User manual ADOBE FLASH PLATFORM OPTIMIZING CONTENT

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Manual abstract: user guide ADOBE FLASHPLATFORM OPTIMIZING CONTENT

Detailed instructions for use are in the User's Guide.

[. . . ] It was popularized in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum. Procédez plutôt comme suit : const MAX_NUM:int = 18; const COLOR:uint = 0xCCCCCC; // Create the rectangle outside the loop var area:Rectangle = new Rectangle(0, 0, 1, 10); for (var:int = 0; i < MAX_NUM; i++) { area. Sprite; public final class { private static private static private static private static private static SpritePool var var var var var MAX_VALUE:uint; GROWTH_VALUE:uint; counter:uint; pool:Vector. [. . . ] TIMER, updateControls ); function updateControls( e:TimerEvent ):void { // Update controls here // Force the controls to be updated on screen e. Start(); var offCycle:Boolean = true; function timerHandler(event:TimerEvent):void { // Do things that happen every 100 ms if (!Le code suivant illustre un test de performances concernant la classe Array : var coordinates:Array = new Array(); var started:Number = getTimer(); for (var i:int = 0; i< 300000; i++) { coordinates[i] = Math. StageHeight; var currentApple:InteractiveObject; var currentAppleClicked:InteractiveObject; for ( var i:int = 0; i< MAX_NUM; i++ ) { currentApple = new Apple(); currentApple. StageHeight; var currentApple:InteractiveObject; var currentAppleClicked:InteractiveObject; var container:Sprite = new Sprite(); addChild ( container ); // Listen to the MouseEvent. CLICK on the apple's parent // Passing true as third parameter catches the event during its capture phase container. CLICK, onAppleClick, true ); for ( var i:int = 0; i< MAX_NUM; i++ ) { currentApple = new Apple(); currentApple. CLICK on apple's parent // Passing false as third parameter catches the event during its bubbling phase container. <uint>(total, true); for ( var i:int = 0; i< total; i++ ) { // Store the color of each pixel pixels[i] = Math. Random()*0xFFFFFF; } // Create a non-transparent BitmapData object var myImage:BitmapData = new BitmapData ( wdth, hght, false ); var imageContainer:Bitmap = new Bitmap ( myImage ); // Paint the pixels myImage. 0 42 var var var var buffer:BitmapData = new BitmapData(200, 200, true, 0xFFFFFFFF); bitmapContainer:Bitmap = new Bitmap(buffer); positionX:int; positionY:int; // Lock update buffer. <Sprite>(lng, true); var i:int; for ( i = 0; i< lng; i++ ) { arraySprite[i] = new Sprite(); } var started:Number = getTimer(); for ( i = 0; i< lng; i++ ) { arraySprite[i]. <Sprite>(lng, true); var i:int; for ( i = 0; i< lng; i++ ) { arraySprite[i] = new Sprite(); } var started:Number = getTimer(); var currentSprite:Sprite; for ( i = 0; i< lng; i++ ) { currentSprite = arraySprite[i]; currentSprite. Event; public class Apple extends Sprite { private var destinationX:Number; private var destinationY:Number; public function Apple () { addEventListener(Event. KEY_DOWN, cacheApples); const MAX_NUM:int = 100; var apple:Apple; var holder:Sprite = new Sprite(); addChild(holder); function createApples(e:MouseEvent):void { for (var i:int = 0; i< MAX_NUM; i++) { apple = new Apple(); holder. <Apple>(MAX_NUM, true); for (var i:int = 0; i< MAX_NUM; i++) { apple = new Apple(); holder. Event; public class BitmapApple extends Bitmap { private var destinationX:Number; private var destinationY:Number; public function BitmapApple(buffer:BitmapData) { super(buffer); addEventListener(Event. Draw(source, mat); var bitmapApple:BitmapApple; for (var i:int = 0; i< MAX_NUM; i++) { bitmapApple = new BitmapApple(buffer); holderVector[i] = bitmapApple; holder. [. . . ] Height ) >> 1; } function onIOError ( e:IOErrorEvent ):void { // Show a message explaining the situation and try to reload the asset. Php"); // Asynchronous handlers for incoming data and errors function success ( incomingData:* ):void { trace( incomingData ); } function error ( error:* ):void { trace( "Error occured" ); } // Create an object that handles the mapping to success and error handlers var serverResult:Responder = new Responder (success, error); // Call the remote method connection. A l’instar de la méthode execute(), la méthode next() gère le paramètre prefetch, qui permet de spécifier le nombre maximal de lignes à renvoyer : // This method is called when the execute() or next() method completes function resultHandler(event:SQLEvent):void { var result:SQLResult = dbStatement. [. . . ]

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