quot;, &quot;longdate&quot; trace (longdate // output: Tuesday, June 14, 2005  GetLocaleShortDate, GetLocaleTime Command Parameters Value returned &quot;GetLocaleLongDate&quot; longdate&#160; String variable to receive the long form of the value of the current date, such as &quot;October 16, 2004&quot; or &quot;16 October 2004&quot;. It can be either the name of a variable or a string value that contains the name of a&#160;variable. The value returned in longdate is a multicharacter, variable-length string. The &lt;br /&gt;actual formatting depends on the device and the&#160;locale. -1:&#160;Not supported. 0:&#160;Supported.  GetLocaleLongDate  Flash Lite 1.1.  Sets a parameter to a string that represents the current date, in long form, formatted according to the currently defined locale.   The following example attempts to return the long form of the current date in the longDate variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleLongDate&quot;, &quot;longdate&quot; trace (longdate // output: Tuesday, June 14, 2005  GetLocaleShortDate, GetLocaleTime Command Parameters Value returned &quot;GetLocaleLongDate&quot; longdate&#160; String variable to receive the long form of the value of the current date, such as &quot;October 16, 2004&quot; or &quot;16 October 2004&quot;. It can be either the name of a variable or a string value that contains the name of a&#160;variable. The value returned in longdate is a multicharacter, variable-length string. The &lt;br /&gt;actual formatting depends on the device and the&#160;locale. -1:&#160;Not supported. 0:&#160;Supported.  GetLocaleLongDate  Flash Lite 1.1.  Sets a parameter to a string that represents the current date, in long form, formatted according to the currently defined locale.   The following example attempts to return the long form of the current date in the longDate variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleLongDate&quot;, &quot;longdate&quot; trace (longdate // output: Tuesday, June 14, 2005  GetLocaleShortDate, GetLocaleTime " />
<page href="00005856.html" title="GetLocaleShortDate" text="GetLocaleShortDate  Flash Lite 1.1.  Sets a parameter to a string that represents the current date, in abbreviated form, formatted according to the currently defined locale.  The following example attempts to get the short form of the current date into the shortDate variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleShortDate&quot;, &quot;shortdate&quot; trace (shortdate // output: 06/14/05  GetLocaleLongDate, GetLocaleTime Command Parameters Value returned &quot;GetLocaleShortDate&quot; shortdate&#160; String variable to receive the long form of the value of the current date, such as &quot;10/16/2004&quot; or &quot;16-10-2004&quot;. It can be either the name of a variable or a string value that contains the name of a variable. The value returned in shortdate is a multicharacter, variable-length string. The actual formatting depends on the device and the locale. -1:&#160;Not supported. 0:&#160;Supported.  GetLocaleShortDate  Flash Lite 1.1.  Sets a parameter to a string that represents the current date, in abbreviated form, formatted according to the currently defined locale.  The following example attempts to get the short form of the current date into the shortDate variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleShortDate&quot;, &quot;shortdate&quot; trace (shortdate // output: 06/14/05  GetLocaleLongDate, GetLocaleTime Command Parameters Value returned &quot;GetLocaleShortDate&quot; shortdate&#160; String variable to receive the long form of the value of the current date, such as &quot;10/16/2004&quot; or &quot;16-10-2004&quot;. It can be either the name of a variable or a string value that contains the name of a variable. The value returned in shortdate is a multicharacter, variable-length string. The actual formatting depends on the device and the locale. -1:&#160;Not supported. 0:&#160;Supported.  GetLocaleShortDate  Flash Lite 1.1.  Sets a parameter to a string that represents the current date, in abbreviated form, formatted according to the currently defined locale.  The following example attempts to get the short form of the current date into the shortDate variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleShortDate&quot;, &quot;shortdate&quot; trace (shortdate // output: 06/14/05  GetLocaleLongDate, GetLocaleTime " />
<page href="00005857.html" title="GetLocaleTime" text="GetLocaleTime  Flash Lite 1.1.  Sets a parameter to a string representing the current time, formatted according to the currently defined locale.  The following example attempts to get the current local time into the time variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleTime&quot;, &quot;time&quot; trace(time // output: 14:30:21  GetLocaleLongDate, GetLocaleShortDate Command Parameters Value returned &quot;GetLocaleTime&quot; time&#160; String variable to receive the value of the current time, such as &quot;6:10:44 PM&quot; or &quot;18:10:44&quot;. It can be either the name of a variable or a string value that contains the name of a variable. The value returned in time is a multicharacter, variable-length string. The actual formatting depends on the device and the locale. -1:&#160;Not supported. 0:&#160;Supported.  GetLocaleTime  Flash Lite 1.1.  Sets a parameter to a string representing the current time, formatted according to the currently defined locale.  The following example attempts to get the current local time into the time variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleTime&quot;, &quot;time&quot; trace(time // output: 14:30:21  GetLocaleLongDate, GetLocaleShortDate Command Parameters Value returned &quot;GetLocaleTime&quot; time&#160; String variable to receive the value of the current time, such as &quot;6:10:44 PM&quot; or &quot;18:10:44&quot;. It can be either the name of a variable or a string value that contains the name of a variable. The value returned in time is a multicharacter, variable-length string. The actual formatting depends on the device and the locale. -1:&#160;Not supported. 0:&#160;Supported.  GetLocaleTime  Flash Lite 1.1.  Sets a parameter to a string representing the current time, formatted according to the currently defined locale.  The following example attempts to get the current local time into the time variable. It also sets the value of status to report whether it was able to do so. status = fscommand2(&quot;GetLocaleTime&quot;, &quot;time&quot; trace(time // output: 14:30:21  GetLocaleLongDate, GetLocaleShortDate " />
<page href="00005858.html" title="GetMaxBatteryLevel" text="GetMaxBatteryLevel  Flash Lite 1.1.  Returns the maximum battery level of the device. It is a numeric value greater than 0.  The following example sets the maxBatt variable to the maximum battery level: maxBatt = fscommand2(&quot;GetMaxBatteryLevel&quot; Command Parameters Value returned &quot;GetMaxBatteryLevel&quot;  None. -1:&#160;Not supported. other values: The maximum battery level. GetMaxBatteryLevel  Flash Lite 1.1.  Returns the maximum battery level of the device. It is a numeric value greater than 0.  The following example sets the maxBatt variable to the maximum battery level: maxBatt = fscommand2(&quot;GetMaxBatteryLevel&quot; Command Parameters Value returned &quot;GetMaxBatteryLevel&quot;  None. -1:&#160;Not supported. other values: The maximum battery level. GetMaxBatteryLevel  Flash Lite 1.1.  Returns the maximum battery level of the device. It is a numeric value greater than 0.  The following example sets the maxBatt variable to the maximum battery level: maxBatt = fscommand2(&quot;GetMaxBatteryLevel&quot; " />
<page href="00005859.html" title="GetMaxSignalLevel" text="GetMaxSignalLevel  Flash Lite 1.1.  Returns the maximum signal strength level. It is a numeric value greater than 0.  The following example assigns the maximum signal strength to the sigStrengthMax variable: sigStrengthMax = fscommand2(&quot;GetMaxSignalLevel&quot; Command Parameters Value returned &quot;GetMaxSignalLevel&quot; None. -1:&#160;Not supported. Other numeric values: The maximum signal&#160;level. GetMaxSignalLevel  Flash Lite 1.1.  Returns the maximum signal strength level. It is a numeric value greater than 0.  The following example assigns the maximum signal strength to the sigStrengthMax variable: sigStrengthMax = fscommand2(&quot;GetMaxSignalLevel&quot; Command Parameters Value returned &quot;GetMaxSignalLevel&quot; None. -1:&#160;Not supported. Other numeric values: The maximum signal&#160;level. GetMaxSignalLevel  Flash Lite 1.1.  Returns the maximum signal strength level. It is a numeric value greater than 0.  The following example assigns the maximum signal strength to the sigStrengthMax variable: sigStrengthMax = fscommand2(&quot;GetMaxSignalLevel&quot; " />
<page href="00005860.html" title="GetMaxVolumeLevel" text="GetMaxVolumeLevel  Flash Lite 1.1.  Returns the maximum volume level of the device as a numeric value.   The following example sets the maxvolume variable to the maximum volume level of the&#160;device: maxvolume = fscommand2(&quot;GetMaxVolumeLevel&quot; trace (maxvolume // output: 80  GetVolumeLevel Command Parameters Value returned &quot;GetMaxVolumeLevel&quot; None. -1:&#160;Not supported. Other values: The maximum volume level. GetMaxVolumeLevel  Flash Lite 1.1.  Returns the maximum volume level of the device as a numeric value.   The following example sets the maxvolume variable to the maximum volume level of the&#160;device: maxvolume = fscommand2(&quot;GetMaxVolumeLevel&quot; trace (maxvolume // output: 80  GetVolumeLevel Command Parameters Value returned &quot;GetMaxVolumeLevel&quot; None. -1:&#160;Not supported. Other values: The maximum volume level. GetMaxVolumeLevel  Flash Lite 1.1.  Returns the maximum volume level of the device as a numeric value.   The following example sets the maxvolume variable to the maximum volume level of the&#160;device: maxvolume = fscommand2(&quot;GetMaxVolumeLevel&quot; trace (maxvolume // output: 80  GetVolumeLevel " />
<page href="00005861.html" title="GetNetworkConnectStatus" text="GetNetworkConnectStatus  Flash Lite 1.1.  Returns a value that indicates the current network connection status.  The following example assigns the network connection status to the connectstatus variable, and then uses a switch statement to update a text field with the status of the connection: connectstatus = fscommand2(&quot;GetNetworkConnectStatus&quot; switch (connectstatus) {  case -1 :  /:myText += &quot;connectstatus not supported&quot; add newline;  break;  case 0 :  /:myText += &quot;connectstatus shows active connection&quot; add newline;  break;  case 1 :  /:myText += &quot;connectstatus shows attempting connection&quot; add newline;  break;  case 2 :  /:myText += &quot;connectstatus shows no connection&quot; add newline;  break;  case 3 :  /:myText += &quot;connectstatus shows suspended connection&quot; add newline;  break;  case 4 :  /:myText += &quot;connectstatus shows indeterminable state&quot; add newline;  break; } Command Parameters Value returned &quot;GetNetworkConnectStatus&quot; None. -1:&#160;Not supported. 0:&#160;There is currently an active network&#160;connection. 1: The device is attempting to connect to the&#160;network. 2: There is currently no active network&#160;connection. 3: The network connection is suspended. 4: The network connection cannot be&#160;determined. GetNetworkConnectStatus  Flash Lite 1.1.  Returns a value that indicates the current network connection status.  The following example assigns the network connection status to the connectstatus variable, and then uses a switch statement to update a text field with the status of the connection: connectstatus = fscommand2(&quot;GetNetworkConnectStatus&quot; switch (connectstatus) {  case -1 :  /:myText += &quot;connectstatus not supported&quot; add newline;  break;  case 0 :  /:myText += &quot;connectstatus shows active connection&quot; add newline;  break;  case 1 :  /:myText += &quot;connectstatus shows attempting connection&quot; add newline;  break;  case 2 :  /:myText += &quot;connectstatus shows no connection&quot; add newline;  break;  case 3 :  /:myText += &quot;connectstatus shows suspended connection&quot; add newline;  break;  case 4 :  /:myText += &quot;connectstatus shows indeterminable state&quot; add newline;  break; } Command Parameters Value returned &quot;GetNetworkConnectStatus&quot; None. -1:&#160;Not supported. 0:&#160;There is currently an active network&#160;connection. 1: The device is attempting to connect to the&#160;network. 2: There is currently no active network&#160;connection. 3: The network connection is suspended. 4: The network connection cannot be&#160;determined. GetNetworkConnectStatus  Flash Lite 1.1.  Returns a value that indicates the current network connection status.  The following example assigns the network connection status to the connectstatus variable, and then uses a switch statement to update a text field with the status of the connection: connectstatus = fscommand2(&quot;GetNetworkConnectStatus&quot; switch (connectstatus) {  case -1 :  /:myText += &quot;connectstatus not supported&quot; add newline;  break;  case 0 :  /:myText += &quot;connectstatus shows active connection&quot; add newline;  break;  case 1 :  /:myText += &quot;connectstatus shows attempting connection&quot; add newline;  break;  case 2 :  /:myText += &quot;connectstatus shows no connection&quot; add newline;  break;  case 3 :  /:myText += &quot;connectstatus shows suspended connection&quot; add newline;  break;  case 4 :  /:myText += &quot;connectstatus shows indeterminable state&quot; add newline;  break; } " />
<page href="00005862.html" title="GetNetworkName" text="GetNetworkName  Flash Lite 1.1.  Sets a parameter to the name of the current network.   The following example assigns the name of the current network to the myNetName variable and a status value to the netNameStatus variable: netNameStatus = fscommand2(&quot;GetNetworkName&quot;, myNetName Command Parameters Value returned &quot;GetNetworkName&quot; networkName&#160; String representing the network name. It can be either the name of a variable or a string value that contains the name of a variable. If the network is registered and its name can be determined, networkname is set to the network name; otherwise, it is set to the empty string.  -1:&#160;Not supported. 0: No network is registered. 1: Network is registered, but network name is not known. 2: Network is registered, and network name is known. GetNetworkName  Flash Lite 1.1.  Sets a parameter to the name of the current network.   The following example assigns the name of the current network to the myNetName variable and a status value to the netNameStatus variable: netNameStatus = fscommand2(&quot;GetNetworkName&quot;, myNetName Command Parameters Value returned &quot;GetNetworkName&quot; networkName&#160; String representing the network name. It can be either the name of a variable or a string value that contains the name of a variable. If the network is registered and its name can be determined, networkname is set to the network name; otherwise, it is set to the empty string.  -1:&#160;Not supported. 0: No network is registered. 1: Network is registered, but network name is not known. 2: Network is registered, and network name is known. GetNetworkName  Flash Lite 1.1.  Sets a parameter to the name of the current network.   The following example assigns the name of the current network to the myNetName variable and a status value to the netNameStatus variable: netNameStatus = fscommand2(&quot;GetNetworkName&quot;, myNetName " />
<page href="00005863.html" title="GetNetworkRequestStatus" text="GetNetworkRequestStatus  Flash Lite 1.1.  Returns a value indicating the status of the most recent HTTP request.  The following example assigns the status of the most recent HTTP request to the requesttatus variable, and then uses a switch statement to update a text field with the&#160;status: requeststatus = fscommand2(&quot;GetNetworkRequestStatus&quot; switch (requeststatus) {  case -1:  /:myText += &quot;requeststatus not supported&quot; add newline;  break;  case 0:  /:myText += &quot;connection to server has been made&quot; add newline;  break;  case 1:  /:myText += &quot;connection is being established&quot; add newline;  break;  case 2:  /:myText += &quot;pending request, contacting network&quot; add newline;  break;  case 3:  /:myText += &quot;pending request, resolving domain&quot; add newline;  break;  case 4:  /:myText += &quot;failed, network error&quot; add newline;  break;  case 5:  /:myText += &quot;failed, couldn&#39;t reach server&quot; add newline;  break;  case 6:  /:myText += &quot;HTTP error&quot; add newline;  break;  case 7:  /:myText += &quot;DNS failure&quot; add newline;  break;  case 8:  /:myText += &quot;request has been fulfilled&quot; add newline;  break;  case 9:  /:myText += &quot;request timedout&quot; add newline;  break;  case 10:  /:myText += &quot;no HTTP request has been made&quot; add newline;  break; } Command Parameters Value returned &quot;GetNetworkRequestStatus&quot; None. -1: The command is not supported. 0: There is a pending request, a network connection has been established, the server's host name has been resolved, and a connection to the server has been made. 1: There is a pending request, and a network connection is being established. 2: There is a pending request, but a network connection has not yet been established. 3: There is a pending request, a network connection has been established, and the server's host name is being resolved. 4: The request failed because of a network error. 5: The request failed because of a failure in connecting to the server. 6: The server has returned an HTTP error (for example, 404). 7: The request failed because of a failure in accessing the DNS server or in resolving the server name. 8: The request has been successfully fulfilled. 9: The request failed because of a timeout. 10: The request has not yet been made.  GetNetworkRequestStatus  Flash Lite 1.1.  Returns a value indicating the status of the most recent HTTP request.  The following example assigns the status of the most recent HTTP request to the requesttatus variable, and then uses a switch statement to update a text field with the&#160;status: requeststatus = fscommand2(&quot;GetNetworkRequestStatus&quot; switch (requeststatus) {  case -1:  /:myText += &quot;requeststatus not supported&quot; add newline;  break;  case 0:  /:myText += &quot;connection to server has been made&quot; add newline;  break;  case 1:  /:myText += &quot;connection is being established&quot; add newline;  break;  case 2:  /:myText += &quot;pending request, contacting network&quot; add newline;  break;  case 3:  /:myText += &quot;pending request, resolving domain&quot; add newline;  break;  case 4:  /:myText += &quot;failed, network error&quot; add newline;  break;  case 5:  /:myText += &quot;failed, couldn&#39;t reach server&quot; add newline;  break;  case 6:  /:myText += &quot;HTTP error&quot; add newline;  break;  case 7:  /:myText += &quot;DNS failure&quot; add newline;  break;  case 8:  /:myText += &quot;request has been fulfilled&quot; add newline;  break;  case 9:  /:myText += &quot;request timedout&quot; add newline;  break;  case 10:  /:myText += &quot;no HTTP request has been made&quot; add newline;  break; } Command Parameters Value returned &quot;GetNetworkRequestStatus&quot; None. -1: The command is not supported. 0: There is a pending request, a network connection has been established, the server's host name has been resolved, and a connection to the server has been made. 1: There is a pending request, and a network connection is being established. 2: There is a pending request, but a network connection has not yet been established. 3: There is a pending request, a network connection has been established, and the server's host name is being resolved. 4: The request failed because of a network error. 5: The request failed because of a failure in connecting to the server. 6: The server has returned an HTTP error (for example, 404). 7: The request failed because of a failure in accessing the DNS server or in resolving the server name. 8: The request has been successfully fulfilled. 9: The request failed because of a timeout. 10: The request has not yet been made.  GetNetworkRequestStatus  Flash Lite 1.1.  Returns a value indicating the status of the most recent HTTP request.  The following example assigns the status of the most recent HTTP request to the requesttatus variable, and then uses a switch statement to update a text field with the&#160;status: requeststatus = fscommand2(&quot;GetNetworkRequestStatus&quot; switch (requeststatus) {  case -1:  /:myText += &quot;requeststatus not supported&quot; add newline;  break;  case 0:  /:myText += &quot;connection to server has been made&quot; add newline;  break;  case 1:  /:myText += &quot;connection is being established&quot; add newline;  break;  case 2:  /:myText += &quot;pending request, contacting network&quot; add newline;  break;  case 3:  /:myText += &quot;pending request, resolving domain&quot; add newline;  break;  case 4:  /:myText += &quot;failed, network error&quot; add newline;  break;  case 5:  /:myText += &quot;failed, couldn&#39;t reach server&quot; add newline;  break;  case 6:  /:myText += &quot;HTTP error&quot; add newline;  break;  case 7:  /:myText += &quot;DNS failure&quot; add newline;  break;  case 8:  /:myText += &quot;request has been fulfilled&quot; add newline;  break;  case 9:  /:myText += &quot;request timedout&quot; add newline;  break;  case 10:  /:myText += &quot;no HTTP request has been made&quot; add newline;  break; } " />
<page href="00005864.html" title="GetNetworkStatus" text="GetNetworkStatus  Flash Lite 1.1.  Returns a value indicating the network status of the phone (that is, whether there is a network registered and whether the phone is currently roaming).   The following example assigns the status of the network connection to the networkstatus variable, and then uses a switch statement to update a text field with the status: networkstatus = fscommand2(&quot;GetNetworkStatus&quot; switch(networkstatus) {  case -1:  /:myText += &quot;network status not supported&quot; add newline;  break;  case 0:  /:myText += &quot;no network registered&quot; add newline;  break;  case 1:  /:myText += &quot;on home network&quot; add newline;  break;  case 2:  /:myText += &quot;on extended home network&quot; add newline;  break;  case 3:  /:myText += &quot;roaming&quot; add newline;  break; } Command Parameters Value returned &quot;GetNetworkStatus&quot; None. -1: The command is not supported. 0: No network registered. 1: On home network. 2: On extended home network. 3: Roaming (away from home network).  GetNetworkStatus  Flash Lite 1.1.  Returns a value indicating the network status of the phone (that is, whether there is a network registered and whether the phone is currently roaming).   The following example assigns the status of the network connection to the networkstatus variable, and then uses a switch statement to update a text field with the status: networkstatus = fscommand2(&quot;GetNetworkStatus&quot; switch(networkstatus) {  case -1:  /:myText += &quot;network status not supported&quot; add newline;  break;  case 0:  /:myText += &quot;no network registered&quot; add newline;  break;  case 1:  /:myText += &quot;on home network&quot; add newline;  break;  case 2:  /:myText += &quot;on extended home network&quot; add newline;  break;  case 3:  /:myText += &quot;roaming&quot; add newline;  break; } Command Parameters Value returned &quot;GetNetworkStatus&quot; None. -1: The command is not supported. 0: No network registered. 1: On home network. 2: On extended home network. 3: Roaming (away from home network).  GetNetworkStatus  Flash Lite 1.1.  Returns a value indicating the network status of the phone (that is, whether there is a network registered and whether the phone is currently roaming).   The following example assigns the status of the network connection to the networkstatus variable, and then uses a switch statement to update a text field with the status: networkstatus = fscommand2(&quot;GetNetworkStatus&quot; switch(networkstatus) {  case -1:  /:myText += &quot;network status not supported&quot; add newline;  break;  case 0:  /:myText += &quot;no network registered&quot; add newline;  break;  case 1:  /:myText += &quot;on home network&quot; add newline;  break;  case 2:  /:myText += &quot;on extended home network&quot; add newline;  break;  case 3:  /:myText += &quot;roaming&quot; add newline;  break; } " />
<page href="00005865.html" title="GetPlatform" text="GetPlatform  Flash Lite 1.1.  Sets a parameter that identifies the current platform, which broadly describes the class of device. For devices with open operating systems, this identifier is typically the name and version of the operating system.  The following code example assigns the platform identifier to the statusplatform variable, and then updates a text field with the generic platform name. These are some sample results for myPlatform and the classes of device they signify: 506i&#160;A 506i phone. FOMA1&#160;A FOMA1 phone. Symbian6.1_s60.1&#160;A Symbian 6.1, Series 60 version 1 phone. Symbian7.0&#160;A Symbian 7.0 phone statusplatform = fscommand2(&quot;GetPlatform&quot;, &quot;platform&quot; switch(platform){  case &quot;506i&quot;:  /:myText += &quot;platform: 506i&quot; add newline;  break;  case &quot;FOMA1&quot;:  /:myText += &quot;platform: FOMA1&quot; add newline;  break;  case &quot;Symbian6.1-Series60v1&quot;:  /:myText += &quot;platform: Symbian6.1, Series 60 version 1 phone&quot; add newline;  break;  case &quot;Symbian7.0&quot;:  /:myText += &quot;platform: Symbian 7.0&quot; add newline;  break; } Command Parameters Value returned &quot;GetPlatform&quot; platform&#160; String to receive the identifier of the platform. It can be either the name of a variable or a string value that contains the name of a variable. -1:&#160;Not supported. 0:&#160;Supported.  GetPlatform  Flash Lite 1.1.  Sets a parameter that identifies the current platform, which broadly describes the class of device. For devices with open operating systems, this identifier is typically the name and version of the operating system.  The following code example assigns the platform identifier to the statusplatform variable, and then updates a text field with the generic platform name. These are some sample results for myPlatform and the classes of device they signify: 506i&#160;A 506i phone. FOMA1&#160;A FOMA1 phone. Symbian6.1_s60.1&#160;A Symbian 6.1, Series 60 version 1 phone. Symbian7.0&#160;A Symbian 7.0 phone statusplatform = fscommand2(&quot;GetPlatform&quot;, &quot;platform&quot; switch(platform){  case &quot;506i&quot;:  /:myText += &quot;platform: 506i&quot; add newline;  break;  case &quot;FOMA1&quot;:  /:myText += &quot;platform: FOMA1&quot; add newline;  break;  case &quot;Symbian6.1-Series60v1&quot;:  /:myText += &quot;platform: Symbian6.1, Series 60 version 1 phone&quot; add newline;  break;  case &quot;Symbian7.0&quot;:  /:myText += &quot;platform: Symbian 7.0&quot; add newline;  break; } Command Parameters Value returned &quot;GetPlatform&quot; platform&#160; String to receive the identifier of the platform. It can be either the name of a variable or a string value that contains the name of a variable. -1:&#160;Not supported. 0:&#160;Supported.  GetPlatform  Flash Lite 1.1.  Sets a parameter that identifies the current platform, which broadly describes the class of device. For devices with open operating systems, this identifier is typically the name and version of the operating system.  The following code example assigns the platform identifier to the statusplatform variable, and then updates a text field with the generic platform name. These are some sample results for myPlatform and the classes of device they signify: 506i&#160;A 506i phone. FOMA1&#160;A FOMA1 phone. Symbian6.1_s60.1&#160;A Symbian 6.1, Series 60 version 1 phone. Symbian7.0&#160;A Symbian 7.0 phone statusplatform = fscommand2(&quot;GetPlatform&quot;, &quot;platform&quot; switch(platform){  case &quot;506i&quot;:  /:myText += &quot;platform: 506i&quot; add newline;  break;  case &quot;FOMA1&quot;:  /:myText += &quot;platform: FOMA1&quot; add newline;  break;  case &quot;Symbian6.1-Series60v1&quot;:  /:myText += &quot;platform: Symbian6.1, Series 60 version 1 phone&quot; add newline;  break;  case &quot;Symbian7.0&quot;:  /:myText += &quot;platform: Symbian 7.0&quot; add newline;  break; } " />
<page href="00005866.html" title="GetPowerSource" text="GetPowerSource  Flash Lite 1.1.  Returns a value that indicates whether the power source is currently supplied from a battery or from an external power source.  The following example sets the myPower variable to indicate the power source, or to -1 if it was unable to do so: myPower = fscommand2(&quot;GetPowerSource&quot; Command Parameters Value returned &quot;GetPowerSource&quot; None. -1:&#160;Not supported. 0: Device is operating on battery power. 1: Device is operating on an external power&#160;source. GetPowerSource  Flash Lite 1.1.  Returns a value that indicates whether the power source is currently supplied from a battery or from an external power source.  The following example sets the myPower variable to indicate the power source, or to -1 if it was unable to do so: myPower = fscommand2(&quot;GetPowerSource&quot; Command Parameters Value returned &quot;GetPowerSource&quot; None. -1:&#160;Not supported. 0: Device is operating on battery power. 1: Device is operating on an external power&#160;source. GetPowerSource  Flash Lite 1.1.  Returns a value that indicates whether the power source is currently supplied from a battery or from an external power source.  The following example sets the myPower variable to indicate the power source, or to -1 if it was unable to do so: myPower = fscommand2(&quot;GetPowerSource&quot; " />
<page href="00005867.html" title="GetSignalLevel" text="GetSignalLevel  Flash Lite 1.1.  Returns the current signal strength as a numeric value.  The following example assigns the signal level value to the sigLevel variable: sigLevel = fscommand2(&quot;GetSignalLevel&quot; Command Parameters Value returned &quot;GetSignalLevel&quot; None. -1:&#160;Not supported. Other numeric values: The current signal level, ranging from 0 to the maximum value returned by GetMaxSignalLevel. GetSignalLevel  Flash Lite 1.1.  Returns the current signal strength as a numeric value.  The following example assigns the signal level value to the sigLevel variable: sigLevel = fscommand2(&quot;GetSignalLevel&quot; Command Parameters Value returned &quot;GetSignalLevel&quot; None. -1:&#160;Not supported. Other numeric values: The current signal level, ranging from 0 to the maximum value returned by GetMaxSignalLevel. GetSignalLevel  Flash Lite 1.1.  Returns the current signal strength as a numeric value.  The following example assigns the signal level value to the sigLevel variable: sigLevel = fscommand2(&quot;GetSignalLevel&quot; " />
<page href="00005868.html" title="GetTimeHours" text="GetTimeHours  Flash Lite 1.1.  Returns the hour of the current time of day, based on a 24-hour clock. It is a numeric value (without a leading 0).  The following example sets the &#160;hour variable to the hour portion of the current time of day, or to -1: hour = fscommand2(&quot;GetTimeHours&quot; trace (hour // output: 14  GetTimeMinutes, GetTimeSeconds, GetTimeZoneOffset Command Parameters Value returned &quot;GetTimeHours&quot; None. -1:&#160;Not supported. 0 to 23: The current hour. GetTimeHours  Flash Lite 1.1.  Returns the hour of the current time of day, based on a 24-hour clock. It is a numeric value (without a leading 0).  The following example sets the &#160;hour variable to the hour portion of the current time of day, or to -1: hour = fscommand2(&quot;GetTimeHours&quot; trace (hour // output: 14  GetTimeMinutes, GetTimeSeconds, GetTimeZoneOffset Command Parameters Value returned &quot;GetTimeHours&quot; None. -1:&#160;Not supported. 0 to 23: The current hour. GetTimeHours  Flash Lite 1.1.  Returns the hour of the current time of day, based on a 24-hour clock. It is a numeric value (without a leading 0).  The following example sets the &#160;hour variable to the hour portion of the current time of day, or to -1: hour = fscommand2(&quot;GetTimeHours&quot; trace (hour // output: 14  GetTimeMinutes, GetTimeSeconds, GetTimeZoneOffset " />
<page href="00005869.html" title="GetTimeMinutes" text="GetTimeMinutes  Flash Lite 1.1.  Returns the minute of the current time of day. It is a numeric value (without a leading 0).  The following example sets the minutes variable to the minute portion of the current time of day, or to -1: minutes = fscommand2(&quot;GetTimeMinutes&quot; trace (minutes // output: 38  GetTimeHours, GetTimeSeconds, GetTimeZoneOffset Command Parameters Value returned &quot;GetTimeMinutes&quot; None. -1:&#160;Not supported. 0 to 59: The current minute.  GetTimeMinutes  Flash Lite 1.1.  Returns the minute of the current time of day. It is a numeric value (without a leading 0).  The following example sets the minutes variable to the minute portion of the current time of day, or to -1: minutes = fscommand2(&quot;GetTimeMinutes&quot; trace (minutes // output: 38  GetTimeHours, GetTimeSeconds, GetTimeZoneOffset Command Parameters Value returned &quot;GetTimeMinutes&quot; None. -1:&#160;Not supported. 0 to 59: The current minute.  GetTimeMinutes  Flash Lite 1.1.  Returns the minute of the current time of day. It is a numeric value (without a leading 0).  The following example sets the minutes variable to the minute portion of the current time of day, or to -1: minutes = fscommand2(&quot;GetTimeMinutes&quot; trace (minutes // output: 38  GetTimeHours, GetTimeSeconds, GetTimeZoneOffset " />
<page href="00005870.html" title="GetTimeSeconds" text="GetTimeSeconds  Flash Lite 1.1.  Returns the second of the current time of day. It is a numeric value (without a leading 0).  The following example sets the seconds variable to the seconds portion of the current time of day, or to -1: seconds = fscommand2(&quot;GetTimeSeconds&quot; trace (seconds // output: 41  GetTimeHours, GetTimeMinutes, GetTimeZoneOffset Command Parameters Value returned &quot;GetTimeSeconds&quot; None. -1:&#160;Not supported. 0 to 59: The current second.  GetTimeSeconds  Flash Lite 1.1.  Returns the second of the current time of day. It is a numeric value (without a leading 0).  The following example sets the seconds variable to the seconds portion of the current time of day, or to -1: seconds = fscommand2(&quot;GetTimeSeconds&quot; trace (seconds // output: 41  GetTimeHours, GetTimeMinutes, GetTimeZoneOffset Command Parameters Value returned &quot;GetTimeSeconds&quot; None. -1:&#160;Not supported. 0 to 59: The current second.  GetTimeSeconds  Flash Lite 1.1.  Returns the second of the current time of day. It is a numeric value (without a leading 0).  The following example sets the seconds variable to the seconds portion of the current time of day, or to -1: seconds = fscommand2(&quot;GetTimeSeconds&quot; trace (seconds // output: 41  GetTimeHours, GetTimeMinutes, GetTimeZoneOffset " />
<page href="00005871.html" title="GetTimeZoneOffset" text="GetTimeZoneOffset  Flash Lite 1.1.  Sets a parameter to the number of minutes between the local time zone and universal time&#160;(UTC).  The following example either assigns the minutes of offset from UTC to the timezoneoffset variable and sets status to 0 or else sets status to -1: status = fscommand2(&quot;GetTimeZoneOffset&quot;, &quot;timezoneoffset&quot; trace (timezoneoffset // output: 300  GetTimeHours, GetTimeMinutes, GetTimeSeconds Command Parameters Value returned &quot;GetTimeZoneOffset&quot; timezoneOffset&#160; Number of minutes between the local time zone and UTC. It can be either the name of a variable or a string value that contains the name of a variable. A positive or a negative numeric value is returned, such as the following: 540: Japan standard time -420: Pacific daylight saving time -1:&#160;Not supported. 0:&#160;Supported.  GetTimeZoneOffset  Flash Lite 1.1.  Sets a parameter to the number of minutes between the local time zone and universal time&#160;(UTC).  The following example either assigns the minutes of offset from UTC to the timezoneoffset variable and sets status to 0 or else sets status to -1: status = fscommand2(&quot;GetTimeZoneOffset&quot;, &quot;timezoneoffset&quot; trace (timezoneoffset // output: 300  GetTimeHours, GetTimeMinutes, GetTimeSeconds Command Parameters Value returned &quot;GetTimeZoneOffset&quot; timezoneOffset&#160; Number of minutes between the local time zone and UTC. It can be either the name of a variable or a string value that contains the name of a variable. A positive or a negative numeric value is returned, such as the following: 540: Japan standard time -420: Pacific daylight saving time -1:&#160;Not supported. 0:&#160;Supported.  GetTimeZoneOffset  Flash Lite 1.1.  Sets a parameter to the number of minutes between the local time zone and universal time&#160;(UTC).  The following example either assigns the minutes of offset from UTC to the timezoneoffset variable and sets status to 0 or else sets status to -1: status = fscommand2(&quot;GetTimeZoneOffset&quot;, &quot;timezoneoffset&quot; trace (timezoneoffset // output: 300  GetTimeHours, GetTimeMinutes, GetTimeSeconds " />
<page href="00005872.html" title="GetTotalPlayerMemory" text="GetTotalPlayerMemory  Flash Lite 1.1.  Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite.  The following example sets the status variable to the total amount of heap memory: status = fscommand2(&quot;GetTotalPlayerMemory&quot;  GetFreePlayerMemory Command Parameters Value returned &quot;GetTotalPlayerMemory&quot; None. -1:&#160;Not supported. 0 or positive value:&#160;Total kilobytes of heap&#160;memory. GetTotalPlayerMemory  Flash Lite 1.1.  Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite.  The following example sets the status variable to the total amount of heap memory: status = fscommand2(&quot;GetTotalPlayerMemory&quot;  GetFreePlayerMemory Command Parameters Value returned &quot;GetTotalPlayerMemory&quot; None. -1:&#160;Not supported. 0 or positive value:&#160;Total kilobytes of heap&#160;memory. GetTotalPlayerMemory  Flash Lite 1.1.  Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite.  The following example sets the status variable to the total amount of heap memory: status = fscommand2(&quot;GetTotalPlayerMemory&quot;  GetFreePlayerMemory " />
<page href="00005873.html" title="GetVolumeLevel" text="GetVolumeLevel  Flash Lite 1.1.  Returns the current volume level of the device as a numeric value.  The following example assigns the current volume level to the volume variable: volume = fscommand2(&quot;GetVolumeLevel&quot; trace (volume // output: 50  GetVolumeLevel Command Parameters Value returned &quot;GetVolumeLevel&quot; None. -1:&#160;Not supported. Other numeric values: The current volume level, ranging from 0 to the value returned by fscommand2(&quot;GetMaxVolumeLevel&quot;). GetVolumeLevel  Flash Lite 1.1.  Returns the current volume level of the device as a numeric value.  The following example assigns the current volume level to the volume variable: volume = fscommand2(&quot;GetVolumeLevel&quot; trace (volume // output: 50  GetVolumeLevel Command Parameters Value returned &quot;GetVolumeLevel&quot; None. -1:&#160;Not supported. Other numeric values: The current volume level, ranging from 0 to the value returned by fscommand2(&quot;GetMaxVolumeLevel&quot;). GetVolumeLevel  Flash Lite 1.1.  Returns the current volume level of the device as a numeric value.  The following example assigns the current volume level to the volume variable: volume = fscommand2(&quot;GetVolumeLevel&quot; trace (volume // output: 50  GetVolumeLevel " />
<page href="00005874.html" title="Quit" text="Quit  Flash Lite 1.1.  Causes the Flash Lite player to stop playback and exit.  This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example causes Flash Lite to stop playback and quit when running in stand-alone mode: status = fscommand2(&quot;Quit&quot; Command Parameters Value returned &quot;Quit&quot; None. -1:&#160;Not supported. Quit  Flash Lite 1.1.  Causes the Flash Lite player to stop playback and exit.  This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example causes Flash Lite to stop playback and quit when running in stand-alone mode: status = fscommand2(&quot;Quit&quot; Command Parameters Value returned &quot;Quit&quot; None. -1:&#160;Not supported. Quit  Flash Lite 1.1.  Causes the Flash Lite player to stop playback and exit.  This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example causes Flash Lite to stop playback and quit when running in stand-alone mode: status = fscommand2(&quot;Quit&quot; " />
<page href="00005875.html" title="ResetSoftKeys" text="ResetSoftKeys  Flash Lite 1.1.  Resets the soft keys to their original settings. This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following statement resets the soft keys to their original settings:  status = fscommand2(&quot;ResetSoftKeys&quot;  SetSoftKeys Command Parameters Value returned &quot;ResetSoftKeys&quot; None. -1:&#160;Not supported. 0:&#160;Supported. ResetSoftKeys  Flash Lite 1.1.  Resets the soft keys to their original settings. This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following statement resets the soft keys to their original settings:  status = fscommand2(&quot;ResetSoftKeys&quot;  SetSoftKeys Command Parameters Value returned &quot;ResetSoftKeys&quot; None. -1:&#160;Not supported. 0:&#160;Supported. ResetSoftKeys  Flash Lite 1.1.  Resets the soft keys to their original settings. This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following statement resets the soft keys to their original settings:  status = fscommand2(&quot;ResetSoftKeys&quot;  SetSoftKeys " />
<page href="00005876.html" title="SetInputTextType" text="SetInputTextType  Flash Lite 1.1.  Specifies the mode in which the input text field should be opened: Flash Lite supports input text functionality by asking the host application to start the generic device-specific text input interface, often referred to as the front-end processor (FEP). When the SetInputTextType command is not used, the FEP is opened in default mode. The following table shows what effect each mode has, and what modes are substituted:  The following line of code sets the input text type of the field associated with the input1 variable to receive numeric data:  status = fscommand2(&quot;SetInputTextType&quot;, &quot;input1&quot;, &quot;Numeric&quot; Command Parameters Value returned &quot;SetInputTextType&quot; variableName&#160; Name of the input text field. It can be either the name of a variable or a string value that contains the name of a variable. type&#160;One of the values Numeric, Alpha, Alphanumeric, Latin, NonLatin, or NoRestriction.  0:&#160;Failure. 1:&#160;Success. Mode specified Sets the FEP to one of these mutually exclusive modes If not supported on current device, opens the FEP in this mode Numeric Numbers only (0 to 9) Alphanumeric  Alpha Alphabetic characters only (A to Z, a to z) Alphanumeric  Alphanumeric Alphanumeric characters only (0 to 9, A to Z, a&#160;to z) Latin  Latin Latin characters only (alphanumeric and punctuation) NoRestriction  NonLatin Non-Latin characters only (for example, Kanji and Kana) NoRestriction  NoRestriction Default mode (sets no restriction on the FEP) &#160;   Not all mobile phones support these input text field types. For this reason, you must validate the input text data. SetInputTextType  Flash Lite 1.1.  Specifies the mode in which the input text field should be opened: Flash Lite supports input text functionality by asking the host application to start the generic device-specific text input interface, often referred to as the front-end processor (FEP). When the SetInputTextType command is not used, the FEP is opened in default mode. The following table shows what effect each mode has, and what modes are substituted:  The following line of code sets the input text type of the field associated with the input1 variable to receive numeric data:  status = fscommand2(&quot;SetInputTextType&quot;, &quot;input1&quot;, &quot;Numeric&quot; Command Parameters Value returned &quot;SetInputTextType&quot; variableName&#160; Name of the input text field. It can be either the name of a variable or a string value that contains the name of a variable. type&#160;One of the values Numeric, Alpha, Alphanumeric, Latin, NonLatin, or NoRestriction.  0:&#160;Failure. 1:&#160;Success. Mode specified Sets the FEP to one of these mutually exclusive modes If not supported on current device, opens the FEP in this mode Numeric Numbers only (0 to 9) Alphanumeric  Alpha Alphabetic characters only (A to Z, a to z) Alphanumeric  Alphanumeric Alphanumeric characters only (0 to 9, A to Z, a&#160;to z) Latin  Latin Latin characters only (alphanumeric and punctuation) NoRestriction  NonLatin Non-Latin characters only (for example, Kanji and Kana) NoRestriction  NoRestriction Default mode (sets no restriction on the FEP) &#160;   Not all mobile phones support these input text field types. For this reason, you must validate the input text data. SetInputTextType  Flash Lite 1.1.  Specifies the mode in which the input text field should be opened: Flash Lite supports input text functionality by asking the host application to start the generic device-specific text input interface, often referred to as the front-end processor (FEP). When the SetInputTextType command is not used, the FEP is opened in default mode. The following table shows what effect each mode has, and what modes are substituted:  The following line of code sets the input text type of the field associated with the input1 variable to receive numeric data:  status = fscommand2(&quot;SetInputTextType&quot;, &quot;input1&quot;, &quot;Numeric&quot; " />
<page href="00005877.html" title="SetQuality" text="SetQuality  Flash Lite 1.1.  Sets the quality of the rendering of the animation.  The following example sets the rendering quality to low:  status = fscommand2(&quot;SetQuality&quot;, &quot;low&quot; Command Parameters Value returned &quot;SetQuality&quot;  quality&#160;The rendering quality; must be &quot;high&quot;, &quot;medium&quot;, or &quot;low&quot;.  -1:&#160;Not supported. 0:&#160;Supported. SetQuality  Flash Lite 1.1.  Sets the quality of the rendering of the animation.  The following example sets the rendering quality to low:  status = fscommand2(&quot;SetQuality&quot;, &quot;low&quot; Command Parameters Value returned &quot;SetQuality&quot;  quality&#160;The rendering quality; must be &quot;high&quot;, &quot;medium&quot;, or &quot;low&quot;.  -1:&#160;Not supported. 0:&#160;Supported. SetQuality  Flash Lite 1.1.  Sets the quality of the rendering of the animation.  The following example sets the rendering quality to low:  status = fscommand2(&quot;SetQuality&quot;, &quot;low&quot; " />
<page href="00005878.html" title="SetSoftKeys" text="SetSoftKeys  Flash Lite 1.1.  Remaps the Left and Right soft keys of the device, provided that they can be accessed and&#160;remapped.  After this command is executed, pressing the left key generates a PageUp keypress event, and pressing the right key generates a PageDown keypress event. ActionScript associated with the PageUp and PageDown keypress events is executed when the respective key is pressed. This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example directs that the Left soft key be labeled Previous and the Right soft key be labeled Next: status = fscommand2(&quot;SetSoftKeys&quot;, &quot;Previous&quot;, &quot;Next&quot;  ResetSoftKeys Command Parameters Value returned &quot;SetSoftKeys&quot; left&#160; Text to be displayed for the Left soft key. right&#160; Text to be displayed for the Right soft key.  These parameters are either names of variables or constant string values (for example, &quot;Previous&quot;). -1:&#160;Not supported. 0:&#160;Supported.  SetSoftKeys  Flash Lite 1.1.  Remaps the Left and Right soft keys of the device, provided that they can be accessed and&#160;remapped.  After this command is executed, pressing the left key generates a PageUp keypress event, and pressing the right key generates a PageDown keypress event. ActionScript associated with the PageUp and PageDown keypress events is executed when the respective key is pressed. This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example directs that the Left soft key be labeled Previous and the Right soft key be labeled Next: status = fscommand2(&quot;SetSoftKeys&quot;, &quot;Previous&quot;, &quot;Next&quot;  ResetSoftKeys Command Parameters Value returned &quot;SetSoftKeys&quot; left&#160; Text to be displayed for the Left soft key. right&#160; Text to be displayed for the Right soft key.  These parameters are either names of variables or constant string values (for example, &quot;Previous&quot;). -1:&#160;Not supported. 0:&#160;Supported.  SetSoftKeys  Flash Lite 1.1.  Remaps the Left and Right soft keys of the device, provided that they can be accessed and&#160;remapped.  After this command is executed, pressing the left key generates a PageUp keypress event, and pressing the right key generates a PageDown keypress event. ActionScript associated with the PageUp and PageDown keypress events is executed when the respective key is pressed. This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player is running in the context of another application (for example, as a plug-in to a browser).  The following example directs that the Left soft key be labeled Previous and the Right soft key be labeled Next: status = fscommand2(&quot;SetSoftKeys&quot;, &quot;Previous&quot;, &quot;Next&quot;  ResetSoftKeys " />
<page href="00005879.html" title="StartVibrate" text="StartVibrate  Flash Lite 1.1.  Starts the phone's vibration feature. If a vibration is already occurring, Flash Lite stops that vibration before starting the new one. Vibrations also stop when playback of the Flash application is stopped or paused, and when Flash Lite player quits.  The following example attempts to start a vibration sequence of 2.5 seconds on, 1 second off, repeated twice. It assigns a value to the status variable that indicates success or failure. status = fscommand2(&quot;StartVibrate&quot;, 2500, 1000, 2  StopVibrate  Command Parameters Value returned &quot;StartVibrate&quot; time_on&#160; Amount of time, in milliseconds (to a maximum of 5 seconds), that the vibration is on. time_off&#160; Amount of time, in milliseconds (to a maximum of 5 seconds), that the vibration is off. repeat&#160; Number of times (to a maximum of 3) to repeat this vibration.  -1:&#160;Not supported. 0: Vibration was started. 1: An error occurred and vibration could not be&#160;started. StartVibrate  Flash Lite 1.1.  Starts the phone's vibration feature. If a vibration is already occurring, Flash Lite stops that vibration before starting the new one. Vibrations also stop when playback of the Flash application is stopped or paused, and when Flash Lite player quits.  The following example attempts to start a vibration sequence of 2.5 seconds on, 1 second off, repeated twice. It assigns a value to the status variable that indicates success or failure. status = fscommand2(&quot;StartVibrate&quot;, 2500, 1000, 2  StopVibrate  Command Parameters Value returned &quot;StartVibrate&quot; time_on&#160; Amount of time, in milliseconds (to a maximum of 5 seconds), that the vibration is on. time_off&#160; Amount of time, in milliseconds (to a maximum of 5 seconds), that the vibration is off. repeat&#160; Number of times (to a maximum of 3) to repeat this vibration.  -1:&#160;Not supported. 0: Vibration was started. 1: An error occurred and vibration could not be&#160;started. StartVibrate  Flash Lite 1.1.  Starts the phone's vibration feature. If a vibration is already occurring, Flash Lite stops that vibration before starting the new one. Vibrations also stop when playback of the Flash application is stopped or paused, and when Flash Lite player quits.  The following example attempts to start a vibration sequence of 2.5 seconds on, 1 second off, repeated twice. It assigns a value to the status variable that indicates success or failure. status = fscommand2(&quot;StartVibrate&quot;, 2500, 1000, 2  StopVibrate  " />
<page href="00005880.html" title="StopVibrate" text="StopVibrate  Flash Lite 1.1.  Stops the current vibration, if any.   The following example calls StopVibrate and saves the result (not supported or vibration stopped) in the status variable: status = fscommand2(&quot;StopVibrate&quot;  StartVibrate  Command Parameters Value returned &quot;StopVibrate&quot; None. -1:&#160;Not supported. 0:&#160;The vibration stopped. StopVibrate  Flash Lite 1.1.  Stops the current vibration, if any.   The following example calls StopVibrate and saves the result (not supported or vibration stopped) in the status variable: status = fscommand2(&quot;StopVibrate&quot;  StartVibrate  Command Parameters Value returned &quot;StopVibrate&quot; None. -1:&#160;Not supported. 0:&#160;The vibration stopped. StopVibrate  Flash Lite 1.1.  Stops the current vibration, if any.   The following example calls StopVibrate and saves the result (not supported or vibration stopped) in the status variable: status = fscommand2(&quot;StopVibrate&quot;  StartVibrate  " />
<page href="00005881.html" title="Unescape" text="Unescape  Flash Lite 1.1.  Decodes an arbitrary string that was encoded to be safe for network transfer into its normal, unencoded form. All characters that are in hexadecimal format, that is, a percent character (%) followed by two hexadecimal digits, are converted into their decoded form.  The following example shows the decoding of an encoded string: encoded_string = &quot;Hello%2C%20how%20are%20you%3F&quot;; status = fscommand2(&quot;unescape&quot;, encoded_string, &quot;normal_string&quot; trace (normal_string // output: Hello, how are you?  Escape  Command Parameters Value returned &quot;Unescape&quot;  original&#160; String to be decoded from a format safe for URLs to a normal form. decoded &#160; Resulting decoded string. (This parameter can be either the name of a variable or a string value that contains the name of a variable.) 0:&#160;Failure. 1:&#160;Success. Unescape  Flash Lite 1.1.  Decodes an arbitrary string that was encoded to be safe for network transfer into its normal, unencoded form. All characters that are in hexadecimal format, that is, a percent character (%) followed by two hexadecimal digits, are converted into their decoded form.  The following example shows the decoding of an encoded string: encoded_string = &quot;Hello%2C%20how%20are%20you%3F&quot;; status = fscommand2(&quot;unescape&quot;, encoded_string, &quot;normal_string&quot; trace (normal_string // output: Hello, how are you?  Escape  Command Parameters Value returned &quot;Unescape&quot;  original&#160; String to be decoded from a format safe for URLs to a normal form. decoded &#160; Resulting decoded string. (This parameter can be either the name of a variable or a string value that contains the name of a variable.) 0:&#160;Failure. 1:&#160;Success. Unescape  Flash Lite 1.1.  Decodes an arbitrary string that was encoded to be safe for network transfer into its normal, unencoded form. All characters that are in hexadecimal format, that is, a percent character (%) followed by two hexadecimal digits, are converted into their decoded form.  The following example shows the decoding of an encoded string: encoded_string = &quot;Hello%2C%20how%20are%20you%3F&quot;; status = fscommand2(&quot;unescape&quot;, encoded_string, &quot;normal_string&quot; trace (normal_string // output: Hello, how are you?  Escape  " />
</book>