Basics of display programming

Introduction to display programming

Each application built with ActionScript 3.0 has a hierarchy of displayed objects known as the display list. The display list contains all the visible elements in the application. Display elements fall into one or more of the following groups:

Common display programming tasks

Since so much of ActionScript programming involves creating and manipulating visual elements, there are numerous tasks that are related to display programming. This chapter describes common tasks that apply to all display objects, including:

Later chapters in this manual describe additional tasks for working with display objects. These tasks include both tasks that apply to any display object and tasks associated with specific types of display objects:

Important concepts and terms

The following reference list contains important terms that you will encounter in this chapter:

Working through in-chapter examples

As you're working through the chapter, you may want to test some of the example code listings for yourself. Because this chapter is about creating and manipulating visual content, essentially all the code listings in this chapter create visual objects and display them on the screen; testing the sample will involve viewing the result in Flash Player rather than viewing values of variables as in previous chapters. To test the code listings in this chapter:

  1. Create an empty Flash document.
  2. Select a keyframe in the Timeline.
  3. Open the Actions panel and copy the code listing into the Script pane.
  4. Run the program using Control > Test Movie.

    You will see the results of the code displayed on the screen, and any trace() function calls will display in the Output panel.

Techniques for testing example code listings are explained in more detail in Testing in-chapter example code listings.


Flash CS3


 

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