\ufeff<?xml version="1.0" encoding="utf-8"?>
<!--  This file generated from help file documentation on 12/16/2010  -->
<toolbox>
		<actionspanel>
			<folder name="顶级" id="Top Level" sort="true" tiptext="顶级中包含核心 ActionScript 类和全局函数。">
				<folder name="ArgumentError" id="ArgumentError" sort="true" index="true" asAncestors="Error,Object" tiptext="ArgumentError 类表示一种错误，如果函数提供的参数与为该函数定义的参数不一致，则会出现该错误。" helpurl="globalClassifier:ArgumentError">
					<folder name="方法" id="Methods" tiptext="ArgumentError 类的方法" helpurl="globalClassifier:ArgumentError">
						<string name="ArgumentError" object="ArgumentError" text="new ArgumentError(%消息:String%)" constructor="true" tiptext="创建一个 ArgumentError 对象。" version="1.0" helpurl="ArgumentError:ArgumentError" playername=""/>
					</folder>
				</folder>
				<folder name="arguments" id="arguments" sort="true" index="true" asAncestors="Object" tiptext="参数对象用于存储和访问函数的参数。" helpurl="globalClassifier:arguments">
					<folder name="属性" id="Properties" tiptext="类参数的属性" helpurl="globalClassifier:arguments">
						<string name="callee" object="arguments" text=".callee" tiptext="对当前正在执行的函数的引用。" version="" helpurl="arguments:callee" playername=""/>
						<string name="length" object="arguments" text=".length" tiptext="传递给函数的参数数目。" version="" helpurl="arguments:length" playername=""/>
					</folder>
				</folder>
				<folder name="Array" id="Array" sort="true" index="true" asAncestors="Object" tiptext="使用 Array 类可以访问和操作数组。" helpurl="globalClassifier:Array">
					<folder name="方法" id="Methods" tiptext="Array 类的方法" helpurl="globalClassifier:Array">
						<string name="Array" object="Array" text="new Array(%值:可变长度参数%)" constructor="true" tiptext="允许创建包含指定元素的数组。" version="4" helpurl="Array:Array" playername=""/>
						<string name="Array" object="Array" text="new Array(%[元素数:int=0]%)" constructor="true" tiptext="允许创建指定元素数量的数组。" version="4" helpurl="Array:Array" playername=""/>
						<string name="concat" object="Array" text=".concat(%参数:可变长度参数%):Array" tiptext="连接参数中指定的元素。" version="4" helpurl="Array:AS3:concat" playername=""/>
						<string name="every" object="Array" text=".every(%回调:Function[,此对象:*=null]%):Boolean" tiptext="对数组中的每一项执行测试函数，直到获得对指定的函数返回 false 的项。" version="4" helpurl="Array:AS3:every" playername=""/>
						<string name="filter" object="Array" text=".filter(%回调:Function[,此对象:*=null]%):Array" tiptext="对数组中的每一项执行测试函数，并构造一个新数组，其中的所有项都对指定的函数返回 true。" version="4" helpurl="Array:AS3:filter" playername=""/>
						<string name="forEach" object="Array" text=".forEach(%回调:Function[,此对象:*=null]%):void" tiptext="对数组中的每一项执行函数。" version="4" helpurl="Array:AS3:forEach" playername=""/>
						<string name="indexOf" object="Array" text=".indexOf(%搜索元素:*[,开始索引:int=0]%):int" tiptext="使用全等运算符(===)搜索数组中的项，并返回该项的索引位置。" version="4" helpurl="Array:AS3:indexOf" playername=""/>
						<string name="join" object="Array" text=".join(%[分隔符:*=unknown]%):String" tiptext="将数组中的元素转换为字符串。" version="4" helpurl="Array:AS3:join" playername=""/>
						<string name="lastIndexOf" object="Array" text=".lastIndexOf(%搜索元素:*[,开始索引:int=0x7fffffff]%):int" tiptext="使用全等运算符(===)搜索数组中的项(从最后一项开始向前搜索)，并返回匹配项的索引位置。" version="4" helpurl="Array:AS3:lastIndexOf" playername=""/>
						<string name="map" object="Array" text=".map(%回调:Function[,此对象:*=null]%):Array" tiptext="对数组中的每一项执行函数并构造一个新数组，其中包含与原始数组中的每一项的函数结果相对应的项。" version="4" helpurl="Array:AS3:map" playername=""/>
						<string name="pop" object="Array" text=".pop(%%)" tiptext="删除数组中最后一个元素，并返回该元素的值。" version="4" helpurl="Array:AS3:pop" playername=""/>
						<string name="push" object="Array" text=".push(%参数:可变长度参数%):uint" tiptext="将一个或多个元素添加到数组的结尾，并返回该数组的新长度。" version="4" helpurl="Array:AS3:push" playername=""/>
						<string name="reverse" object="Array" text=".reverse(%%):Array" tiptext="就地倒转数组。" version="4" helpurl="Array:AS3:reverse" playername=""/>
						<string name="shift" object="Array" text=".shift(%%)" tiptext="删除数组中第一个元素，并返回该元素。" version="4" helpurl="Array:AS3:shift" playername=""/>
						<string name="slice" object="Array" text=".slice(%[起始索引:int=0,结束索引:int=16777215]%):Array" tiptext="返回一个新数组，其中包括原始数组中某一范围的元素。" version="4" helpurl="Array:AS3:slice" playername=""/>
						<string name="some" object="Array" text=".some(%回调:Function[,此对象:*=null]%):Boolean" tiptext="对数组中的每一项执行测试函数，直到获得返回 true 的项。" version="4" helpurl="Array:AS3:some" playername=""/>
						<string name="sortOn" object="Array" text=".sortOn(%字段名称:Object[,选项:Object=null]%):Array" tiptext="根据数组中的一个或多个字段对数组中的元素进行排序。" version="4" helpurl="Array:AS3:sortOn" playername=""/>
						<string name="sort" object="Array" text=".sort(%参数:可变长度参数%):Array" tiptext="对数组中的元素进行排序。" version="4" helpurl="Array:AS3:sort" playername=""/>
						<string name="splice" object="Array" text=".splice(%起始索引:int,删除计数:uint,值:可变长度参数%):Array" tiptext="给数组添加元素以及从数组中删除元素。" version="4" helpurl="Array:AS3:splice" playername=""/>
						<string name="toLocaleString" object="Array" text=".toLocaleString(%%):String" tiptext="返回一个字符串，它表示指定数组中的元素。" version="4" helpurl="Array:toLocaleString" playername=""/>
						<string name="toString" object="Array" text=".toString(%%):String" tiptext="返回一个字符串，它表示指定数组中的元素。" version="4" helpurl="Array:toString" playername=""/>
						<string name="unshift" object="Array" text=".unshift(%参数:可变长度参数%):uint" tiptext="将一个或多个元素添加到数组的开头，并返回该数组的新长度。" version="4" helpurl="Array:AS3:unshift" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Array 类的属性" helpurl="globalClassifier:Array">
						<string name="CASEINSENSITIVE" object="Array" text="Array.CASEINSENSITIVE" constant="true" tiptext="指定 Array 类排序方法为不区分大小写的排序。" version="" helpurl="Array:CASEINSENSITIVE" playername=""/>
						<string name="DESCENDING" object="Array" text="Array.DESCENDING" constant="true" tiptext="指定 Array 类排序方法为降序排序。" version="" helpurl="Array:DESCENDING" playername=""/>
						<string name="NUMERIC" object="Array" text="Array.NUMERIC" constant="true" tiptext="指定 Array 类排序方法为数值(而不是字符串)排序。" version="" helpurl="Array:NUMERIC" playername=""/>
						<string name="RETURNINDEXEDARRAY" object="Array" text="Array.RETURNINDEXEDARRAY" constant="true" tiptext="指定排序返回的数组包含数组索引。" version="" helpurl="Array:RETURNINDEXEDARRAY" playername=""/>
						<string name="UNIQUESORT" object="Array" text="Array.UNIQUESORT" constant="true" tiptext="指定 Array 类排序方法的唯一排序要求。" version="" helpurl="Array:UNIQUESORT" playername=""/>
						<string name="length" object="Array" text=".length" tiptext="指定数组中元素数量的非负整数。" version="" helpurl="Array:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="Boolean" id="Boolean" sort="true" index="true" asAncestors="Object" tiptext="Boolean 对象是一种数据类型，其值为 true 或 false(用于进行逻辑运算)。" helpurl="globalClassifier:Boolean">
					<folder name="方法" id="Methods" tiptext="Boolean 类的方法" helpurl="globalClassifier:Boolean">
						<string name="Boolean" object="Boolean" text="new Boolean(%[表达式:Object=false]%)" constructor="true" tiptext="创建一个具有指定值的 Boolean 对象。" version="4" helpurl="Boolean:Boolean" playername=""/>
						<string name="toString" object="Boolean" text=".toString(%%):String" tiptext="返回 Boolean 对象的字符串表示形式(&quot;true&quot; 或 &quot;false&quot;)。" version="4" helpurl="Boolean:AS3:toString" playername=""/>
						<string name="valueOf" object="Boolean" text=".valueOf(%%):Boolean" tiptext="如果指定的 Boolean 对象的值为 true，则返回 true；否则返回 false。" version="4" helpurl="Boolean:AS3:valueOf" playername=""/>
					</folder>
				</folder>
				<folder name="Date" id="Date" sort="true" index="true" asAncestors="Object" tiptext="Date 类表示日期和时间信息。" helpurl="globalClassifier:Date">
					<folder name="方法" id="Methods" tiptext="Date 类的方法" helpurl="globalClassifier:Date">
						<string name="Date" object="Date" text="new Date(%年份或时间值:Object,月份:Number[,日期:Number=1,时:Number=0,分:Number=0,秒:Number=0,毫秒:Number=0]%)" constructor="true" tiptext="构造一个新的 Date 对象，该对象将保存指定的日期和时间。" version="4" helpurl="Date:Date" playername=""/>
						<string name="UTC" object="Date" text="Date.UTC(%年份:Number,月份:Number[,日期:Number=1,小时:Number=0,分钟:Number=0,秒钟:Number=0,毫秒:Number=0]%):Number" static="true" tiptext="返回 1970 年 1 月 1 日午夜(通用时间)与参数中指定的时间之间相差的毫秒数。" version="4" helpurl="Date:UTC" playername=""/>
						<string name="getDate" object="Date" text=".getDate(%%):Number" tiptext="按照本地时间返回 Date 对象指定的表示月中某天的值(1 到 31 之间的一个整数)。" version="4" helpurl="Date:AS3:getDate" playername=""/>
						<string name="getDay" object="Date" text=".getDay(%%):Number" tiptext="按照本地时间返回该 Date 指定的星期值(0 代表星期日，1 代表星期一，依此类推)。" version="4" helpurl="Date:AS3:getDay" playername=""/>
						<string name="getFullYear" object="Date" text=".getFullYear(%%):Number" tiptext="按照本地时间返回 Date 对象中的完整年份值(一个 4 位数，例如 2000)。" version="4" helpurl="Date:AS3:getFullYear" playername=""/>
						<string name="getHours" object="Date" text=".getHours(%%):Number" tiptext="按照本地时间返回 Date 对象中一天中的小时值(0 到 23 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getHours" playername=""/>
						<string name="getMilliseconds" object="Date" text=".getMilliseconds(%%):Number" tiptext="按照本地时间返回 Date 对象中的毫秒值(0 到 999 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getMilliseconds" playername=""/>
						<string name="getMinutes" object="Date" text=".getMinutes(%%):Number" tiptext="按照本地时间返回 Date 对象中的分钟值(0 到 59 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getMinutes" playername=""/>
						<string name="getMonth" object="Date" text=".getMonth(%%):Number" tiptext="按照本地时间返回该 Date 中的月份值(0 代表一月，1 代表二月，依此类推)部分。" version="4" helpurl="Date:AS3:getMonth" playername=""/>
						<string name="getSeconds" object="Date" text=".getSeconds(%%):Number" tiptext="按照本地时间返回 Date 对象中的秒值(0 到 59 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getSeconds" playername=""/>
						<string name="getTime" object="Date" text=".getTime(%%):Number" tiptext="按照通用时间返回 Date 对象中自 1970 年 1 月 1 日午夜以来的毫秒数。" version="4" helpurl="Date:AS3:getTime" playername=""/>
						<string name="getTimezoneOffset" object="Date" text=".getTimezoneOffset(%%):Number" tiptext="以分钟为单位，返回通用时间(UTC)和计算机的本地时间之间的差值。" version="4" helpurl="Date:AS3:getTimezoneOffset" playername=""/>
						<string name="getUTCDate" object="Date" text=".getUTCDate(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中表示月中某天的值(1 到 31 之间的一个整数)。" version="4" helpurl="Date:AS3:getUTCDate" playername=""/>
						<string name="getUTCDay" object="Date" text=".getUTCDay(%%):Number" tiptext="按照通用时间(UTC)返回该 Date 中表示星期的值(0 代表星期日，1 代表星期一，依此类推)。" version="4" helpurl="Date:AS3:getUTCDay" playername=""/>
						<string name="getUTCFullYear" object="Date" text=".getUTCFullYear(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中的四位数年份值。" version="4" helpurl="Date:AS3:getUTCFullYear" playername=""/>
						<string name="getUTCHours" object="Date" text=".getUTCHours(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中一天中的小时值(0 到 23 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getUTCHours" playername=""/>
						<string name="getUTCMilliseconds" object="Date" text=".getUTCMilliseconds(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中的毫秒值(0 到 999 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getUTCMilliseconds" playername=""/>
						<string name="getUTCMinutes" object="Date" text=".getUTCMinutes(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中的分钟值(0 到 59 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getUTCMinutes" playername=""/>
						<string name="getUTCMonth" object="Date" text=".getUTCMonth(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中的月份值(0 [一月] 到 11 [十二月])部分。" version="4" helpurl="Date:AS3:getUTCMonth" playername=""/>
						<string name="getUTCSeconds" object="Date" text=".getUTCSeconds(%%):Number" tiptext="按照通用时间(UTC)返回 Date 对象中的秒值(0 到 59 之间的一个整数)部分。" version="4" helpurl="Date:AS3:getUTCSeconds" playername=""/>
						<string name="parse" object="Date" text="Date.parse(%日期:String%):Number" static="true" tiptext="按照 UTC 将表示日期的字符串转换为一个数字，它等于自 1970 年 1 月 1 日起已经过的毫秒数。" version="4" helpurl="Date:parse" playername=""/>
						<string name="setDate" object="Date" text=".setDate(%日:Number%):Number" tiptext="按照本地时间设置月中的某天，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setDate" playername=""/>
						<string name="setFullYear" object="Date" text=".setFullYear(%年份:Number,月份:Number,日:Number%):Number" tiptext="按照本地时间设置年份值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setFullYear" playername=""/>
						<string name="setHours" object="Date" text=".setHours(%小时:Number,分钟:Number,秒钟:Number,毫秒:Number%):Number" tiptext="按照本地时间设置小时值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setHours" playername=""/>
						<string name="setMilliseconds" object="Date" text=".setMilliseconds(%毫秒:Number%):Number" tiptext="按照本地时间设置毫秒值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setMilliseconds" playername=""/>
						<string name="setMinutes" object="Date" text=".setMinutes(%分钟:Number,秒钟:Number,毫秒:Number%):Number" tiptext="按照本地时间设置分钟值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setMinutes" playername=""/>
						<string name="setMonth" object="Date" text=".setMonth(%月份:Number,日:Number%):Number" tiptext="按照本地时间设置月份值以及(可选)日期值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setMonth" playername=""/>
						<string name="setSeconds" object="Date" text=".setSeconds(%秒钟:Number,毫秒:Number%):Number" tiptext="按照本地时间设置秒值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setSeconds" playername=""/>
						<string name="setTime" object="Date" text=".setTime(%毫秒:Number%):Number" tiptext="以毫秒为单位设置自 1970 年 1 月 1 日午夜以来的日期，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setTime" playername=""/>
						<string name="setUTCDate" object="Date" text=".setUTCDate(%日:Number%):Number" tiptext="按照通用时间 (UTC) 设置日期值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCDate" playername=""/>
						<string name="setUTCFullYear" object="Date" text=".setUTCFullYear(%年份:Number,月份:Number,日:Number%):Number" tiptext="按照通用时间 (UTC) 设置年份值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCFullYear" playername=""/>
						<string name="setUTCHours" object="Date" text=".setUTCHours(%小时:Number,分钟:Number,秒钟:Number,毫秒:Number%):Number" tiptext="按照通用时间 (UTC) 设置小时值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCHours" playername=""/>
						<string name="setUTCMilliseconds" object="Date" text=".setUTCMilliseconds(%毫秒:Number%):Number" tiptext="按照通用时间 (UTC) 设置毫秒值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCMilliseconds" playername=""/>
						<string name="setUTCMinutes" object="Date" text=".setUTCMinutes(%分钟:Number,秒钟:Number,毫秒:Number%):Number" tiptext="按照通用时间 (UTC) 设置分钟值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCMinutes" playername=""/>
						<string name="setUTCMonth" object="Date" text=".setUTCMonth(%月份:Number,日:Number%):Number" tiptext="按照通用时间 (UTC) 设置月份值及(可选)日期值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCMonth" playername=""/>
						<string name="setUTCSeconds" object="Date" text=".setUTCSeconds(%秒钟:Number,毫秒:Number%):Number" tiptext="按照通用时间 (UTC) 设置秒值以及(可选)毫秒值，并以毫秒为单位返回新时间。" version="4" helpurl="Date:AS3:setUTCSeconds" playername=""/>
						<string name="toDateString" object="Date" text=".toDateString(%%):String" tiptext="仅返回星期值和日期值的字符串表示形式，而不返回时间或时区。" version="4" helpurl="Date:AS3:toDateString" playername=""/>
						<string name="toLocaleDateString" object="Date" text=".toLocaleDateString(%%):String" tiptext="仅返回星期值和日期值的字符串表示形式，而不返回时间或时区。" version="4" helpurl="Date:AS3:toLocaleDateString" playername=""/>
						<string name="toLocaleString" object="Date" text=".toLocaleString(%%):String" tiptext="按本地时间返回星期值、日期值以及时间的字符串表示形式。" version="4" helpurl="Date:AS3:toLocaleString" playername=""/>
						<string name="toLocaleTimeString" object="Date" text=".toLocaleTimeString(%%):String" tiptext="仅返回时间的字符串表示形式，而不返回星期值、日期值、年份或时区。" version="4" helpurl="Date:AS3:toLocaleTimeString" playername=""/>
						<string name="toString" object="Date" text=".toString(%%):String" tiptext="返回星期值、日期值、时间和时区的字符串表示形式。" version="4" helpurl="Date:AS3:toString" playername=""/>
						<string name="toTimeString" object="Date" text=".toTimeString(%%):String" tiptext="仅返回时间和时区的字符串表示形式，而不返回星期值和日期值。" version="4" helpurl="Date:AS3:toTimeString" playername=""/>
						<string name="toUTCString" object="Date" text=".toUTCString(%%):String" tiptext="按照通用时间 (UTC) 返回星期值、日期值以及时间的字符串表示形式。" version="4" helpurl="Date:AS3:toUTCString" playername=""/>
						<string name="valueOf" object="Date" text=".valueOf(%%):Number" tiptext="按照通用时间返回 Date 对象中自 1970 年 1 月 1 日午夜以来的毫秒数。" version="4" helpurl="Date:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Date 类的属性" helpurl="globalClassifier:Date">
						<string name="dateUTC" object="Date" text=".dateUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中的日期值(1 到 31 之间的一个整数)。" version="" helpurl="Date:AS3:dateUTC:get" playername=""/>
						<string name="date" object="Date" text=".date" tiptext="按照本地时间返回的 Date 对象所指定的表示月中某天的值(1 到 31 之间的一个整数)。" version="" helpurl="Date:AS3:date:get" playername=""/>
						<string name="dayUTC" object="Date" text=".dayUTC" tiptext="按照通用时间(UTC)返回的该 Date 中的星期值(0 代表星期日，1 代表星期一，依此类推)。" version="" helpurl="Date:AS3:dayUTC:get" playername=""/>
						<string name="day" object="Date" text=".day" tiptext="按照本地时间返回的该 Date 所指定的星期值(0 代表星期日，1 代表星期一，依此类推)。" version="" helpurl="Date:AS3:day:get" playername=""/>
						<string name="fullYearUTC" object="Date" text=".fullYearUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中的四位数年份值。" version="" helpurl="Date:AS3:fullYearUTC:get" playername=""/>
						<string name="fullYear" object="Date" text=".fullYear" tiptext="按照本地时间返回的 Date 对象中的完整年份值(一个 4 位数，例如 2000)。" version="" helpurl="Date:AS3:fullYear:get" playername=""/>
						<string name="hoursUTC" object="Date" text=".hoursUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中一天中的小时值(0 到 23 之间的一个整数)。" version="" helpurl="Date:AS3:hoursUTC:get" playername=""/>
						<string name="hours" object="Date" text=".hours" tiptext="按照本地时间返回的 Date 对象中一天中的小时值(0 到 23 之间的一个整数)部分。" version="" helpurl="Date:AS3:hours:get" playername=""/>
						<string name="millisecondsUTC" object="Date" text=".millisecondsUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中的毫秒值(0 到 999 之间的一个整数)部分。" version="" helpurl="Date:AS3:millisecondsUTC:get" playername=""/>
						<string name="milliseconds" object="Date" text=".milliseconds" tiptext="按照本地时间返回的 Date 对象中的毫秒数(0 到 999 之间的一个整数)部分。" version="" helpurl="Date:AS3:milliseconds:get" playername=""/>
						<string name="minutesUTC" object="Date" text=".minutesUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中的分钟值(0 到 59 之间的一个整数)部分。" version="" helpurl="Date:AS3:minutesUTC:get" playername=""/>
						<string name="minutes" object="Date" text=".minutes" tiptext="按照本地时间返回的 Date 对象中的分钟值(0 到 59 之间的一个整数)部分。" version="" helpurl="Date:AS3:minutes:get" playername=""/>
						<string name="monthUTC" object="Date" text=".monthUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中的月份值(0 [一月] 到 11 [十二月])部分。" version="" helpurl="Date:AS3:monthUTC:get" playername=""/>
						<string name="month" object="Date" text=".month" tiptext="按照本地时间返回的 Date 对象中的月份值(0 代表一月，1 代表二月，依此类推)部分。" version="" helpurl="Date:AS3:month:get" playername=""/>
						<string name="secondsUTC" object="Date" text=".secondsUTC" tiptext="按照通用时间(UTC)返回的 Date 对象中的秒值(0 到 59 之间的一个整数)部分。" version="" helpurl="Date:AS3:secondsUTC:get" playername=""/>
						<string name="seconds" object="Date" text=".seconds" tiptext="按照本地时间返回的 Date 对象中的秒值(0 到 59 之间的一个整数)部分。" version="" helpurl="Date:AS3:seconds:get" playername=""/>
						<string name="time" object="Date" text=".time" tiptext="Date 对象中自 1970 年 1 月 1 日午夜(通用时间)以来的毫秒数。" version="" helpurl="Date:AS3:time:get" playername=""/>
						<string name="timezoneOffset" object="Date" text=".timezoneOffset" tiptext="通用时间(UTC)和计算机的本地时间之间的差值(以分钟为单位)。" version="" helpurl="Date:AS3:timezoneOffset:get" playername=""/>
					</folder>
				</folder>
				<folder name="DefinitionError" id="DefinitionError" sort="true" index="true" asAncestors="Error,Object" tiptext="DefinitionError 类表示一种错误，如果用户代码试图定义已定义过的标识符，则会出现该错误。" helpurl="globalClassifier:DefinitionError">
					<folder name="方法" id="Methods" tiptext="DefinitionError 类的方法" helpurl="globalClassifier:DefinitionError">
						<string name="DefinitionError" object="DefinitionError" text="new DefinitionError(%消息:String%)" constructor="true" tiptext="创建一个新的 DefinitionError 对象。" version="1.0" helpurl="DefinitionError:DefinitionError" playername=""/>
					</folder>
				</folder>
				<folder name="Error" id="Error" sort="true" index="true" asAncestors="Object" tiptext="Error 类包含有关脚本中出现的错误的信息。" helpurl="globalClassifier:Error">
					<folder name="方法" id="Methods" tiptext="Error 类的方法" helpurl="globalClassifier:Error">
						<string name="Error" object="Error" text="new Error(%消息:String[,id:int=0]%)" constructor="true" tiptext="创建具有指定错误消息的新 Error 实例。" version="4" helpurl="Error:Error" playername=""/>
						<string name="getStackTrace" object="Error" text=".getStackTrace(%%):String" tiptext="以可读形式返回错误的调用堆栈。" version="4" helpurl="Error:getStackTrace" playername=""/>
						<string name="toString" object="Error" text=".toString(%%):String" tiptext="返回错误消息，如果未定义消息，则返回单词&quot;Error&quot;。" version="4" helpurl="Error:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Error 类的属性" helpurl="globalClassifier:Error">
						<string name="message" object="Error" text=".message" tiptext="包含与 Error 对象关联的消息。" version="" helpurl="Error:message" playername=""/>
						<string name="name" object="Error" text=".name" tiptext="包含 Error 对象的名称。" version="" helpurl="Error:name" playername=""/>
						<string name="errorID" object="Error" text=".errorID" tiptext="包含与特定错误消息相关联的引用编号。" version="" helpurl="Error:errorID:get" playername=""/>
					</folder>
				</folder>
				<folder name="EvalError" id="EvalError" sort="true" index="true" asAncestors="Error,Object" tiptext="EvalError 类表示一种错误，如果用户代码调用 eval() 函数或试图将 new 运算符用于 Function 对象，则会出现该错误。" helpurl="globalClassifier:EvalError">
					<folder name="方法" id="Methods" tiptext="EvalError 类的方法" helpurl="globalClassifier:EvalError">
						<string name="EvalError" object="EvalError" text="new EvalError(%消息:String%)" constructor="true" tiptext="创建一个新的 EvalError 对象。" version="1.0" helpurl="EvalError:EvalError" playername=""/>
					</folder>
				</folder>
				<folder name="Function" id="Function" sort="true" index="true" asAncestors="Object" tiptext="函数是可在 ActionScript 中调用的基本代码单位。" helpurl="globalClassifier:Function">
					<folder name="方法" id="Methods" tiptext="Function 类的方法" helpurl="globalClassifier:Function">
						<string name="apply" object="Function" text=".apply(%[this参数:*=unknown,参数数组:*=unknown]%)" tiptext="指定在其上调用 Function 的对象实例。" version="4" helpurl="Function:AS3:apply" playername=""/>
						<string name="call" object="Function" text=".call(%[this参数:*=unknown,参数:restParam]%)" tiptext="调用该函数。" version="4" helpurl="Function:AS3:call" playername=""/>
					</folder>
				</folder>
				<folder name="int" id="int" sort="true" index="true" asAncestors="Object" tiptext="通过 int 类可使用表示为 32 位带符号整数的数据类型。" helpurl="globalClassifier:int">
					<folder name="方法" id="Methods" tiptext="int 类的方法" helpurl="globalClassifier:int">
						<string name="int" object="int" text="new int(%数字:Object%)" constructor="true" tiptext="构造函数；创建新的 int 对象。" version="4" helpurl="int:int" playername=""/>
						<string name="toExponential" object="int" text=".toExponential(%分数位:uint%):String" tiptext="返回数字的字符串表示形式(采用指数表示法)。" version="4" helpurl="int:AS3:toExponential" playername=""/>
						<string name="toFixed" object="int" text=".toFixed(%分数位:uint%):String" tiptext="返回数字的字符串表示形式(采用定点表示法)。" version="4" helpurl="int:AS3:toFixed" playername=""/>
						<string name="toPrecision" object="int" text=".toPrecision(%精度:uint%):String" tiptext="返回数字的字符串表示形式(采用指数表示法或定点表示法)。" version="4" helpurl="int:AS3:toPrecision" playername=""/>
						<string name="toString" object="int" text=".toString(%基数:uint%):String" tiptext="返回 int 对象的字符串表示形式。" version="4" helpurl="int:AS3:toString" playername=""/>
						<string name="valueOf" object="int" text=".valueOf(%%):int" tiptext="返回指定 int 对象的原始值。" version="4" helpurl="int:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="int 类的属性" helpurl="globalClassifier:int">
						<string name="MAX_VALUE" object="int" text="int.MAX_VALUE" constant="true" tiptext="可表示的最大 32 位带符号整数为 2,147,483,647。" version="" helpurl="int:MAX_VALUE" playername=""/>
						<string name="MIN_VALUE" object="int" text="int.MIN_VALUE" constant="true" tiptext="可表示的最小 32 位带符号整数为 -2,147,483,648。" version="" helpurl="int:MIN_VALUE" playername=""/>
					</folder>
				</folder>
				<folder name="Math" id="Math" sort="true" index="true" asAncestors="Object" tiptext="Math 类包含表示常用数学函数和值的方法和常数。" helpurl="globalClassifier:Math">
					<folder name="方法" id="Methods" tiptext="Math 类的方法" helpurl="globalClassifier:Math">
						<string name="abs" object="Math" text="Math.abs(%值:Number%):Number" static="true" tiptext="返回指定 Number 的绝对值。" version="4" helpurl="Math:abs" playername=""/>
						<string name="acos" object="Math" text="Math.acos(%值:Number%):Number" static="true" tiptext="以弧度为单位返回指定 Number 的反余弦值。" version="4" helpurl="Math:acos" playername=""/>
						<string name="asin" object="Math" text="Math.asin(%值:Number%):Number" static="true" tiptext="以弧度为单位返回指定的 Number 参数的反正弦值。" version="4" helpurl="Math:asin" playername=""/>
						<string name="atan2" object="Math" text="Math.atan2(%y:Number,x:Number%):Number" static="true" tiptext="以弧度为单位返回点 y/x 的角度值，该角度从圆的 x 轴沿逆时针方向测量。" version="4" helpurl="Math:atan2" playername=""/>
						<string name="atan" object="Math" text="Math.atan(%值:Number%):Number" static="true" tiptext="以弧度为单位返回角度值，其正切值已由参数值指定。" version="4" helpurl="Math:atan" playername=""/>
						<string name="ceil" object="Math" text="Math.ceil(%值:Number%):Number" static="true" tiptext="返回指定数字或表达式的上限值。" version="4" helpurl="Math:ceil" playername=""/>
						<string name="cos" object="Math" text="Math.cos(%弧度角:Number%):Number" static="true" tiptext="返回指定角度的余弦值。" version="4" helpurl="Math:cos" playername=""/>
						<string name="exp" object="Math" text="Math.exp(%值:Number%):Number" static="true" tiptext="返回自然对数的底 (e) 的 x 次幂的值，x 由参数值指定。" version="4" helpurl="Math:exp" playername=""/>
						<string name="floor" object="Math" text="Math.floor(%值:Number%):Number" static="true" tiptext="返回由参数值指定的数字或表达式的下限值。" version="4" helpurl="Math:floor" playername=""/>
						<string name="log" object="Math" text="Math.log(%值:Number%):Number" static="true" tiptext="返回参数值的自然对数。" version="4" helpurl="Math:log" playername=""/>
						<string name="max" object="Math" text="Math.max(%值 1:Number,值 2:Number,其余参数:可变长度参数%):Number" static="true" tiptext="计算参数 值1 和 值2 并返回较大值。" version="4" helpurl="Math:max" playername=""/>
						<string name="min" object="Math" text="Math.min(%值1:Number,值2:Number,其余参数:可变长度参数%):Number" static="true" tiptext="计算参数 值1 和 值2 并返回较小值。" version="4" helpurl="Math:min" playername=""/>
						<string name="pow" object="Math" text="Math.pow(%底数:Number,指数:Number%):Number" static="true" tiptext="返回 值1 的 值2 次幂。" version="4" helpurl="Math:pow" playername=""/>
						<string name="random" object="Math" text="Math.random(%%):Number" static="true" tiptext="返回一个伪随机数 n，其中 0 &amp;lt;= n &amp;lt; 1。" version="4" helpurl="Math:random" playername=""/>
						<string name="round" object="Math" text="Math.round(%值:Number%):Number" static="true" tiptext="将参数值向上或向下舍入为最接近的整数并返回该值。" version="4" helpurl="Math:round" playername=""/>
						<string name="sin" object="Math" text="Math.sin(%弧度角:Number%):Number" static="true" tiptext="返回指定角度的正弦值。" version="4" helpurl="Math:sin" playername=""/>
						<string name="sqrt" object="Math" text="Math.sqrt(%值:Number%):Number" static="true" tiptext="返回指定数字的平方根。" version="4" helpurl="Math:sqrt" playername=""/>
						<string name="tan" object="Math" text="Math.tan(%弧度角:Number%):Number" static="true" tiptext="返回指定角度的正切值。" version="4" helpurl="Math:tan" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Math 类的属性" helpurl="globalClassifier:Math">
						<string name="E" object="Math" text="Math.E" constant="true" tiptext="自然对数的底的数学常数，表示为 e。" version="" helpurl="Math:E" playername=""/>
						<string name="LN10" object="Math" text="Math.LN10" constant="true" tiptext="10 的自然对数的数学常数，表示为 loge10，其近似值为 2.302585092994046。" version="" helpurl="Math:LN10" playername=""/>
						<string name="LN2" object="Math" text="Math.LN2" constant="true" tiptext="2 的自然对数的数学常数，表示为 loge2，其近似值为 0.6931471805599453。" version="" helpurl="Math:LN2" playername=""/>
						<string name="LOG10E" object="Math" text="Math.LOG10E" constant="true" tiptext="代表常数 e (Math.E) 以 10 为底的对数的数学常数，表示为 log10e，其近似值为 0.4342944819032518。" version="" helpurl="Math:LOG10E" playername=""/>
						<string name="LOG2E" object="Math" text="Math.LOG2E" constant="true" tiptext="常数 e 以 2 为底的对数的数学常数，表示为 log2e，其近似值为 1.442695040888963387。" version="" helpurl="Math:LOG2E" playername=""/>
						<string name="PI" object="Math" text="Math.PI" constant="true" tiptext="代表一个圆的周长与其直径的比值的数学常数，表示为 pi，其近似值为 3.141592653589793。" version="" helpurl="Math:PI" playername=""/>
						<string name="SQRT1_2" object="Math" text="Math.SQRT1_2" constant="true" tiptext="代表 1/2 的平方根的数学常数，其近似值为 0.7071067811865476。" version="" helpurl="Math:SQRT1_2" playername=""/>
						<string name="SQRT2" object="Math" text="Math.SQRT2" constant="true" tiptext="代表 2 的平方根的数学常数，其近似值为 1.4142135623730951。" version="" helpurl="Math:SQRT2" playername=""/>
					</folder>
				</folder>
				<folder name="Namespace" id="Namespace" sort="true" index="true" asAncestors="Object" tiptext="Namespace 类包含用于定义和使用命名空间的方法和属性。" helpurl="globalClassifier:Namespace">
					<folder name="方法" id="Methods" tiptext="Namespace 类的方法" helpurl="globalClassifier:Namespace">
						<string name="Namespace" object="Namespace" text="new Namespace(%前缀值:*,URI值:*%)" constructor="true" tiptext="使用给定的前缀值和 URI值 创建一个 Namespace 对象。" version="9" helpurl="Namespace:Namespace" playername=""/>
						<string name="Namespace" object="Namespace" text="new Namespace(%URI值:*%)" constructor="true" tiptext="使用给定的 uriValue 创建一个 Namespace 对象。" version="9" helpurl="Namespace:Namespace" playername=""/>
						<string name="toString" object="Namespace" text=".toString(%%):String" tiptext="等效于 Namespace.uri 属性。" version="9" helpurl="Namespace:AS3:toString" playername=""/>
						<string name="valueOf" object="Namespace" text=".valueOf(%%):String" tiptext="等效于 Namespace.uri 属性。" version="9" helpurl="Namespace:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Namespace 类的属性" helpurl="globalClassifier:Namespace">
						<string name="prefix" object="Namespace" text=".prefix" tiptext="命名空间的前缀。" version="" helpurl="Namespace:prefix:get" playername=""/>
						<string name="uri" object="Namespace" text=".uri" tiptext="命名空间的统一资源标识符 (URI)。" version="" helpurl="Namespace:uri:get" playername=""/>
					</folder>
				</folder>
				<folder name="Number" id="Number" sort="true" index="true" asAncestors="Object" tiptext="表示 IEEE-754 双精度浮点数的数据类型。" helpurl="globalClassifier:Number">
					<folder name="方法" id="Methods" tiptext="Number 类的方法" helpurl="globalClassifier:Number">
						<string name="Number" object="Number" text="new Number(%数字:Object%)" constructor="true" tiptext="用指定的值创建一个 Number。" version="4" helpurl="Number:Number" playername=""/>
						<string name="toExponential" object="Number" text=".toExponential(%分数位:uint%):String" tiptext="返回数字的字符串表示形式(采用指数表示法)。" version="4" helpurl="Number:AS3:toExponential" playername=""/>
						<string name="toFixed" object="Number" text=".toFixed(%分数位:uint%):String" tiptext="返回数字的字符串表示形式(采用定点表示法)。" version="4" helpurl="Number:AS3:toFixed" playername=""/>
						<string name="toPrecision" object="Number" text=".toPrecision(%精度:uint%):String" tiptext="返回数字的字符串表示形式(采用指数表示法或定点表示法)。" version="4" helpurl="Number:AS3:toPrecision" playername=""/>
						<string name="toString" object="Number" text=".toString(%[基数:Number=10]%):String" tiptext="以指定的基数参数作为基数，返回此 Number 的字符串表示形式。" version="4" helpurl="Number:AS3:toString" playername=""/>
						<string name="valueOf" object="Number" text=".valueOf(%%):Number" tiptext="返回指定的 Number 对象的基元值类型。" version="4" helpurl="Number:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Number 类的属性" helpurl="globalClassifier:Number">
						<string name="MAX_VALUE" object="Number" text="Number.MAX_VALUE" constant="true" tiptext="最大可表示数(双精度 IEEE-754)。" version="" helpurl="Number:MAX_VALUE" playername=""/>
						<string name="MIN_VALUE" object="Number" text="Number.MIN_VALUE" constant="true" tiptext="可表示的最小非负非零数(双精度 IEEE-754)。" version="" helpurl="Number:MIN_VALUE" playername=""/>
						<string name="NEGATIVE_INFINITY" object="Number" text="Number.NEGATIVE_INFINITY" constant="true" tiptext="指定表示负无穷大的 IEEE-754 值。" version="" helpurl="Number:NEGATIVE_INFINITY" playername=""/>
						<string name="NaN" object="Number" text="Number.NaN" constant="true" tiptext="表示&quot;非数字&quot;(NaN) 的 IEEE-754 值。" version="" helpurl="Number:NaN" playername=""/>
						<string name="POSITIVE_INFINITY" object="Number" text="Number.POSITIVE_INFINITY" constant="true" tiptext="指定表示正无穷大的 IEEE-754 值。" version="" helpurl="Number:POSITIVE_INFINITY" playername=""/>
					</folder>
				</folder>
				<folder name="Object" id="Object" sort="true" index="true" tiptext="Object 类位于 ActionScript 运行时类层次结构的根位置处。" helpurl="globalClassifier:Object">
					<folder name="方法" id="Methods" tiptext="Object 类的方法" helpurl="globalClassifier:Object">
						<string name="Object" object="Object" text="new Object(%%)" constructor="true" tiptext="创建 Object 对象，并将对该对象的构造函数方法的引用存储在该对象的 constructor 属性中。" version="4" helpurl="Object:Object" playername=""/>
						<string name="hasOwnProperty" object="Object" text=".hasOwnProperty(%名称:String%):Boolean" tiptext="指示对象是否已经定义了指定的属性。" version="4" helpurl="Object:AS3:hasOwnProperty" playername=""/>
						<string name="isPrototypeOf" object="Object" text=".isPrototypeOf(%类:Object%):Boolean" tiptext="指示 Object 类的实例是否在指定为参数的对象的原型链中。" version="4" helpurl="Object:AS3:isPrototypeOf" playername=""/>
						<string name="propertyIsEnumerable" object="Object" text=".propertyIsEnumerable(%名称:String%):Boolean" tiptext="指示指定的属性是否存在、是否可枚举。" version="4" helpurl="Object:AS3:propertyIsEnumerable" playername=""/>
						<string name="setPropertyIsEnumerable" object="Object" text=".setPropertyIsEnumerable(%名称:String[,为枚举值:Boolean=true]%):void" tiptext="设置循环操作动态属性的可用性。" version="4" helpurl="Object:setPropertyIsEnumerable" playername=""/>
						<string name="toLocaleString" object="Object" text=".toLocaleString(%%):String" tiptext="返回此对象的字符串表示形式，格式遵守区域设置特定的惯例。" version="4" helpurl="Object:toLocaleString" playername=""/>
						<string name="toString" object="Object" text=".toString(%%):String" tiptext="返回指定对象的字符串表示形式。" version="4" helpurl="Object:toString" playername=""/>
						<string name="valueOf" object="Object" text=".valueOf(%%):Object" tiptext="返回指定对象的原始值。" version="4" helpurl="Object:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Object 类的属性" helpurl="globalClassifier:Object">
						<string name="constructor" object="Object" text=".constructor" tiptext="对类对象或给定对象实例的构造函数的引用。" version="" helpurl="Object:constructor" playername=""/>
						<string name="prototype" object="Object" text=".prototype" tiptext="对类或函数对象的原型对象的引用。" version="" helpurl="Object:prototype" playername=""/>
					</folder>
				</folder>
				<folder name="QName" id="QName" sort="true" index="true" asAncestors="Object" tiptext="QName 对象表示 XML 元素和属性的限定名。" helpurl="globalClassifier:QName">
					<folder name="方法" id="Methods" tiptext="QName 类的方法" helpurl="globalClassifier:QName">
						<string name="QName" object="QName" text="new QName(%Q名称:QName%)" constructor="true" tiptext="创建一个 QName 对象，该对象是另一个 QName 对象的副本。" version="9" helpurl="QName:QName" playername=""/>
						<string name="QName" object="QName" text="new QName(%URI:Namespace,本地名称:QName%)" constructor="true" tiptext="使用 Namespace 对象中的 URI 对象和 QName 对象中的 localName 创建一个 QName 对象。" version="9" helpurl="QName:QName" playername=""/>
						<string name="toString" object="QName" text=".toString(%%):String" tiptext="返回一个包含 URI 的字符串和 QName 对象的本地名称(用&quot;::&quot;分隔)。" version="9" helpurl="QName:AS3:toString" playername=""/>
						<string name="valueOf" object="QName" text=".valueOf(%%):QName" tiptext="返回 QName 对象。" version="9" helpurl="QName:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="QName 类的属性" helpurl="globalClassifier:QName">
						<string name="localName" object="QName" text=".localName" tiptext="QName 对象的局部名称。" version="" helpurl="QName:localName:get" playername=""/>
						<string name="uri" object="QName" text=".uri" tiptext="QName 对象的统一资源标识符(URI)。" version="" helpurl="QName:uri:get" playername=""/>
					</folder>
				</folder>
				<folder name="RangeError" id="RangeError" sort="true" index="true" asAncestors="Error,Object" tiptext="如果数值不在可接受的范围内，则会引发 RangeError 异常。" helpurl="globalClassifier:RangeError">
					<folder name="方法" id="Methods" tiptext="RangeError 类的方法" helpurl="globalClassifier:RangeError">
						<string name="RangeError" object="RangeError" text="new RangeError(%消息:String%)" constructor="true" tiptext="创建一个新的 RangeError 对象。" version="1.0" helpurl="RangeError:RangeError" playername=""/>
					</folder>
				</folder>
				<folder name="ReferenceError" id="ReferenceError" sort="true" index="true" asAncestors="Error,Object" tiptext="如果尝试对密封(非动态)对象使用未定义属性的引用，将引发 ReferenceError 异常。" helpurl="globalClassifier:ReferenceError">
					<folder name="方法" id="Methods" tiptext="ReferenceError 类的方法" helpurl="globalClassifier:ReferenceError">
						<string name="ReferenceError" object="ReferenceError" text="new ReferenceError(%消息:String%)" constructor="true" tiptext="创建一个新的 ReferenceError 对象。" version="1.0" helpurl="ReferenceError:ReferenceError" playername=""/>
					</folder>
				</folder>
				<folder name="RegExp" id="RegExp" sort="true" index="true" asAncestors="Object" tiptext="RegExp 类允许使用正则表达式(即可用于在字符串中执行搜索和替换文本的模式)。" helpurl="globalClassifier:RegExp">
					<folder name="方法" id="Methods" tiptext="RegExp 类的方法" helpurl="globalClassifier:RegExp">
						<string name="RegExp" object="RegExp" text="new RegExp(%正则表达式:String,标志:String%)" constructor="true" tiptext="允许使用两个字符串来构造正则表达式。" version="9" helpurl="RegExp:RegExp" playername=""/>
						<string name="exec" object="RegExp" text=".exec(%字符串:String%):Object" tiptext="在给定的字符串「字符串」中执行正则表达式搜索。" version="4" helpurl="RegExp:AS3:exec" playername=""/>
						<string name="test" object="RegExp" text=".test(%字符串:String%):Boolean" tiptext="在给定的字符串「字符串」中测试正则表达式是否匹配。" version="4" helpurl="RegExp:AS3:test" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RegExp 类的属性" helpurl="globalClassifier:RegExp">
						<string name="dotall" object="RegExp" text=".dotall" tiptext="指定正则表达式模式中的点字符 (.) 是否与换行符相匹配。" version="" helpurl="RegExp:dotall:get" playername=""/>
						<string name="extended" object="RegExp" text=".extended" tiptext="指定是否为正则表达式使用扩展模式。" version="" helpurl="RegExp:extended:get" playername=""/>
						<string name="global" object="RegExp" text=".global" tiptext="指定是否为正则表达式使用全局匹配。" version="" helpurl="RegExp:global:get" playername=""/>
						<string name="ignoreCase" object="RegExp" text=".ignoreCase" tiptext="指定正则表达式是否忽略大小写。" version="" helpurl="RegExp:ignoreCase:get" playername=""/>
						<string name="lastIndex" object="RegExp" text=".lastIndex" tiptext="指定字符串中开始进行下一次搜索的索引位置。" version="" helpurl="RegExp:lastIndex:get" playername=""/>
						<string name="multiline" object="RegExp" text=".multiline" tiptext="指定是否设置了 m (多行)标志。" version="" helpurl="RegExp:multiline:get" playername=""/>
						<string name="source" object="RegExp" text=".source" tiptext="指定正则表达式的模式部分。" version="" helpurl="RegExp:source:get" playername=""/>
					</folder>
				</folder>
				<folder name="SecurityError" id="SecurityError" sort="true" index="true" asAncestors="Error,Object" tiptext="如果发生某种类型的安全侵犯，则会引发 SecurityError 异常。" helpurl="globalClassifier:SecurityError">
					<folder name="方法" id="Methods" tiptext="SecurityError 类的方法" helpurl="globalClassifier:SecurityError">
						<string name="SecurityError" object="SecurityError" text="new SecurityError(%消息:String%)" constructor="true" tiptext="创建一个新的 SecurityError 对象。" version="1.0" helpurl="SecurityError:SecurityError" playername=""/>
					</folder>
				</folder>
				<folder name="String" id="String" sort="true" index="true" asAncestors="Object" tiptext="String 类为表示一串字符的数据类型。" helpurl="globalClassifier:String">
					<folder name="方法" id="Methods" tiptext="String 类的方法" helpurl="globalClassifier:String">
						<string name="String" object="String" text="new String(%值:String%)" constructor="true" tiptext="创建已初始化为指定字符串的新 String 对象。" version="4" helpurl="String:String" playername=""/>
						<string name="charAt" object="String" text=".charAt(%[索引:Number=0]%):String" tiptext="返回位于索引参数所指定位置处的字符。" version="4" helpurl="String:AS3:charAt" playername=""/>
						<string name="charCodeAt" object="String" text=".charCodeAt(%[索引:Number=0]%):Number" tiptext="返回位于指定索引位置处的字符的数值 Unicode 字符代码。" version="4" helpurl="String:AS3:charCodeAt" playername=""/>
						<string name="concat" object="String" text=".concat(%参数:可变长度参数%):String" tiptext="在 String 对象末尾追加补充参数(如果需要，将它们转换为字符串)并返回结果字符串。" version="4" helpurl="String:AS3:concat" playername=""/>
						<string name="fromCharCode" object="String" text="String.fromCharCode(%字符代码:可变长度参数%):String" static="true" tiptext="返回一个字符串，该字符串由参数中的 Unicode 字符代码所表示的字符组成。" version="4" helpurl="String:AS3:fromCharCode" playername=""/>
						<string name="indexOf" object="String" text=".indexOf(%值:String[,起始索引:Number=0]%):int" tiptext="搜索字符串，并返回在调用字符串内的 起始索引 位置或在该位置之后找到的第一个值匹配项的位置。" version="4" helpurl="String:AS3:indexOf" playername=""/>
						<string name="lastIndexOf" object="String" text=".lastIndexOf(%值:String[,起始索引:Number=0x7FFFFFFF]%):int" tiptext="从右向左搜索字符串，并返回在起始索引之前找到的最后一个值匹配项的索引。" version="4" helpurl="String:AS3:lastIndexOf" playername=""/>
						<string name="localeCompare" object="String" text=".localeCompare(%其它:String,值:可变长度参数%):int" tiptext="比较两个或更多个字符串的排序顺序，并返回整数形式的比较结果。" version="1.0" helpurl="String:AS3:localeCompare" playername=""/>
						<string name="match" object="String" text=".match(%模式:*%):Array" tiptext="对字符串匹配指定模式。" version="1.0" helpurl="String:AS3:match" playername=""/>
						<string name="replace" object="String" text=".replace(%模式:*,替换:Object%):String" tiptext="对字符串匹配指定模式并返回一个新字符串，其中的第一个模式匹配项被替换为 repl 所指定的内容。" version="1.0" helpurl="String:AS3:replace" playername=""/>
						<string name="search" object="String" text=".search(%模式:*%):int" tiptext="搜索指定模式并返回第一个匹配子字符串的索引。" version="1.0" helpurl="String:AS3:search" playername=""/>
						<string name="slice" object="String" text=".slice(%[起始索引:Number=0,结束索引:Number=0x7fffffff]%):String" tiptext="返回一个字符串，该字符串包括从 起始索引 字符(包括该字符)到 结束索引 字符(不包括该字符)的所有字符。" version="1.0" helpurl="String:AS3:slice" playername=""/>
						<string name="split" object="String" text=".split(%分隔符:*[,限制:Number=0x7fffffff]%):Array" tiptext="将 String 对象拆分为一个子字符串数组，方法是在所有出现指定分隔符参数的位置进行拆分。" version="1.0" helpurl="String:AS3:split" playername=""/>
						<string name="substr" object="String" text=".substr(%[起始索引:Number=0,长度:Number=0x7fffffff]%):String" tiptext="返回一个子字符串，该子字符串中的字符是通过从指定的 起始索引 开始，按照 长度 指定的长度截取所得的。" version="1.0" helpurl="String:AS3:substr" playername=""/>
						<string name="substring" object="String" text=".substring(%[起始索引:Number=0,结束索引:Number=0x7fffffff]%):String" tiptext="返回一个字符串，其中包含由 起始索引 指定的字符和一直到 结束索引 - 1 的所有字符。" version="1.0" helpurl="String:AS3:substring" playername=""/>
						<string name="toLocaleLowerCase" object="String" text=".toLocaleLowerCase(%%):String" tiptext="返回此字符串的一个副本，其中所有大写的字符均转换为小写字符。" version="1.0" helpurl="String:AS3:toLocaleLowerCase" playername=""/>
						<string name="toLocaleUpperCase" object="String" text=".toLocaleUpperCase(%%):String" tiptext="返回此字符串的一个副本，其中所有小写的字符均转换为大写字符。" version="1.0" helpurl="String:AS3:toLocaleUpperCase" playername=""/>
						<string name="toLowerCase" object="String" text=".toLowerCase(%%):String" tiptext="返回此字符串的一个副本，其中所有大写的字符均转换为小写字符。" version="1.0" helpurl="String:AS3:toLowerCase" playername=""/>
						<string name="toUpperCase" object="String" text=".toUpperCase(%%):String" tiptext="返回此字符串的一个副本，其中所有小写的字符均转换为大写字符。" version="1.0" helpurl="String:AS3:toUpperCase" playername=""/>
						<string name="valueOf" object="String" text=".valueOf(%%):String" tiptext="返回 String 实例的原始值。" version="1.0" helpurl="String:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="String 类的属性" helpurl="globalClassifier:String">
						<string name="length" object="String" text=".length" tiptext="一个整数，它指定在所指定的 String 对象中的字符数。" version="" helpurl="String:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="SyntaxError" id="SyntaxError" sort="true" index="true" asAncestors="Error,Object" tiptext="由于以下原因之一，当发生分析错误时将引发 SyntaxError 异常：" helpurl="globalClassifier:SyntaxError">
					<folder name="方法" id="Methods" tiptext="SyntaxError 类的方法" helpurl="globalClassifier:SyntaxError">
						<string name="SyntaxError" object="SyntaxError" text="new SyntaxError(%消息:String%)" constructor="true" tiptext="创建一个新的 SyntaxError 对象。" version="1.0" helpurl="SyntaxError:SyntaxError" playername=""/>
					</folder>
				</folder>
				<folder name="TypeError" id="TypeError" sort="true" index="true" asAncestors="Error,Object" tiptext="如果操作数的实际类型与所需类型不同，将引发 TypeError 异常。" helpurl="globalClassifier:TypeError">
					<folder name="方法" id="Methods" tiptext="TypeError 类的方法" helpurl="globalClassifier:TypeError">
						<string name="TypeError" object="TypeError" text="new TypeError(%消息:String%)" constructor="true" tiptext="创建一个新的 TypeError 对象。" version="1.0" helpurl="TypeError:TypeError" playername=""/>
					</folder>
				</folder>
				<folder name="uint" id="uint" sort="true" index="true" asAncestors="Object" tiptext="uint 类提供使用表示 32 位无符号整数的数据类型的方法。" helpurl="globalClassifier:uint">
					<folder name="方法" id="Methods" tiptext="uint 类的方法" helpurl="globalClassifier:uint">
						<string name="uint" object="uint" text="new uint(%数字:Object%)" constructor="true" tiptext="创建新的 uint 对象。" version="4" helpurl="uint:uint" playername=""/>
						<string name="toExponential" object="uint" text=".toExponential(%分数位:uint%):String" tiptext="返回数字的字符串表示形式(采用指数表示法)。" version="4" helpurl="uint:AS3:toExponential" playername=""/>
						<string name="toFixed" object="uint" text=".toFixed(%分数位:uint%):String" tiptext="返回数字的字符串表示形式(采用定点表示法)。" version="4" helpurl="uint:AS3:toFixed" playername=""/>
						<string name="toPrecision" object="uint" text=".toPrecision(%精度:uint%):String" tiptext="返回数字的字符串表示形式(采用指数表示法或定点表示法)。" version="4" helpurl="uint:AS3:toPrecision" playername=""/>
						<string name="toString" object="uint" text=".toString(%基数:uint%):String" tiptext="返回 uint 对象的字符串表示形式。" version="4" helpurl="uint:AS3:toString" playername=""/>
						<string name="valueOf" object="uint" text=".valueOf(%%):uint" tiptext="返回指定 uint 对象的原始 uint 类型值。" version="4" helpurl="uint:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="uint 类的属性" helpurl="globalClassifier:uint">
						<string name="MAX_VALUE" object="uint" text="uint.MAX_VALUE" constant="true" tiptext="可表示的最大 32 位无符号整数为 4,294,967,295。" version="" helpurl="uint:MAX_VALUE" playername=""/>
						<string name="MIN_VALUE" object="uint" text="uint.MIN_VALUE" constant="true" tiptext="可表示的最小无符号整数为 0。" version="" helpurl="uint:MIN_VALUE" playername=""/>
					</folder>
				</folder>
				<folder name="URIError" id="URIError" sort="true" index="true" asAncestors="Error,Object" tiptext="如果采用与某个全局 URI 处理函数的定义相矛盾的方式使用该函数，则会引发 URIError 异常。" helpurl="globalClassifier:URIError">
					<folder name="方法" id="Methods" tiptext="URIError 类的方法" helpurl="globalClassifier:URIError">
						<string name="URIError" object="URIError" text="new URIError(%消息:String%)" constructor="true" tiptext="创建一个新的 URIError 对象。" version="1.0" helpurl="URIError:URIError" playername=""/>
					</folder>
				</folder>
				<folder name="Vector" id="Vector" sort="true" index="true" asAncestors="Object" tiptext="使用 Vector 类可以访问和操作矢量 &amp;#8212; 其元素均具有相同数据类型的数组。" helpurl="globalClassifier:Vector">
					<folder name="方法" id="Methods" tiptext="Vector 类的方法" helpurl="globalClassifier:Vector">
						<string name="Vector" object="Vector" text="new Vector(%[长度:uint=0,固定:Boolean=false]%)" constructor="true" tiptext="使用指定的基本类型创建矢量。" version="4" helpurl="Vector:Vector" playername=""/>
						<string name="concat" object="Vector" text=".concat(%参数:可变长度参数%):Vector$T" tiptext="连接参数中指定的元素。" version="4" helpurl="Vector:AS3:concat" playername=""/>
						<string name="every" object="Vector" text=".every(%回调:Function[,此对象:Object=null]%):Boolean" tiptext="对矢量中的每一项执行测试函数，直到获得对指定的函数返回 false 的项。" version="4" helpurl="Vector:AS3:every" playername=""/>
						<string name="filter" object="Vector" text=".filter(%回调:Function[,this对象:Object=null]%):Vector$T" tiptext="对矢量中的每一项执行测试函数，并返回一个新矢量，其中包含的所有项都对指定的函数返回 true。" version="4" helpurl="Vector:AS3:filter" playername=""/>
						<string name="forEach" object="Vector" text=".forEach(%回调:Function[,此对象:Object=null]%):void" tiptext="对矢量中的每一项执行某个函数。" version="4" helpurl="Vector:AS3:forEach" playername=""/>
						<string name="indexOf" object="Vector" text=".indexOf(%搜索元素:T[,从该索引开始:int=0]%):int" tiptext="搜索矢量中的某个项，并返回该项的索引位置。" version="4" helpurl="Vector:AS3:indexOf" playername=""/>
						<string name="join" object="Vector" text=".join(%[分隔符:String=,]%):String" tiptext="将矢量中的元素转换为字符串。" version="4" helpurl="Vector:AS3:join" playername=""/>
						<string name="lastIndexOf" object="Vector" text=".lastIndexOf(%搜索元素:T[,从该索引开始:int=0x7fffffff]%):int" tiptext="在矢量中搜索一个项（从指定的索引位置向后搜索），并返回匹配项的索引位置。" version="4" helpurl="Vector:AS3:lastIndexOf" playername=""/>
						<string name="map" object="Vector" text=".map(%回调:Function[,this对象:Object=null]%):Vector$T" tiptext="对矢量中的每一项执行函数并返回一个新矢量，其中包含与原始矢量中的每一项的函数调用结果相对应的项。" version="4" helpurl="Vector:AS3:map" playername=""/>
						<string name="pop" object="Vector" text=".pop(%%):T" tiptext="删除矢量中的最后一个元素，并返回该元素。" version="4" helpurl="Vector:AS3:pop" playername=""/>
						<string name="push" object="Vector" text=".push(%参数:可变长度参数%):uint" tiptext="将一个或多个元素添加到矢量的结尾，并返回该矢量的新长度。" version="4" helpurl="Vector:AS3:push" playername=""/>
						<string name="reverse" object="Vector" text=".reverse(%%):Vector$T" tiptext="颠倒矢量中元素的顺序。" version="4" helpurl="Vector:AS3:reverse" playername=""/>
						<string name="shift" object="Vector" text=".shift(%%):T" tiptext="删除矢量中的第一个元素，并返回该元素。" version="4" helpurl="Vector:AS3:shift" playername=""/>
						<string name="slice" object="Vector" text=".slice(%[起始索引:int=0,结束索引:int=16777215]%):Vector$T" tiptext="返回一个新矢量，其中包含原始矢量中某一范围的元素。" version="4" helpurl="Vector:AS3:slice" playername=""/>
						<string name="some" object="Vector" text=".some(%回调:Function[,this 对象:Object=null]%):Boolean" tiptext="对矢量中的每一项执行测试函数，直到获得返回 true 的项。" version="4" helpurl="Vector:AS3:some" playername=""/>
						<string name="sort" object="Vector" text=".sort(%比较函数:Function%):Vector$T" tiptext="对矢量中的元素进行排序。" version="4" helpurl="Vector:AS3:sort" playername=""/>
						<string name="splice" object="Vector" text=".splice(%起始索引:int[,删除计数:uint=4294967295,项目:restParam]%):Vector$T" tiptext="对矢量添加元素以及从矢量中删除元素。" version="4" helpurl="Vector:AS3:splice" playername=""/>
						<string name="toLocaleString" object="Vector" text=".toLocaleString(%%):String" tiptext="返回一个字符串，它表示指定矢量中的元素。" version="4" helpurl="Vector:toLocaleString" playername=""/>
						<string name="toString" object="Vector" text=".toString(%%):String" tiptext="返回一个字符串，它表示矢量中的元素。" version="4" helpurl="Vector:toString" playername=""/>
						<string name="unshift" object="Vector" text=".unshift(%参数:可变长度参数%):uint" tiptext="将一个或多个元素添加到矢量的开头，并返回该矢量的新长度。" version="4" helpurl="Vector:AS3:unshift" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Vector 类的属性" helpurl="globalClassifier:Vector">
						<string name="fixed" object="Vector" text=".fixed" tiptext="指示能否更改矢量的 length 属性。" version="" helpurl="Vector:fixed:get" playername=""/>
						<string name="length" object="Vector" text=".length" tiptext="矢量中可用的有效索引的范围。" version="" helpurl="Vector:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="VerifyError" id="VerifyError" sort="true" index="true" asAncestors="Error,Object" tiptext="VerifyError 类表示一种错误，如果遇到格式不正确或损坏的 SWF 文件，则会出现该错误。" helpurl="globalClassifier:VerifyError">
					<folder name="方法" id="Methods" tiptext="VerifyError 类的方法" helpurl="globalClassifier:VerifyError">
						<string name="VerifyError" object="VerifyError" text="new VerifyError(%消息:String%)" constructor="true" tiptext="创建一个新的 VerifyError 对象。" version="1.0" helpurl="VerifyError:VerifyError" playername=""/>
					</folder>
				</folder>
				<folder name="XML" id="XML" sort="true" index="true" asAncestors="Object" tiptext="XML 类包含用于处理 XML 对象的方法和属性。" helpurl="globalClassifier:XML">
					<folder name="方法" id="Methods" tiptext="XML 类的方法" helpurl="globalClassifier:XML">
						<string name="XML" object="XML" text="new XML(%值:Object%)" constructor="true" tiptext="创建一个新的 XML 对象。" version="9" helpurl="XML:XML" playername=""/>
						<string name="addNamespace" object="XML" text=".addNamespace(%命名空间:Object%):XML" tiptext="可将命名空间添加到该 XML 对象所在范围的命名空间集中。" version="9" helpurl="XML:AS3:addNamespace" playername=""/>
						<string name="appendChild" object="XML" text=".appendChild(%子级:Object%):XML" tiptext="将给定子级追加到 XML 对象属性的末尾。" version="9" helpurl="XML:AS3:appendChild" playername=""/>
						<string name="attribute" object="XML" text=".attribute(%属性名称:*%):XMLList" tiptext="返回其名称与 attributeName 参数相符的属性的 XML 值。" version="9" helpurl="XML:AS3:attribute" playername=""/>
						<string name="attributes" object="XML" text=".attributes(%%):XMLList" tiptext="返回给定 XML 对象的属性值列表。" version="9" helpurl="XML:AS3:attributes" playername=""/>
						<string name="childIndex" object="XML" text=".childIndex(%%):int" tiptext="确定该 XML 对象在其父级上下文中从 0 开始编制索引的位置。" version="9" helpurl="XML:AS3:childIndex" playername=""/>
						<string name="child" object="XML" text=".child(%属性名称:Object%):XMLList" tiptext="列出 XML 对象的子级。" version="9" helpurl="XML:AS3:child" playername=""/>
						<string name="children" object="XML" text=".children(%%):XMLList" tiptext="按 XML 对象的显示顺序列出其子级。" version="9" helpurl="XML:AS3:children" playername=""/>
						<string name="comments" object="XML" text=".comments(%%):XMLList" tiptext="列出包含 XML 注释的 XML 对象的属性。" version="9" helpurl="XML:AS3:comments" playername=""/>
						<string name="contains" object="XML" text=".contains(%值:XML%):Boolean" tiptext="对比该 XML 对象与给定值参数。" version="9" helpurl="XML:AS3:contains" playername=""/>
						<string name="copy" object="XML" text=".copy(%%):XML" tiptext="返回给定 XML 对象的副本。" version="9" helpurl="XML:AS3:copy" playername=""/>
						<string name="defaultSettings" object="XML" text="XML.defaultSettings(%%):Object" static="true" tiptext="返回一个下列属性设置为默认值的对象: ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9" helpurl="XML:AS3:defaultSettings" playername=""/>
						<string name="descendants" object="XML" text=".descendants(%[名称:Object=*]%):XMLList" tiptext="返回包含给定名称参数的 XML 对象的所有后代(子级、孙级、曾孙级等)。" version="9" helpurl="XML:AS3:descendants" playername=""/>
						<string name="elements" object="XML" text=".elements(%[名称:Object=*]%):XMLList" tiptext="列出某 XML 对象的元素。" version="9" helpurl="XML:AS3:elements" playername=""/>
						<string name="hasComplexContent" object="XML" text=".hasComplexContent(%%):Boolean" tiptext="检查该 XML 对象是否包含复杂内容。" version="9" helpurl="XML:AS3:hasComplexContent" playername=""/>
						<string name="hasOwnProperty" object="XML" text=".hasOwnProperty(%p:String%):Boolean" tiptext="检查该对象是否具有 p 参数所指定的属性。" version="9" helpurl="XML:AS3:hasOwnProperty" playername=""/>
						<string name="hasSimpleContent" object="XML" text=".hasSimpleContent(%%):Boolean" tiptext="检查该 XML 对象是否包含简单内容。" version="9" helpurl="XML:AS3:hasSimpleContent" playername=""/>
						<string name="inScopeNamespaces" object="XML" text=".inScopeNamespaces(%%):Array" tiptext="根据该 XML 对象的父级列出其命名空间。" version="9" helpurl="XML:AS3:inScopeNamespaces" playername=""/>
						<string name="insertChildAfter" object="XML" text=".insertChildAfter(%子级1:Object,子级2:Object%)" tiptext="在该 XML 对象的 子级1 参数后插入给定的 子级2 参数并返回生成的对象。" version="9" helpurl="XML:AS3:insertChildAfter" playername=""/>
						<string name="insertChildBefore" object="XML" text=".insertChildBefore(%子级1:Object,子级2:Object%)" tiptext="在该 XML 对象的 子级1 参数前插入给定的 子级2 参数并返回生成的对象。" version="9" helpurl="XML:AS3:insertChildBefore" playername=""/>
						<string name="length" object="XML" text=".length(%%):int" tiptext="对于 XML 对象，该方法始终返回整数 1。" version="9" helpurl="XML:AS3:length" playername=""/>
						<string name="localName" object="XML" text=".localName(%%):Object" tiptext="提供该 XML 对象限定名的本地名称部分。" version="9" helpurl="XML:AS3:localName" playername=""/>
						<string name="name" object="XML" text=".name(%%):Object" tiptext="提供该 XML 对象的限定名。" version="9" helpurl="XML:AS3:name" playername=""/>
						<string name="namespaceDeclarations" object="XML" text=".namespaceDeclarations(%%):Array" tiptext="在该 XML 对象的父级上下文中列出与其关联的命名空间声明。" version="9" helpurl="XML:AS3:namespaceDeclarations" playername=""/>
						<string name="namespace" object="XML" text=".namespace(%[前缀:String=null]%)" tiptext="如果没有提供参数，则提供与该 XML 对象的限定名关联的命名空间。" version="9" helpurl="XML:AS3:namespace" playername=""/>
						<string name="nodeKind" object="XML" text=".nodeKind(%%):String" tiptext="指定节点的类型: 文本、注释、处理指令、属性或元素。" version="9" helpurl="XML:AS3:nodeKind" playername=""/>
						<string name="normalize" object="XML" text=".normalize(%%):XML" tiptext="对于该 XML 对象以及所有子级 XML 对象，合并相邻文本节点并删除空文本节点。" version="9" helpurl="XML:AS3:normalize" playername=""/>
						<string name="parent" object="XML" text=".parent(%%)" tiptext="返回该 XML 对象的父级。" version="9" helpurl="XML:AS3:parent" playername=""/>
						<string name="prependChild" object="XML" text=".prependChild(%值:Object%):XML" tiptext="将提供的子对象的副本插入 XML 元素中，并放在该元素的任何现有 XML 属性前面。" version="9" helpurl="XML:AS3:prependChild" playername=""/>
						<string name="processingInstructions" object="XML" text=".processingInstructions(%[名称:String=*]%):XMLList" tiptext="如果提供了名称参数，则列出 XML 对象中包含带有该名称的处理指令的所有子级。" version="9" helpurl="XML:AS3:processingInstructions" playername=""/>
						<string name="propertyIsEnumerable" object="XML" text=".propertyIsEnumerable(%p:String%):Boolean" tiptext="检查属性 p 是否位于可在应用于该 XML 对象的某个 for..in 语句中遍历的属性集中。" version="9" helpurl="XML:AS3:propertyIsEnumerable" playername=""/>
						<string name="removeNamespace" object="XML" text=".removeNamespace(%命名空间:Namespace%):XML" tiptext="删除该对象及其所有子级的给定命名空间。" version="9" helpurl="XML:AS3:removeNamespace" playername=""/>
						<string name="replace" object="XML" text=".replace(%属性名称:Object,值:XML%):XML" tiptext="用给定的值参数替换属性名称参数所指定的属性。" version="9" helpurl="XML:AS3:replace" playername=""/>
						<string name="setChildren" object="XML" text=".setChildren(%值:Object%):XML" tiptext="用值参数中提供的指定 XML 属性集替换该 XML 对象的子属性。" version="9" helpurl="XML:AS3:setChildren" playername=""/>
						<string name="setLocalName" object="XML" text=".setLocalName(%名称:String%):void" tiptext="将该 XML 对象的本地名称更改为给定的名称参数。" version="9" helpurl="XML:AS3:setLocalName" playername=""/>
						<string name="setName" object="XML" text=".setName(%名称:String%):void" tiptext="将该 XML 对象的名称设置为给定限定名或属性名。" version="9" helpurl="XML:AS3:setName" playername=""/>
						<string name="setNamespace" object="XML" text=".setNamespace(%命名空间:Namespace%):void" tiptext="设置与该 XML 对象关联的命名空间。" version="9" helpurl="XML:AS3:setNamespace" playername=""/>
						<string name="setSettings" object="XML" text="XML.setSettings(%其余参数:可变长度参数%):void" static="true" tiptext="设置下列 XML 属性的值: ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9" helpurl="XML:AS3:setSettings" playername=""/>
						<string name="settings" object="XML" text="XML.settings(%%):Object" static="true" tiptext="检索下列属性: ignoreComments、ignoreProcessingInstructions、ignoreWhitespace、prettyIndent 和 prettyPrinting。" version="9" helpurl="XML:AS3:settings" playername=""/>
						<string name="text" object="XML" text=".text(%%):XMLList" tiptext="返回 XML 对象用来表示 XML 文本节点的所有 XML 属性的 XMLList 对象。" version="9" helpurl="XML:AS3:text" playername=""/>
						<string name="toString" object="XML" text=".toString(%%):String" tiptext="返回 XML 对象的字符串表示形式。" version="9" helpurl="XML:AS3:toString" playername=""/>
						<string name="toXMLString" object="XML" text=".toXMLString(%%):String" tiptext="返回 XML 对象的字符串表示形式。" version="9" helpurl="XML:AS3:toXMLString" playername=""/>
						<string name="valueOf" object="XML" text=".valueOf(%%):XML" tiptext="返回该 XML 对象。" version="9" helpurl="XML:AS3:valueOf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="XML 类的属性" helpurl="globalClassifier:XML">
						<string name="ignoreComments" object="XML" text=".ignoreComments" tiptext="确定当 XML 对象分析源 XML 数据时，是否忽略 XML 注释。" version="" helpurl="XML:ignoreComments:get" playername=""/>
						<string name="ignoreProcessingInstructions" object="XML" text=".ignoreProcessingInstructions" tiptext="确定当 XML 对象分析源 XML 数据时，是否忽略 XML 处理指令。" version="" helpurl="XML:ignoreProcessingInstructions:get" playername=""/>
						<string name="ignoreWhitespace" object="XML" text=".ignoreWhitespace" tiptext="确定分析期间是否忽略文本节点开头和末尾处的空白字符。" version="" helpurl="XML:ignoreWhitespace:get" playername=""/>
						<string name="prettyIndent" object="XML" text=".prettyIndent" tiptext="确定当 XML.prettyPrinting 属性设置为 true 时，toString() 和 toXMLString() 方法所应用的缩进量。" version="" helpurl="XML:prettyIndent:get" playername=""/>
						<string name="prettyPrinting" object="XML" text=".prettyPrinting" tiptext="确定 toString() 和 toXMLString() 方法是否对某些标签之间的空白字符进行规格化。" version="" helpurl="XML:prettyPrinting:get" playername=""/>
					</folder>
				</folder>
				<folder name="XMLList" id="XMLList" sort="true" index="true" asAncestors="Object" tiptext="XMLList 类中包含用于处理一个或多个 XML 元素的方法。" helpurl="globalClassifier:XMLList">
					<folder name="方法" id="Methods" tiptext="XMLList 类的方法" helpurl="globalClassifier:XMLList">
						<string name="XMLList" object="XMLList" text="new XMLList(%值:Object%)" constructor="true" tiptext="创建一个新的 XMLList 对象。" version="9" helpurl="XMLList:XMLList" playername=""/>
						<string name="attribute" object="XMLList" text=".attribute(%属性名称:*%):XMLList" tiptext="调用每个 XML 对象的 attribute() 方法并返回结果的 XMLList 对象。" version="9" helpurl="XMLList:AS3:attribute" playername=""/>
						<string name="attributes" object="XMLList" text=".attributes(%%):XMLList" tiptext="调用每个 XML 对象的 attributes() 方法并返回每个 XML 对象属性的 XMLList 对象。" version="9" helpurl="XMLList:AS3:attributes" playername=""/>
						<string name="child" object="XMLList" text=".child(%属性名称:Object%):XMLList" tiptext="调用每个 XML 对象的 child() 方法并返回包含有序结果的 XMLList 对象。" version="9" helpurl="XMLList:AS3:child" playername=""/>
						<string name="children" object="XMLList" text=".children(%%):XMLList" tiptext="调用每个 XML 对象的 children() 方法并返回包含结果的 XMLList 对象。" version="9" helpurl="XMLList:AS3:children" playername=""/>
						<string name="comments" object="XMLList" text=".comments(%%):XMLList" tiptext="调用每个 XML 对象的 comments() 方法并返回注释的 XMLList。" version="9" helpurl="XMLList:AS3:comments" playername=""/>
						<string name="contains" object="XMLList" text=".contains(%值:XML%):Boolean" tiptext="检查 XMLList 对象是否包含与给定的值参数相等的 XML 对象。" version="9" helpurl="XMLList:AS3:contains" playername=""/>
						<string name="copy" object="XMLList" text=".copy(%%):XMLList" tiptext="返回给定的 XMLList 对象的副本。" version="9" helpurl="XMLList:AS3:copy" playername=""/>
						<string name="descendants" object="XMLList" text=".descendants(%[名称:Object=*]%):XMLList" tiptext="返回包含给定名称参数的 XML 对象的所有后代(子级、孙级、曾孙级等)。" version="9" helpurl="XMLList:AS3:descendants" playername=""/>
						<string name="elements" object="XMLList" text=".elements(%[名称:Object=*]%):XMLList" tiptext="调用每个 XML 对象的 elements() 方法。" version="9" helpurl="XMLList:AS3:elements" playername=""/>
						<string name="hasComplexContent" object="XMLList" text=".hasComplexContent(%%):Boolean" tiptext="检查 XMLList 对象是否包含复杂内容。" version="9" helpurl="XMLList:AS3:hasComplexContent" playername=""/>
						<string name="hasOwnProperty" object="XMLList" text=".hasOwnProperty(%p:String%):Boolean" tiptext="检查由 p 指定的属性。" version="9" helpurl="XMLList:AS3:hasOwnProperty" playername=""/>
						<string name="hasSimpleContent" object="XMLList" text=".hasSimpleContent(%%):Boolean" tiptext="检查 XMLList 对象是否包含简单内容。" version="9" helpurl="XMLList:AS3:hasSimpleContent" playername=""/>
						<string name="length" object="XMLList" text=".length(%%):int" tiptext="返回 XMLList 对象中的属性数。" version="9" helpurl="XMLList:AS3:length" playername=""/>
						<string name="normalize" object="XMLList" text=".normalize(%%):XMLList" tiptext="合并相邻的文本节点，并删除下面每一项中的空文本节点: XMLList 中的所有文本节点、XMLList 中包含的所有 XML 对象，以及 XMLList 中的所有 XML 对象的后代。" version="9" helpurl="XMLList:AS3:normalize" playername=""/>
						<string name="parent" object="XMLList" text=".parent(%%):Object" tiptext="如果 XMLList 对象中的所有项具有相同的父级，则返回 XMLList 对象的父级。" version="9" helpurl="XMLList:AS3:parent" playername=""/>
						<string name="processingInstructions" object="XMLList" text=".processingInstructions(%[名称:String=*]%):XMLList" tiptext="如果提供了名称参数，则列出带有此名称的处理指令所属的 XMLList 对象的所有子级。" version="9" helpurl="XMLList:AS3:processingInstructions" playername=""/>
						<string name="propertyIsEnumerable" object="XMLList" text=".propertyIsEnumerable(%p:String%):Boolean" tiptext="检查属性 p 所在的属性集是否可在应用于 XMLList 对象的 for..in 语句中遍历。" version="9" helpurl="XMLList:AS3:propertyIsEnumerable" playername=""/>
						<string name="text" object="XMLList" text=".text(%%):XMLList" tiptext="调用每个 XML 对象的 text() 方法并返回包含结果的 XMLList 对象。" version="9" helpurl="XMLList:AS3:text" playername=""/>
						<string name="toString" object="XMLList" text=".toString(%%):String" tiptext="返回 XMLList 对象中所有 XML 对象的字符串表示形式。" version="9" helpurl="XMLList:AS3:toString" playername=""/>
						<string name="toXMLString" object="XMLList" text=".toXMLString(%%):String" tiptext="返回 XMLList 对象中所有 XML 对象的字符串表示形式。" version="9" helpurl="XMLList:AS3:toXMLString" playername=""/>
						<string name="valueOf" object="XMLList" text=".valueOf(%%):XMLList" tiptext="返回 XMLList 对象。" version="9" helpurl="XMLList:AS3:valueOf" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="语言元素" id="Language Elements" sort="true" index="true" tiptext="在运行时执行或指定动作的语言元素">
				<folder name="全局函数" id="Global Functions" tiptext="每个脚本中可用的方法" helpurl="globalClassifier:methodSummary">
					<string name="Array" text="Array(%参数:可变长度参数%):Array" tiptext="创建一个新数组。" version="4" helpurl="globalClassifier:Array" playername=""/>
					<string name="Boolean" text="Boolean(%表达式:Object%):Boolean" tiptext="将 expression 参数转换为布尔值并返回该值。" version="4" helpurl="globalClassifier:Boolean" playername=""/>
					<string name="Number" text="Number(%表达式:Object%):Number" tiptext="将给定值转换成数字值。" version="4" helpurl="globalClassifier:Number" playername=""/>
					<string name="Object" text="Object(%值:Object%):Object" tiptext="在 ActionScript 3.0 中，每个值都是一个对象，这意味着对某个值调用 Object() 会返回该值。" version="4" helpurl="globalClassifier:Object" playername=""/>
					<string name="String" text="String(%表达式:Object%):String" tiptext="返回指定参数的字符串表示形式。" version="4" helpurl="globalClassifier:String" playername=""/>
					<string name="Vector" text="Vector(%源数组:Object%):Vector$T" tiptext="创建新的 Vector 实例，其元素为指定数据类型的实例。" version="4" helpurl="globalClassifier:Vector" playername=""/>
					<string name="XMLList" text="XMLList(%表达式:Object%):XMLList" tiptext="将某对象转换成 XMLList 对象。" version="4" helpurl="globalClassifier:XMLList" playername=""/>
					<string name="XML" text="XML(%表达式:Object%):XML" tiptext="将对象转换成 XML 对象。" version="4" helpurl="globalClassifier:XML" playername=""/>
					<string name="decodeURIComponent" text="decodeURIComponent(%uri:String%):String" tiptext="将已编码的 URI 组件解码为字符串。" version="4" helpurl="globalClassifier:decodeURIComponent" playername=""/>
					<string name="decodeURI" text="decodeURI(%uri:String%):String" tiptext="将已编码的 URI 解码为字符串。" version="4" helpurl="globalClassifier:decodeURI" playername=""/>
					<string name="encodeURIComponent" text="encodeURIComponent(%uri:String%):String" tiptext="将字符串编码为有效的 URI 组件。" version="4" helpurl="globalClassifier:encodeURIComponent" playername=""/>
					<string name="encodeURI" text="encodeURI(%uri:String%):String" tiptext="将字符串编码为有效的 URI(统一资源标识符)。" version="4" helpurl="globalClassifier:encodeURI" playername=""/>
					<string name="escape" text="escape(%字符串:String%):String" tiptext="将参数转换为字符串，并以 URL 编码格式对其进行编码，在这种格式中，大多数非字母数字的字符都替换为 % 十六进制序列。" version="4" helpurl="globalClassifier:escape" playername=""/>
					<string name="int" text="int(%值:Number%):int" tiptext="将给定数字值转换成整数值。" version="4" helpurl="globalClassifier:int" playername=""/>
					<string name="isFinite" text="isFinite(%数字:Number%):Boolean" tiptext="如果该值为有限数，则返回 true，如果该值为正无穷大或负无穷大，则返回 false。" version="4" helpurl="globalClassifier:isFinite" playername=""/>
					<string name="isNaN" text="isNaN(%数字:Number%):Boolean" tiptext="如果该值为 NaN(非数字)，则返回 true。" version="4" helpurl="globalClassifier:isNaN" playername=""/>
					<string name="isXMLName" text="isXMLName(%字符串:String%):Boolean" tiptext="确定指定字符串对于 XML 元素或属性是否为有效名称。" version="4" helpurl="globalClassifier:isXMLName" playername=""/>
					<string name="parseFloat" text="parseFloat(%字符串:String%):Number" tiptext="将字符串转换为浮点数。" version="4" helpurl="globalClassifier:parseFloat" playername=""/>
					<string name="parseInt" text="parseInt(%字符串:String[,基数:uint=0]%):Number" tiptext="将字符串转换为整数。" version="4" helpurl="globalClassifier:parseInt" playername=""/>
					<string name="trace" quickey="tr" text="trace(%参数:可变长度参数%):void" tiptext="调试时显示表达式或写入日志文件。" version="4" helpurl="globalClassifier:trace" playername=""/>
					<string name="uint" text="uint(%值:Number%):uint" tiptext="将给定数字值转换成无符号整数值。" version="4" helpurl="globalClassifier:uint" playername=""/>
					<string name="unescape" text="unescape(%字符串:String%):String" tiptext="将参数「字符串」作为字符串计算，从 URL 编码格式解码该字符串(将所有十六进制序列转换成 ASCII 字符)，并返回该字符串。" version="4" helpurl="globalClassifier:unescape" playername=""/>
				</folder>
				<folder name="全局常量" id="Global Constants" tiptext="每个脚本中可用的常量" helpurl="globalClassifier:constantSummary">
					<string name="-Infinity" text="-Infinity" constant="true" tiptext="表示负无穷大的特殊值。" version="" helpurl="globalValue:-Infinity" playername=""/>
					<string name="Infinity" text="Infinity" constant="true" tiptext="表示正无穷大的特殊值。" version="" helpurl="globalValue:Infinity" playername=""/>
					<string name="NaN" text="NaN" constant="true" tiptext="Number 数据类型的一个特殊成员，用来表示&quot;非数字&quot;(NaN)值。" version="" helpurl="globalValue:NaN" playername=""/>
					<string name="undefined" text="undefined" constant="true" tiptext="一个适用于尚未初始化的无类型变量或未初始化的动态对象属性的特殊值。" version="" helpurl="globalValue:undefined" playername=""/>
				</folder>
			</folder>
			<folder name="adobe.utils" id="adobe.utils" sort="true" tiptext="adobe.utils 包的类" helpurl="adobe.utils">
				<folder name="CustomActions" id="[adobe.utils.CustomActions]" sort="true" index="true" asAncestors="Object" tiptext="CustomActions 类的方法使得在 Flash 创作工具中播放的 SWF 文件可以管理任何用该创作工具注册的自定义动作。" helpurl="adobe.utils:CustomActions">
					<folder name="方法" id="Methods" tiptext="CustomActions 类的方法" helpurl="adobe.utils:CustomActions">
						<string name="getActions" object="[adobe.utils.CustomActions]" text="CustomActions.getActions(%名称:String%):String" static="true" tiptext="读取名为名称的自定义动作 XML 定义文件的内容。" version="9" helpurl="adobe.utils:CustomActions:getActions" playername=""/>
						<string name="installActions" object="[adobe.utils.CustomActions]" text="CustomActions.installActions(%名称:String,数据:String%):void" static="true" tiptext="安装由名称参数指定的新自定义动作 XML 定义文件。" version="9" helpurl="adobe.utils:CustomActions:installActions" playername=""/>
						<string name="uninstallActions" object="[adobe.utils.CustomActions]" text="CustomActions.uninstallActions(%名称:String%):void" static="true" tiptext="删除名为名称的自定义动作 XML 定义文件。" version="9" helpurl="adobe.utils:CustomActions:uninstallActions" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CustomActions 类的属性" helpurl="adobe.utils:CustomActions">
						<string name="actionsList" object="[adobe.utils.CustomActions]" text=".actionsList" tiptext="返回一个 Array 对象，该对象包含 Flash 创作工具中所有已注册的自定义动作的名称。" version="" helpurl="adobe.utils:CustomActions:actionsList:get" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="adobe.utils 包的方法" helpurl="adobe.utils">
					<string name="MMEndCommand" text="MMEndCommand(%结束状态:Boolean,通知字符串:String%):void" tiptext="通知承载 SWF 命令的某个应用程序命令已经执行，并指示该应用程序执行或丢弃 MMExecute() 命令所提交的更改。" version="1.5" helpurl="adobe.utils:MMEndCommand" playername=""/>
					<string name="MMExecute" text="MMExecute(%名称:String%):String" tiptext="允许您从 ActionScript 中发出 Flash JavaScript API (JSAPI) 命令。" version="9" helpurl="adobe.utils:MMExecute" playername=""/>
				</folder>
				<folder name="XMLUI" id="[adobe.utils.XMLUI]" sort="true" index="true" asAncestors="Object" tiptext="该 XMLUI 类克实现与 SWF 文件的通讯，SWF 文件作为自定义用户接口用于 Flash 创作工具的扩展功能。" helpurl="adobe.utils:XMLUI">
					<folder name="方法" id="Methods" tiptext="XMLUI 类的方法" helpurl="adobe.utils:XMLUI">
						<string name="accept" object="[adobe.utils.XMLUI]" text="XMLUI.accept(%%):void" static="true" tiptext="使当前的 XMLUI 对话框以&quot;accept&quot;状态关闭。" version="9" helpurl="adobe.utils:XMLUI:accept" playername=""/>
						<string name="cancel" object="[adobe.utils.XMLUI]" text="XMLUI.cancel(%%):void" static="true" tiptext="使当前的 XMLUI 对话框以&quot;cancel&quot;状态关闭。" version="9" helpurl="adobe.utils:XMLUI:cancel" playername=""/>
						<string name="getProperty" object="[adobe.utils.XMLUI]" text="XMLUI.getProperty(%名称:String%):String" static="true" tiptext="检索当前 XMLUI 对话框的指定属性的值。" version="9" helpurl="adobe.utils:XMLUI:getProperty" playername=""/>
						<string name="setProperty" object="[adobe.utils.XMLUI]" text="XMLUI.setProperty(%名称:String,值:String%):void" static="true" tiptext="修改当前 XMLUI 对话框的指定属性的值。" version="9" helpurl="adobe.utils:XMLUI:setProperty" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="air.desktop" id="air.desktop" sort="true" tiptext="air.desktop 包的类" helpurl="air.desktop">
				<folder name="URLFilePromise" id="[air.desktop.URLFilePromise]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="URLFilePromise 类允许将通过 URL 访问的资源作为文件承诺拖动到 AIR 应用程序外。" helpurl="air.desktop:URLFilePromise">
					<folder name="方法" id="Methods" tiptext="URLFilePromise 类的方法" helpurl="air.desktop:URLFilePromise">
						<string name="URLFilePromise" object="[air.desktop.URLFilePromise]" text="new URLFilePromise(%%)" constructor="true" tiptext="创建 URLFilePromise 对象。" version="2.0" helpurl="air.desktop:URLFilePromise:URLFilePromise" playername="AIR"/>
						<string name="close" object="[air.desktop.URLFilePromise]" text=".close(%%):void" tiptext="在拖放操作期间，允许 AIR 运行时在适当时间关闭数据源。" version="2.0" helpurl="air.desktop:URLFilePromise:close" playername="AIR"/>
						<string name="open" object="[air.desktop.URLFilePromise]" text=".open(%%):flash.utils:IDataInput" tiptext="在拖放操作期间，允许 AIR 运行时在适当时间打开数据源。" version="2.0" helpurl="air.desktop:URLFilePromise:open" playername="AIR"/>
						<string name="reportError" object="[air.desktop.URLFilePromise]" text=".reportError(%e:flash.events:ErrorEvent%):void" tiptext="允许 AIR 运行时报告在拖放操作期间发生的错误。" version="2.0" helpurl="air.desktop:URLFilePromise:reportError" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLFilePromise 类的属性" helpurl="air.desktop:URLFilePromise">
						<string name="isAsync" object="[air.desktop.URLFilePromise]" text=".isAsync" tiptext="指示资源数据是否异步可用。" version="" helpurl="air.desktop:URLFilePromise:isAsync:get" playername="AIR"/>
						<string name="relativePath" object="[air.desktop.URLFilePromise]" text=".relativePath" tiptext="已创建的文件的路径和文件名，相对于放置目标。" version="" helpurl="air.desktop:URLFilePromise:relativePath:set" playername="AIR"/>
						<string name="request" object="[air.desktop.URLFilePromise]" text=".request" tiptext="标识作为拖放操作结果复制的资源的 URLRequest。" version="" helpurl="air.desktop:URLFilePromise:request:set" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="URLFilePromise 类的事件" helpurl="air.desktop:URLFilePromise">
						<string name="securityError" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当安全错误阻止文件下载时调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername="AIR"/>
						<string name="httpStatus" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_STATUS{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="为 HTTP 请求报告请求状态代码进行调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername="AIR"/>
						<string name="httpResponseStatus" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="为 HTTP 请求报告响应头进行调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername="AIR"/>
						<string name="ioError" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 IOError 阻止文件下载时进行调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="progress" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当可从基础 URLStream 读取数据块时进行调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="complete" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当文件数据已完全下载时进行调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="open" object="[air.desktop.URLFilePromise]" text=".addEventListener(%类型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,HTTPStatusEvent.HTTP_STATUS,HTTPStatusEvent.HTTP_RESPONSE_STATUS,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当基础 URLStream 连接打开时进行调用。" version="" helpurl="air.desktop:URLFilePromise_flash.events.Event.OPEN_open" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="air.net" id="air.net" sort="true" tiptext="air.net 包的类" helpurl="air.net">
				<folder name="SecureSocketMonitor" id="[air.net.SecureSocketMonitor]" sort="true" index="true" asAncestors="air.net:SocketMonitor,air.net:ServiceMonitor,flash.events:EventDispatcher,Object" tiptext="SecureSocketMonitor 对象监视通过安全套接字层 (SSL) 和传输层安全 (TLS) 协议传输的 TCP 端点的可用性。" helpurl="air.net:SecureSocketMonitor">
					<folder name="方法" id="Methods" tiptext="SecureSocketMonitor 类的方法" helpurl="air.net:SecureSocketMonitor">
						<string name="SecureSocketMonitor" object="[air.net.SecureSocketMonitor]" text="new SecureSocketMonitor(%主机:String,端口:int%)" constructor="true" tiptext="为指定的 TCP 端点创建 SecureSocketMonitor 对象。" version="2.0" helpurl="air.net:SecureSocketMonitor:SecureSocketMonitor" playername="AIR"/>
						<string name="createSocket" object="[air.net.SecureSocketMonitor]" text=".createSocket(%%):flash.net:Socket" tiptext="创建一个 SecureSocket 对象。" version="2.0" helpurl="air.net:SecureSocketMonitor:createSocket" playername="AIR"/>
						<string name="toString" object="[air.net.SecureSocketMonitor]" text=".toString(%%):String" tiptext="返回指定对象的字符串表示形式。" version="2.0" helpurl="air.net:SecureSocketMonitor:toString" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ServiceMonitor" id="[air.net.ServiceMonitor]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ServiceMonitor 类实现用于监视网络服务的状态和可用性的框架。" helpurl="air.net:ServiceMonitor">
					<folder name="方法" id="Methods" tiptext="ServiceMonitor 类的方法" helpurl="air.net:ServiceMonitor">
						<string name="ServiceMonitor" object="[air.net.ServiceMonitor]" text="new ServiceMonitor(%%)" constructor="true" tiptext="创建 ServiceMonitor 对象。" version="1.0" helpurl="air.net:ServiceMonitor:ServiceMonitor" playername="AIR"/>
						<string name="checkStatus" object="[air.net.ServiceMonitor]" text=".checkStatus(%%):void" tiptext="检查服务状态。" version="1.0" helpurl="air.net:ServiceMonitor:checkStatus" playername="AIR"/>
						<string name="makeJavascriptSubclass" object="[air.net.ServiceMonitor]" text="ServiceMonitor.makeJavascriptSubclass(%构造函数:Object%):void" static="true" tiptext="将公共 ServiceMonitor 方法添加到 JavaScript 构造函数的原型中。" version="1.0" helpurl="air.net:ServiceMonitor:makeJavascriptSubclass" playername="AIR"/>
						<string name="start" object="[air.net.ServiceMonitor]" text=".start(%%):void" tiptext="启动服务监视器。" version="1.0" helpurl="air.net:ServiceMonitor:start" playername="AIR"/>
						<string name="stop" object="[air.net.ServiceMonitor]" text=".stop(%%):void" tiptext="停止监视服务。" version="1.0" helpurl="air.net:ServiceMonitor:stop" playername="AIR"/>
						<string name="toString" object="[air.net.ServiceMonitor]" text=".toString(%%):String" tiptext="返回指定对象的字符串表示形式。" version="1.0" helpurl="air.net:ServiceMonitor:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ServiceMonitor 类的属性" helpurl="air.net:ServiceMonitor">
						<string name="available" object="[air.net.ServiceMonitor]" text=".available" tiptext="当前是否将服务视为&quot;可用&quot;。初始值为 false，直至状态检查将该属性设置为 true，或者该属性被显式初始化为 true。通常，此属性是由子类或专用函数中的 checkStatus() 实现设置的，但是，如果应用程序具有与服务可用性有关的独立信息（例如，请求刚刚成功或失败），则可以显式设置该属性。" version="" helpurl="air.net:ServiceMonitor:available:get" playername="AIR"/>
						<string name="lastStatusUpdate" object="[air.net.ServiceMonitor]" text=".lastStatusUpdate" tiptext="上次更新状态的时间。" version="" helpurl="air.net:ServiceMonitor:lastStatusUpdate:get" playername="AIR"/>
						<string name="pollInterval" object="[air.net.ServiceMonitor]" text=".pollInterval" tiptext="服务器的轮询间隔（以毫秒为单位）。" version="" helpurl="air.net:ServiceMonitor:pollInterval:get" playername="AIR"/>
						<string name="running" object="[air.net.ServiceMonitor]" text=".running" tiptext="是否已启动监视器。" version="" helpurl="air.net:ServiceMonitor:running:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ServiceMonitor 类的事件" helpurl="air.net:ServiceMonitor">
						<string name="status" object="[air.net.ServiceMonitor]" text=".addEventListener(%类型:String=StatusEvent.STATUS{StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示服务状态已更改。" version="" helpurl="air.net:ServiceMonitor_flash.events.StatusEvent.STATUS_status" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SocketMonitor" id="[air.net.SocketMonitor]" sort="true" index="true" asAncestors="air.net:ServiceMonitor,flash.events:EventDispatcher,Object" tiptext="SocketMonitor 对象监视 TCP 端点的可用性。" helpurl="air.net:SocketMonitor">
					<folder name="方法" id="Methods" tiptext="SocketMonitor 类的方法" helpurl="air.net:SocketMonitor">
						<string name="SocketMonitor" object="[air.net.SocketMonitor]" text="new SocketMonitor(%主机:String,端口:int%)" constructor="true" tiptext="为指定的 TCP 端点创建 SocketMonitor 对象。" version="1.0" helpurl="air.net:SocketMonitor:SocketMonitor" playername="AIR"/>
						<string name="checkStatus" object="[air.net.SocketMonitor]" text=".checkStatus(%%):void" tiptext="如果调用 SocketMonitor 对象的 checkStatus() 方法，则会导致应用程序尝试连接到套接字以检查 connect 事件。" version="1.0" helpurl="air.net:SocketMonitor:checkStatus" playername="AIR"/>
						<string name="createSocket" object="[air.net.SocketMonitor]" text=".createSocket(%%):flash.net:Socket" tiptext="创建一个 Socket 对象。" version="1.0" helpurl="air.net:SocketMonitor:createSocket" playername="AIR"/>
						<string name="toString" object="[air.net.SocketMonitor]" text=".toString(%%):String" tiptext="返回指定对象的字符串表示形式。" version="1.0" helpurl="air.net:SocketMonitor:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SocketMonitor 类的属性" helpurl="air.net:SocketMonitor">
						<string name="host" object="[air.net.SocketMonitor]" text=".host" tiptext="所监视的主机。" version="" helpurl="air.net:SocketMonitor:host:get" playername="AIR"/>
						<string name="port" object="[air.net.SocketMonitor]" text=".port" tiptext="所监视的端口。" version="" helpurl="air.net:SocketMonitor:port:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="URLMonitor" id="[air.net.URLMonitor]" sort="true" index="true" asAncestors="air.net:ServiceMonitor,flash.events:EventDispatcher,Object" tiptext="URLMonitor 类监视基于 HTTP 或 HTTPS 的服务的可用性。" helpurl="air.net:URLMonitor">
					<folder name="方法" id="Methods" tiptext="URLMonitor 类的方法" helpurl="air.net:URLMonitor">
						<string name="URLMonitor" object="[air.net.URLMonitor]" text="new URLMonitor(%url请求:flash.net:URLRequest[,可接受的状态代码:Array=null]%)" constructor="true" tiptext="为指定的基于 HTTP 或 HTTPS 的服务创建 URLMonitor 对象。" version="1.0" helpurl="air.net:URLMonitor:URLMonitor" playername="AIR"/>
						<string name="checkStatus" object="[air.net.URLMonitor]" text=".checkStatus(%%):void" tiptext="尝试在后台从 URL 加载内容，以检查返回的 HTTP 状态代码。" version="1.0" helpurl="air.net:URLMonitor:checkStatus" playername="AIR"/>
						<string name="toString" object="[air.net.URLMonitor]" text=".toString(%%):String" tiptext="返回指定对象的字符串表示形式。" version="1.0" helpurl="air.net:URLMonitor:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLMonitor 类的属性" helpurl="air.net:URLMonitor">
						<string name="acceptableStatusCodes" object="[air.net.URLMonitor]" text=".acceptableStatusCodes" tiptext="表示成功结果的数值状态代码。" version="" helpurl="air.net:URLMonitor:acceptableStatusCodes:get" playername="AIR"/>
						<string name="urlRequest" object="[air.net.URLMonitor]" text=".urlRequest" tiptext="表示探查请求的 URLRequest 对象。" version="" helpurl="air.net:URLMonitor:urlRequest:get" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="air.update" id="air.update" sort="true" tiptext="air.update 包的类" helpurl="air.update">
				<folder name="ApplicationUpdater" id="[air.update.ApplicationUpdater]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ApplicationUpdater 类定义适用于 Adobe&amp;#xAE; AIR&amp;#xAE; 应用程序的更新框架的基本功能，而且不提供任何默认用户界面。" helpurl="air.update:ApplicationUpdater">
					<folder name="方法" id="Methods" tiptext="ApplicationUpdater 类的方法" helpurl="air.update:ApplicationUpdater">
						<string name="ApplicationUpdater" object="[air.update.ApplicationUpdater]" text="new ApplicationUpdater(%%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update:ApplicationUpdater:ApplicationUpdater" playername="AIR"/>
						<string name="cancelUpdate" object="[air.update.ApplicationUpdater]" text=".cancelUpdate(%%):void" tiptext="取消更新过程。" version="1.5" helpurl="air.update:ApplicationUpdater:cancelUpdate" playername="AIR"/>
						<string name="checkForUpdate" object="[air.update.ApplicationUpdater]" text=".checkForUpdate(%%):void" tiptext="异步下载并解释更新描述符文件。" version="1.5" helpurl="air.update:ApplicationUpdater:checkForUpdate" playername="AIR"/>
						<string name="checkNow" object="[air.update.ApplicationUpdater]" text=".checkNow(%%):void" tiptext="开始更新过程。" version="1.5" helpurl="air.update:ApplicationUpdater:checkNow" playername="AIR"/>
						<string name="downloadUpdate" object="[air.update.ApplicationUpdater]" text=".downloadUpdate(%%):void" tiptext="异步下载更新文件。" version="1.5" helpurl="air.update:ApplicationUpdater:downloadUpdate" playername="AIR"/>
						<string name="initialize" object="[air.update.ApplicationUpdater]" text=".initialize(%%):void" tiptext="初始化更新程序。" version="1.5" helpurl="air.update:ApplicationUpdater:initialize" playername="AIR"/>
						<string name="installFromAIRFile" object="[air.update.ApplicationUpdater]" text=".installFromAIRFile(%文件:flash.filesystem:File%):void" tiptext="使用本地 AIR 文件开始更新过程。" version="1.5" helpurl="air.update:ApplicationUpdater:installFromAIRFile" playername="AIR"/>
						<string name="installUpdate" object="[air.update.ApplicationUpdater]" text=".installUpdate(%%):void" tiptext="安装更新文件。" version="1.5" helpurl="air.update:ApplicationUpdater:installUpdate" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplicationUpdater 类的属性" helpurl="air.update:ApplicationUpdater">
						<string name="configurationFile" object="[air.update.ApplicationUpdater]" text=".configurationFile" tiptext="设置 delay 和 updateURL 属性值的配置文件的位置。" version="" helpurl="air.update:ApplicationUpdater:configurationFile:get" playername="AIR"/>
						<string name="currentState" object="[air.update.ApplicationUpdater]" text=".currentState" tiptext="更新程序的内部状态。" version="" helpurl="air.update:ApplicationUpdater:currentState:get" playername="AIR"/>
						<string name="currentVersion" object="[air.update.ApplicationUpdater]" text=".currentVersion" tiptext="应用程序的当前版本。" version="" helpurl="air.update:ApplicationUpdater:currentVersion:get" playername="AIR"/>
						<string name="delay" object="[air.update.ApplicationUpdater]" text=".delay" tiptext="定期检查新更新的间隔时间（以天为单位）。" version="" helpurl="air.update:ApplicationUpdater:delay:get" playername="AIR"/>
						<string name="isFirstRun" object="[air.update.ApplicationUpdater]" text=".isFirstRun" tiptext="是否为更新成功后的第一次运行，如果是则为 true，否则为 false。" version="" helpurl="air.update:ApplicationUpdater:isFirstRun:get" playername="AIR"/>
						<string name="isNewerVersionFunction" object="[air.update.ApplicationUpdater]" text=".isNewerVersionFunction" tiptext="更新程序应该用于执行版本比较的函数。" version="" helpurl="air.update:ApplicationUpdater:isNewerVersionFunction:get" playername="AIR"/>
						<string name="previousApplicationStorageDirectory" object="[air.update.ApplicationUpdater]" text=".previousApplicationStorageDirectory" tiptext="应用程序存储目录的上一个位置（如果该位置在更新后有所改变）。" version="" helpurl="air.update:ApplicationUpdater:previousApplicationStorageDirectory:get" playername="AIR"/>
						<string name="previousVersion" object="[air.update.ApplicationUpdater]" text=".previousVersion" tiptext="应用程序的早期版本。" version="" helpurl="air.update:ApplicationUpdater:previousVersion:get" playername="AIR"/>
						<string name="updateDescriptor" object="[air.update.ApplicationUpdater]" text=".updateDescriptor" tiptext="从更新 URL 下载的更新描述符文件的内容。" version="" helpurl="air.update:ApplicationUpdater:updateDescriptor:get" playername="AIR"/>
						<string name="updateURL" object="[air.update.ApplicationUpdater]" text=".updateURL" tiptext="更新描述符文件的位置。" version="" helpurl="air.update:ApplicationUpdater:updateURL:get" playername="AIR"/>
						<string name="wasPendingUpdate" object="[air.update.ApplicationUpdater]" text=".wasPendingUpdate" tiptext="即使无法安装延迟更新，是否也存此更新，如果存在，则为 true；如果不存在，则为 false。" version="" helpurl="air.update:ApplicationUpdater:wasPendingUpdate:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ApplicationUpdater 类的事件" helpurl="air.update:ApplicationUpdater">
						<string name="error" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在初始化或更新过程期间出错时调度（如果发生某些意外）。" version="" helpurl="air.update:ApplicationUpdater_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="progress" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在下载更新文件时进行调度。" version="" helpurl="air.update:ApplicationUpdater_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="fileUpdateError" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当验证在 installFromAIRFile() 方法调用中作为 airFile 参数传递的文件出错时调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR_fileUpdateError" playername="AIR"/>
						<string name="fileUpdateStatus" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=StatusFileUpdateEvent.FILE_UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新程序成功验证对 installFromAIRFile() 方法的调用中的文件后调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusFileUpdateEvent.FILE_UPDATE_STATUS_fileUpdateStatus" playername="AIR"/>
						<string name="downloadError" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=DownloadErrorEvent.DOWNLOAD_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在连接或下载更新文件出错时调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.DownloadErrorEvent.DOWNLOAD_ERROR_downloadError" playername="AIR"/>
						<string name="updateError" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=StatusUpdateErrorEvent.UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在尝试下载或分析更新描述符文件出错时调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusUpdateErrorEvent.UPDATE_ERROR_updateError" playername="AIR"/>
						<string name="updateStatus" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=StatusUpdateEvent.UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新程序成功下载并解释更新描述符文件后调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.StatusUpdateEvent.UPDATE_STATUS_updateStatus" playername="AIR"/>
						<string name="beforeInstall" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=UpdateEvent.BEFORE_INSTALL{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用 installUpdate() 方法之后、安装更新之前调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.BEFORE_INSTALL_beforeInstall" playername="AIR"/>
						<string name="downloadComplete" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=UpdateEvent.DOWNLOAD_COMPLETE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当更新文件下载完成时调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.DOWNLOAD_COMPLETE_downloadComplete" playername="AIR"/>
						<string name="downloadStart" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=UpdateEvent.DOWNLOAD_START{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用 downloadUpdate() 方法并建立与服务器的连接后调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.DOWNLOAD_START_downloadStart" playername="AIR"/>
						<string name="checkForUpdate" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=UpdateEvent.CHECK_FOR_UPDATE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新过程开始之前，更新程序尝试下载更新描述符文件前一刻调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.CHECK_FOR_UPDATE_checkForUpdate" playername="AIR"/>
						<string name="initialized" object="[air.update.ApplicationUpdater]" text=".addEventListener(%类型:String=UpdateEvent.INITIALIZED{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在初始化完成后调度。" version="" helpurl="air.update:ApplicationUpdater_air.update.events.UpdateEvent.INITIALIZED_initialized" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ApplicationUpdaterUI" id="[air.update.ApplicationUpdaterUI]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ApplicationUpdaterUI 类定义适用于 Adobe&amp;#xAE; AIR&amp;#xAE; 应用程序的更新框架的基本功能，并提供默认用户界面。" helpurl="air.update:ApplicationUpdaterUI">
					<folder name="方法" id="Methods" tiptext="ApplicationUpdaterUI 类的方法" helpurl="air.update:ApplicationUpdaterUI">
						<string name="ApplicationUpdaterUI" object="[air.update.ApplicationUpdaterUI]" text="new ApplicationUpdaterUI(%%):void" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:ApplicationUpdaterUI" playername="AIR"/>
						<string name="addResources" object="[air.update.ApplicationUpdaterUI]" text=".addResources(%语言:String,资源:Object%):void" tiptext="针对指定的语言动态添加新资源捆绑。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:addResources" playername="AIR"/>
						<string name="cancelUpdate" object="[air.update.ApplicationUpdaterUI]" text=".cancelUpdate(%%):void" tiptext="取消更新过程。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:cancelUpdate" playername="AIR"/>
						<string name="checkNow" object="[air.update.ApplicationUpdaterUI]" text=".checkNow(%%):void" tiptext="开始更新过程。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:checkNow" playername="AIR"/>
						<string name="initialize" object="[air.update.ApplicationUpdaterUI]" text=".initialize(%%):void" tiptext="初始化更新程序。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:initialize" playername="AIR"/>
						<string name="installFromAIRFile" object="[air.update.ApplicationUpdaterUI]" text=".installFromAIRFile(%文件:flash.filesystem:File%):void" tiptext="使用本地 AIR 文件开始更新过程。" version="1.5" helpurl="air.update:ApplicationUpdaterUI:installFromAIRFile" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplicationUpdaterUI 类的属性" helpurl="air.update:ApplicationUpdaterUI">
						<string name="configurationFile" object="[air.update.ApplicationUpdaterUI]" text=".configurationFile" tiptext="设置 delay 和 updateURL 属性值的配置文件的位置。" version="" helpurl="air.update:ApplicationUpdaterUI:configurationFile:get" playername="AIR"/>
						<string name="currentVersion" object="[air.update.ApplicationUpdaterUI]" text=".currentVersion" tiptext="应用程序的当前版本。" version="" helpurl="air.update:ApplicationUpdaterUI:currentVersion:get" playername="AIR"/>
						<string name="delay" object="[air.update.ApplicationUpdaterUI]" text=".delay" tiptext="定期检查新更新的间隔时间（以天为单位）。" version="" helpurl="air.update:ApplicationUpdaterUI:delay:get" playername="AIR"/>
						<string name="isCheckForUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isCheckForUpdateVisible" tiptext="启用&quot;检查更新&quot;、&quot;无更新&quot;和&quot;更新错误&quot;对话框的可见性。" version="" helpurl="air.update:ApplicationUpdaterUI:isCheckForUpdateVisible:get" playername="AIR"/>
						<string name="isDownloadProgressVisible" object="[air.update.ApplicationUpdaterUI]" text=".isDownloadProgressVisible" tiptext="启用&quot;下载更新&quot;对话框的可见性。" version="" helpurl="air.update:ApplicationUpdaterUI:isDownloadProgressVisible:get" playername="AIR"/>
						<string name="isDownloadUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isDownloadUpdateVisible" tiptext="启用&quot;下载更新&quot;对话框的可见性。" version="" helpurl="air.update:ApplicationUpdaterUI:isDownloadUpdateVisible:get" playername="AIR"/>
						<string name="isFileUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isFileUpdateVisible" tiptext="启用&quot;文件更新&quot;、&quot;文件无更新&quot;和&quot;文件错误&quot;对话框的可见性。" version="" helpurl="air.update:ApplicationUpdaterUI:isFileUpdateVisible:get" playername="AIR"/>
						<string name="isFirstRun" object="[air.update.ApplicationUpdaterUI]" text=".isFirstRun" tiptext="是否为更新成功后的第一次运行，如果是则为 true，否则为 false。" version="" helpurl="air.update:ApplicationUpdaterUI:isFirstRun:get" playername="AIR"/>
						<string name="isInstallUpdateVisible" object="[air.update.ApplicationUpdaterUI]" text=".isInstallUpdateVisible" tiptext="启用&quot;安装更新&quot;对话框的可见性。" version="" helpurl="air.update:ApplicationUpdaterUI:isInstallUpdateVisible:get" playername="AIR"/>
						<string name="isNewerVersionFunction" object="[air.update.ApplicationUpdaterUI]" text=".isNewerVersionFunction" tiptext="更新程序应该用于执行版本比较的函数。" version="" helpurl="air.update:ApplicationUpdaterUI:isNewerVersionFunction:get" playername="AIR"/>
						<string name="isUnexpectedErrorVisible" object="[air.update.ApplicationUpdaterUI]" text=".isUnexpectedErrorVisible" tiptext="启用 UnexpectedError 对话框的可见性。" version="" helpurl="air.update:ApplicationUpdaterUI:isUnexpectedErrorVisible:get" playername="AIR"/>
						<string name="isUpdateInProgress" object="[air.update.ApplicationUpdaterUI]" text=".isUpdateInProgress" tiptext="Boolean 属性，在运行更新时为 true，否则为 false。" version="" helpurl="air.update:ApplicationUpdaterUI:isUpdateInProgress:get" playername="AIR"/>
						<string name="localeChain" object="[air.update.ApplicationUpdaterUI]" text=".localeChain" tiptext="定义用户界面使用的区域设置链的数组。" version="" helpurl="air.update:ApplicationUpdaterUI:localeChain:get" playername="AIR"/>
						<string name="previousApplicationStorageDirectory" object="[air.update.ApplicationUpdaterUI]" text=".previousApplicationStorageDirectory" tiptext="应用程序存储目录的上一个位置（如果该位置在更新后有所改变）。" version="" helpurl="air.update:ApplicationUpdaterUI:previousApplicationStorageDirectory:get" playername="AIR"/>
						<string name="previousVersion" object="[air.update.ApplicationUpdaterUI]" text=".previousVersion" tiptext="应用程序的早期版本。" version="" helpurl="air.update:ApplicationUpdaterUI:previousVersion:get" playername="AIR"/>
						<string name="updateDescriptor" object="[air.update.ApplicationUpdaterUI]" text=".updateDescriptor" tiptext="从更新 URL 下载的更新描述符文件的内容。" version="" helpurl="air.update:ApplicationUpdaterUI:updateDescriptor:get" playername="AIR"/>
						<string name="updateURL" object="[air.update.ApplicationUpdaterUI]" text=".updateURL" tiptext="更新描述符文件的位置。" version="" helpurl="air.update:ApplicationUpdaterUI:updateURL:get" playername="AIR"/>
						<string name="wasPendingUpdate" object="[air.update.ApplicationUpdaterUI]" text=".wasPendingUpdate" tiptext="即使无法安装延迟更新，是否也存此更新，如果存在，则为 true；如果不存在，则为 false。" version="" helpurl="air.update:ApplicationUpdaterUI:wasPendingUpdate:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ApplicationUpdaterUI 类的事件" helpurl="air.update:ApplicationUpdaterUI">
						<string name="error" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在初始化或更新过程期间出错时调度（如果发生某些意外）。" version="" helpurl="air.update:ApplicationUpdaterUI_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="progress" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在下载更新文件时进行调度。" version="" helpurl="air.update:ApplicationUpdaterUI_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="fileUpdateError" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当验证在 installFromAIRFile() 方法调用中作为 airFile 参数传递的文件出错时调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR_fileUpdateError" playername="AIR"/>
						<string name="fileUpdateStatus" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=StatusFileUpdateEvent.FILE_UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新程序成功验证对 installFromAIRFile() 方法的调用中的文件后调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusFileUpdateEvent.FILE_UPDATE_STATUS_fileUpdateStatus" playername="AIR"/>
						<string name="downloadError" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=DownloadErrorEvent.DOWNLOAD_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在连接或下载更新文件出错时调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.DownloadErrorEvent.DOWNLOAD_ERROR_downloadError" playername="AIR"/>
						<string name="updateError" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=StatusUpdateErrorEvent.UPDATE_ERROR{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在尝试下载或分析更新描述符文件出错时调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusUpdateErrorEvent.UPDATE_ERROR_updateError" playername="AIR"/>
						<string name="updateStatus" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=StatusUpdateEvent.UPDATE_STATUS{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新程序成功下载并解释更新描述符文件后调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.StatusUpdateEvent.UPDATE_STATUS_updateStatus" playername="AIR"/>
						<string name="beforeInstall" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=UpdateEvent.BEFORE_INSTALL{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用 installUpdate() 方法之后、安装更新之前调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.BEFORE_INSTALL_beforeInstall" playername="AIR"/>
						<string name="downloadComplete" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=UpdateEvent.DOWNLOAD_COMPLETE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当更新文件下载完成时调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.DOWNLOAD_COMPLETE_downloadComplete" playername="AIR"/>
						<string name="downloadStart" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=UpdateEvent.DOWNLOAD_START{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用 downloadUpdate() 方法并建立与服务器的连接后调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.DOWNLOAD_START_downloadStart" playername="AIR"/>
						<string name="checkForUpdate" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=UpdateEvent.CHECK_FOR_UPDATE{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新过程开始之前，更新程序尝试下载更新描述符文件前一刻调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.CHECK_FOR_UPDATE_checkForUpdate" playername="AIR"/>
						<string name="initialized" object="[air.update.ApplicationUpdaterUI]" text=".addEventListener(%类型:String=UpdateEvent.INITIALIZED{ErrorEvent.ERROR,ProgressEvent.PROGRESS,StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR,StatusFileUpdateEvent.FILE_UPDATE_STATUS,DownloadErrorEvent.DOWNLOAD_ERROR,StatusUpdateErrorEvent.UPDATE_ERROR,StatusUpdateEvent.UPDATE_STATUS,UpdateEvent.BEFORE_INSTALL,UpdateEvent.DOWNLOAD_COMPLETE,UpdateEvent.DOWNLOAD_START,UpdateEvent.CHECK_FOR_UPDATE,UpdateEvent.INITIALIZED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在初始化完成后调度。" version="" helpurl="air.update:ApplicationUpdaterUI_air.update.events.UpdateEvent.INITIALIZED_initialized" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="air.update.events" id="air.update.events" sort="true" tiptext="air.update.events 包的类" helpurl="air.update.events">
				<folder name="DownloadErrorEvent" id="[air.update.events.DownloadErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="当下载更新文件出错时，ApplicationUpdater 或 ApplicationUpdaterUI 对象将调度 DownloadErrorEvent 对象。" helpurl="air.update.events:DownloadErrorEvent">
					<folder name="方法" id="Methods" tiptext="DownloadErrorEvent 类的方法" helpurl="air.update.events:DownloadErrorEvent">
						<string name="DownloadErrorEvent" object="[air.update.events.DownloadErrorEvent]" text="new DownloadErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0,子错误ID:int=0]%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update.events:DownloadErrorEvent:DownloadErrorEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.DownloadErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="" helpurl="air.update.events:DownloadErrorEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.DownloadErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含对象的所有属性。" version="" helpurl="air.update.events:DownloadErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DownloadErrorEvent 类的属性" helpurl="air.update.events:DownloadErrorEvent">
						<string name="DOWNLOAD_ERROR" object="[air.update.events.DownloadErrorEvent]" text="DownloadErrorEvent.DOWNLOAD_ERROR" constant="true" tiptext="DownloadErrorEvent.DOWNLOAD_ERROR 常量定义 downloadError 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:DownloadErrorEvent:DOWNLOAD_ERROR" playername="AIR"/>
						<string name="subErrorID" object="[air.update.events.DownloadErrorEvent]" text=".subErrorID" tiptext="提供除 errorId 属性之外的信息。" version="" helpurl="air.update.events:DownloadErrorEvent:subErrorID" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusFileUpdateErrorEvent" id="[air.update.events.StatusFileUpdateErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="如果在下载或解析更新描述符文件时调用 ApplicationUpdater 对象的 checkForUpdate() 方法遇到错误，将调度 StatusUpdateFileErrorEvent。" helpurl="air.update.events:StatusFileUpdateErrorEvent">
					<folder name="方法" id="Methods" tiptext="StatusFileUpdateErrorEvent 类的方法" helpurl="air.update.events:StatusFileUpdateErrorEvent">
						<string name="StatusFileUpdateErrorEvent" object="[air.update.events.StatusFileUpdateErrorEvent]" text="new StatusFileUpdateErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update.events:StatusFileUpdateErrorEvent:StatusFileUpdateErrorEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusFileUpdateErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="" helpurl="air.update.events:StatusFileUpdateErrorEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.StatusFileUpdateErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含对象的所有属性。" version="" helpurl="air.update.events:StatusFileUpdateErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StatusFileUpdateErrorEvent 类的属性" helpurl="air.update.events:StatusFileUpdateErrorEvent">
						<string name="FILE_UPDATE_ERROR" object="[air.update.events.StatusFileUpdateErrorEvent]" text="StatusFileUpdateErrorEvent.FILE_UPDATE_ERROR" constant="true" tiptext="StatusUpdateErrorEvent.UPDATE_ERROR 常量定义 statusUpdateError 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:StatusFileUpdateErrorEvent:FILE_UPDATE_ERROR" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusFileUpdateEvent" id="[air.update.events.StatusFileUpdateEvent]" sort="true" index="true" asAncestors="air.update.events:UpdateEvent,flash.events:Event,Object" tiptext="在更新程序成功验证对 installFromAIRFile() 方法的调用中的文件后调度。" helpurl="air.update.events:StatusFileUpdateEvent">
					<folder name="方法" id="Methods" tiptext="StatusFileUpdateEvent 类的方法" helpurl="air.update.events:StatusFileUpdateEvent">
						<string name="StatusFileUpdateEvent" object="[air.update.events.StatusFileUpdateEvent]" text="new StatusFileUpdateEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,可用:Boolean=false,版本:String,路径:String]%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update.events:StatusFileUpdateEvent:StatusFileUpdateEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusFileUpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="创建对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.5" helpurl="air.update.events:StatusFileUpdateEvent:clone" playername="AIR"/>
						<string name="toString" object="[air.update.events.StatusFileUpdateEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含对象的所有属性。" version="1.5" helpurl="air.update.events:StatusFileUpdateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StatusFileUpdateEvent 类的属性" helpurl="air.update.events:StatusFileUpdateEvent">
						<string name="FILE_UPDATE_STATUS" object="[air.update.events.StatusFileUpdateEvent]" text="StatusFileUpdateEvent.FILE_UPDATE_STATUS" constant="true" tiptext="StatusUpdateEvent.UPDATE_STATUS 常量定义 updateStatus 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:StatusFileUpdateEvent:FILE_UPDATE_STATUS" playername="AIR"/>
						<string name="available" object="[air.update.events.StatusFileUpdateEvent]" text=".available" tiptext="指示是否存在当前应用程序版本之外的其它可用版本，如果存在，则为 true；如果不存在，则为 false。" version="" helpurl="air.update.events:StatusFileUpdateEvent:available" playername="AIR"/>
						<string name="path" object="[air.update.events.StatusFileUpdateEvent]" text=".path" tiptext="在对 installFromAIRFile() 方法的调用中，由 airFile 参数指定的更新 File 对象的 nativePath 属性。" version="" helpurl="air.update.events:StatusFileUpdateEvent:path" playername="AIR"/>
						<string name="versionLabel" object="[air.update.events.StatusFileUpdateEvent]" text=".versionLabel" tiptext="更新的版本标签字符串。" version="" helpurl="air.update.events:StatusFileUpdateEvent:versionLabel" playername="AIR"/>
						<string name="version" object="[air.update.events.StatusFileUpdateEvent]" text=".version" tiptext="更新的版本字符串。" version="" helpurl="air.update.events:StatusFileUpdateEvent:version" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusUpdateErrorEvent" id="[air.update.events.StatusUpdateErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="如果在下载或解析更新描述符文件时调用 ApplicationUpdater 对象的 checkForUpdate() 方法遇到错误，将调度 StatusUpdateErrorEvent。" helpurl="air.update.events:StatusUpdateErrorEvent">
					<folder name="方法" id="Methods" tiptext="StatusUpdateErrorEvent 类的方法" helpurl="air.update.events:StatusUpdateErrorEvent">
						<string name="StatusUpdateErrorEvent" object="[air.update.events.StatusUpdateErrorEvent]" text="new StatusUpdateErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0,子错误ID:int=0]%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update.events:StatusUpdateErrorEvent:StatusUpdateErrorEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusUpdateErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.StatusUpdateErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含对象的所有属性。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StatusUpdateErrorEvent 类的属性" helpurl="air.update.events:StatusUpdateErrorEvent">
						<string name="UPDATE_ERROR" object="[air.update.events.StatusUpdateErrorEvent]" text="StatusUpdateErrorEvent.UPDATE_ERROR" constant="true" tiptext="StatusUpdateErrorEvent.UPDATE_ERROR 常量定义 statusUpdateError 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:UPDATE_ERROR" playername="AIR"/>
						<string name="subErrorID" object="[air.update.events.StatusUpdateErrorEvent]" text=".subErrorID" tiptext="提供除 errorId 属性之外的信息。" version="" helpurl="air.update.events:StatusUpdateErrorEvent:subErrorID" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StatusUpdateEvent" id="[air.update.events.StatusUpdateEvent]" sort="true" index="true" asAncestors="air.update.events:UpdateEvent,flash.events:Event,Object" tiptext="Updater 对象在更新程序成功下载和解释更新描述符文件后调度 StatusUpdateEvent 对象。" helpurl="air.update.events:StatusUpdateEvent">
					<folder name="方法" id="Methods" tiptext="StatusUpdateEvent 类的方法" helpurl="air.update.events:StatusUpdateEvent">
						<string name="StatusUpdateEvent" object="[air.update.events.StatusUpdateEvent]" text="new StatusUpdateEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,可用:Boolean=false,版本:String,详细信息:Array=null,版本标签:String]%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update.events:StatusUpdateEvent:StatusUpdateEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.StatusUpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="创建对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.5" helpurl="air.update.events:StatusUpdateEvent:clone" playername="AIR"/>
						<string name="toString" object="[air.update.events.StatusUpdateEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含对象的所有属性。" version="1.5" helpurl="air.update.events:StatusUpdateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StatusUpdateEvent 类的属性" helpurl="air.update.events:StatusUpdateEvent">
						<string name="UPDATE_STATUS" object="[air.update.events.StatusUpdateEvent]" text="StatusUpdateEvent.UPDATE_STATUS" constant="true" tiptext="StatusUpdateEvent.UPDATE_STATUS 常量定义 updateStatus 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:StatusUpdateEvent:UPDATE_STATUS" playername="AIR"/>
						<string name="available" object="[air.update.events.StatusUpdateEvent]" text=".available" tiptext="指示更新是否可用。" version="" helpurl="air.update.events:StatusUpdateEvent:available" playername="AIR"/>
						<string name="details" object="[air.update.events.StatusUpdateEvent]" text=".details" tiptext="定义各个支持的语言的详细信息字符串的数组。" version="" helpurl="air.update.events:StatusUpdateEvent:details" playername="AIR"/>
						<string name="versionLabel" object="[air.update.events.StatusUpdateEvent]" text=".versionLabel" tiptext="更新的版本标签字符串。" version="" helpurl="air.update.events:StatusUpdateEvent:versionLabel" playername="AIR"/>
						<string name="version" object="[air.update.events.StatusUpdateEvent]" text=".version" tiptext="更新的版本字符串。" version="" helpurl="air.update.events:StatusUpdateEvent:version" playername="AIR"/>
					</folder>
				</folder>
				<folder name="UpdateEvent" id="[air.update.events.UpdateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="UpdateEvent 由 ApplicationUpdater 对象在更新过程期间调度。" helpurl="air.update.events:UpdateEvent">
					<folder name="方法" id="Methods" tiptext="UpdateEvent 类的方法" helpurl="air.update.events:UpdateEvent">
						<string name="UpdateEvent" object="[air.update.events.UpdateEvent]" text="new UpdateEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="air.update.events:UpdateEvent:UpdateEvent" playername="AIR"/>
						<string name="clone" object="[air.update.events.UpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="创建对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="" helpurl="air.update.events:UpdateEvent:clone" playername=""/>
						<string name="toString" object="[air.update.events.UpdateEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含对象的所有属性。" version="" helpurl="air.update.events:UpdateEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UpdateEvent 类的属性" helpurl="air.update.events:UpdateEvent">
						<string name="BEFORE_INSTALL" object="[air.update.events.UpdateEvent]" text="UpdateEvent.BEFORE_INSTALL" constant="true" tiptext="UpdateEvent.BEFORE_INSTALL 常量定义 beforeInstall 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:UpdateEvent:BEFORE_INSTALL" playername="AIR"/>
						<string name="CHECK_FOR_UPDATE" object="[air.update.events.UpdateEvent]" text="UpdateEvent.CHECK_FOR_UPDATE" constant="true" tiptext="UpdateEvent.CHECK_FOR_UPDATE 常量定义 checkForUpdate 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:UpdateEvent:CHECK_FOR_UPDATE" playername="AIR"/>
						<string name="DOWNLOAD_COMPLETE" object="[air.update.events.UpdateEvent]" text="UpdateEvent.DOWNLOAD_COMPLETE" constant="true" tiptext="UpdateEvent.DOWNLOAD_COMPLETE 常量定义 downloadComplete 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:UpdateEvent:DOWNLOAD_COMPLETE" playername="AIR"/>
						<string name="DOWNLOAD_START" object="[air.update.events.UpdateEvent]" text="UpdateEvent.DOWNLOAD_START" constant="true" tiptext="UpdateEvent.DOWNLOAD_START 常量定义 downloadStart 事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:UpdateEvent:DOWNLOAD_START" playername="AIR"/>
						<string name="INITIALIZED" object="[air.update.events.UpdateEvent]" text="UpdateEvent.INITIALIZED" constant="true" tiptext="UpdateEvent.INITIALIZED 常量定义初始化事件的事件对象的 type 属性的值。" version="" helpurl="air.update.events:UpdateEvent:INITIALIZED" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.accessibility" id="fl.accessibility" sort="true" tiptext="fl.accessibility 包的类" helpurl="fl.accessibility">
				<folder name="AccImpl" id="[fl.accessibility.AccImpl]" sort="true" index="true" asAncestors="flash.accessibility:AccessibilityImplementation,Object" tiptext="AccImpl 类(也称为 Accessibility Implementation 类)是用于在组件中实现辅助功能的基类。" helpurl="fl.accessibility:AccImpl">
					<folder name="方法" id="Methods" tiptext="AccImpl 类的方法" helpurl="fl.accessibility:AccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.AccImpl]" text="AccImpl.enableAccessibility(%%):void" static="true" tiptext="启用组件的辅助功能。" version="1.0" helpurl="fl.accessibility:AccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="ButtonAccImpl" id="[fl.accessibility.ButtonAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="ButtonAccImpl 类(也称为 Button Accessibility Implementation 类)可实现 Button 组件与屏幕读取器之间的通讯。" helpurl="fl.accessibility:ButtonAccImpl">
					<folder name="方法" id="Methods" tiptext="ButtonAccImpl 类的方法" helpurl="fl.accessibility:ButtonAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.ButtonAccImpl]" text="ButtonAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 Button 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:ButtonAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="CheckBoxAccImpl" id="[fl.accessibility.CheckBoxAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="CheckBoxAccImpl 类(也称为 CheckBox Accessibility Implementation 类)用于使 CheckBox 组件具备辅助功能。" helpurl="fl.accessibility:CheckBoxAccImpl">
					<folder name="方法" id="Methods" tiptext="CheckBoxAccImpl 类的方法" helpurl="fl.accessibility:CheckBoxAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.CheckBoxAccImpl]" text="CheckBoxAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 CheckBox 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:CheckBoxAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="ComboBoxAccImpl" id="[fl.accessibility.ComboBoxAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="ComboBoxAccImpl 类(也称为 ComboBox Accessibility Implementation 类)用于使 ComboBox 组件具备辅助功能。" helpurl="fl.accessibility:ComboBoxAccImpl">
					<folder name="方法" id="Methods" tiptext="ComboBoxAccImpl 类的方法" helpurl="fl.accessibility:ComboBoxAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.ComboBoxAccImpl]" text="ComboBoxAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 ComboBox 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:ComboBoxAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridAccImpl" id="[fl.accessibility.DataGridAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="DataGridAccImpl 类(也称为 DataGrid Accessibility Implementation 类)用于使 DataGrid 组件具备辅助功能。" helpurl="fl.accessibility:DataGridAccImpl">
					<folder name="方法" id="Methods" tiptext="DataGridAccImpl 类的方法" helpurl="fl.accessibility:DataGridAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.DataGridAccImpl]" text="DataGridAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 DataGrid 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:DataGridAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="LabelButtonAccImpl" id="[fl.accessibility.LabelButtonAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="LabelButtonAccImpl 类(也称为 LabelButton Accessibility Implementation 类)用于使 LabelButton 组件具备辅助功能。" helpurl="fl.accessibility:LabelButtonAccImpl">
					<folder name="方法" id="Methods" tiptext="LabelButtonAccImpl 类的方法" helpurl="fl.accessibility:LabelButtonAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.LabelButtonAccImpl]" text="LabelButtonAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 LabelButton 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:LabelButtonAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="ListAccImpl" id="[fl.accessibility.ListAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="ListAccImpl 类(也称为 List Accessiblity Implementation 类)用于使 List 组件具备辅助功能。" helpurl="fl.accessibility:ListAccImpl">
					<folder name="方法" id="Methods" tiptext="ListAccImpl 类的方法" helpurl="fl.accessibility:ListAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.ListAccImpl]" text="ListAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 List 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:ListAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="RadioButtonAccImpl" id="[fl.accessibility.RadioButtonAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:CheckBoxAccImpl,fl.accessibility:LabelButtonAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="RadioButtonAccImpl 类(也称为 RadioButton Accessibility Implementation 类)用于使 RadioButton 组件具备辅助功能。" helpurl="fl.accessibility:RadioButtonAccImpl">
					<folder name="方法" id="Methods" tiptext="RadioButtonAccImpl 类的方法" helpurl="fl.accessibility:RadioButtonAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.RadioButtonAccImpl]" text="RadioButtonAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 RadioButton 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:RadioButtonAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="SelectableListAccImpl" id="[fl.accessibility.SelectableListAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="SelectableListAccImpl 类(也称为 SelectableList Accessibility Implementation 类)用于使 SelectableList 组件具备辅助功能。" helpurl="fl.accessibility:SelectableListAccImpl">
					<folder name="方法" id="Methods" tiptext="SelectableListAccImpl 类的方法" helpurl="fl.accessibility:SelectableListAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.SelectableListAccImpl]" text="SelectableListAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 SelectableList 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:SelectableListAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="TileListAccImpl" id="[fl.accessibility.TileListAccImpl]" sort="true" index="true" asAncestors="fl.accessibility:SelectableListAccImpl,fl.accessibility:AccImpl,flash.accessibility:AccessibilityImplementation,Object" tiptext="TileListAccImpl 类(也称为 Tile List Accessibility Implementation 类)用于使 TileList 组件具备辅助功能。" helpurl="fl.accessibility:TileListAccImpl">
					<folder name="方法" id="Methods" tiptext="TileListAccImpl 类的方法" helpurl="fl.accessibility:TileListAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.TileListAccImpl]" text="TileListAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 TileList 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:TileListAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
				<folder name="UIComponentAccImpl" id="[fl.accessibility.UIComponentAccImpl]" sort="true" index="true" asAncestors="flash.accessibility:AccessibilityProperties,Object" tiptext="UIComponentAccImpl 类(也称为 UIComponent Accessibility Implementation 类)用于使 UIComponent 具备辅助功能。" helpurl="fl.accessibility:UIComponentAccImpl">
					<folder name="方法" id="Methods" tiptext="UIComponentAccImpl 类的方法" helpurl="fl.accessibility:UIComponentAccImpl">
						<string name="enableAccessibility" object="[fl.accessibility.UIComponentAccImpl]" text="UIComponentAccImpl.enableAccessibility(%%):void" static="true" tiptext="启用 UIComponent 组件的辅助功能。" version="1.0" helpurl="fl.accessibility:UIComponentAccImpl:enableAccessibility" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.containers" id="fl.containers" sort="true" tiptext="fl.containers 包的类" helpurl="fl.containers">
				<folder name="BaseScrollPane" id="[fl.containers.BaseScrollPane]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="BaseScrollPane 类处理滚动窗格的基本功能，其中包括事件、设置样式、绘制蒙版和背景、滚动条的布局以及处理滚动位置。" helpurl="fl.containers:BaseScrollPane">
					<folder name="方法" id="Methods" tiptext="BaseScrollPane 类的方法" helpurl="fl.containers:BaseScrollPane">
						<string name="BaseScrollPane" object="[fl.containers.BaseScrollPane]" text="new BaseScrollPane(%%)" constructor="true" tiptext="创建新的 BaseScrollPane 组件实例。" version="1.0" helpurl="fl.containers:BaseScrollPane:BaseScrollPane" playername=""/>
						<string name="getStyleDefinition" object="[fl.containers.BaseScrollPane]" text="BaseScrollPane.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.containers:BaseScrollPane:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BaseScrollPane 类的属性" helpurl="fl.containers:BaseScrollPane">
						<string name="horizontalLineScrollSize" object="[fl.containers.BaseScrollPane]" text=".horizontalLineScrollSize" tiptext="获取或设置一个值，该值描述在单击滚动箭头时要水平滚动的内容量。" version="" helpurl="fl.containers:BaseScrollPane:horizontalLineScrollSize:get" playername=""/>
						<string name="horizontalPageScrollSize" object="[fl.containers.BaseScrollPane]" text=".horizontalPageScrollSize" tiptext="获取或设置在按滚动条轨道时，滚动滑块在水平滚动条上的移动量，以像素为单位。" version="" helpurl="fl.containers:BaseScrollPane:horizontalPageScrollSize:get" playername=""/>
						<string name="horizontalScrollBar" object="[fl.containers.BaseScrollPane]" text=".horizontalScrollBar" tiptext="获取对水平滚动条的引用。" version="" helpurl="fl.containers:BaseScrollPane:horizontalScrollBar:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[fl.containers.BaseScrollPane]" text=".horizontalScrollPolicy" tiptext="获取或设置一个值，该值指示水平滚动条的状态。" version="" helpurl="fl.containers:BaseScrollPane:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".horizontalScrollPosition" tiptext="获取或设置一个值，该值描述水平滚动条在滚动窗格中的水平位置，以像素为单位。" version="" helpurl="fl.containers:BaseScrollPane:horizontalScrollPosition:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".maxHorizontalScrollPosition" tiptext="获取当前内容的最大水平滚动位置，以像素为单位。" version="" helpurl="fl.containers:BaseScrollPane:maxHorizontalScrollPosition:get" playername=""/>
						<string name="maxVerticalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".maxVerticalScrollPosition" tiptext="获取当前内容的最大垂直滚动位置，以像素为单位。" version="" helpurl="fl.containers:BaseScrollPane:maxVerticalScrollPosition:get" playername=""/>
						<string name="useBitmapScrolling" object="[fl.containers.BaseScrollPane]" text=".useBitmapScrolling" tiptext="设置为 true 时，滚动内容的 cacheAsBitmap 属性设置为 true；设置为 false 时，则关闭该值。" version="" helpurl="fl.containers:BaseScrollPane:useBitmapScrolling:get" playername=""/>
						<string name="verticalLineScrollSize" object="[fl.containers.BaseScrollPane]" text=".verticalLineScrollSize" tiptext="获取或设置一个值，该值描述在单击滚动箭头时要垂直滚动的像素数。" version="" helpurl="fl.containers:BaseScrollPane:verticalLineScrollSize:get" playername=""/>
						<string name="verticalPageScrollSize" object="[fl.containers.BaseScrollPane]" text=".verticalPageScrollSize" tiptext="获取或设置在按滚动条轨道时，滚动滑块在垂直滚动条上的移动量，以像素为单位。" version="" helpurl="fl.containers:BaseScrollPane:verticalPageScrollSize:get" playername=""/>
						<string name="verticalScrollBar" object="[fl.containers.BaseScrollPane]" text=".verticalScrollBar" tiptext="获取对垂直滚动条的引用。" version="" helpurl="fl.containers:BaseScrollPane:verticalScrollBar:get" playername=""/>
						<string name="verticalScrollPolicy" object="[fl.containers.BaseScrollPane]" text=".verticalScrollPolicy" tiptext="获取或设置一个值，该值指示垂直滚动条的状态。" version="" helpurl="fl.containers:BaseScrollPane:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[fl.containers.BaseScrollPane]" text=".verticalScrollPosition" tiptext="获取或设置一个值，该值描述垂直滚动条在滚动窗格中的垂直位置，以像素为单位。" version="" helpurl="fl.containers:BaseScrollPane:verticalScrollPosition:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="BaseScrollPane 类的事件" helpurl="fl.containers:BaseScrollPane">
						<string name="scroll" object="[fl.containers.BaseScrollPane]" text=".addEventListener(%类型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户使用组件上的滚动条或鼠标设备上的滚轮滚动内容时调度。" version="" helpurl="fl.containers:BaseScrollPane_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollPane" id="[fl.containers.ScrollPane]" sort="true" index="true" asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ScrollPane 组件在可滚动区域显示各个显示对象和 JPEG、GIF 及 PNG 文件，也可以显示 SWF 文件。" helpurl="fl.containers:ScrollPane">
					<folder name="方法" id="Methods" tiptext="ScrollPane 类的方法" helpurl="fl.containers:ScrollPane">
						<string name="ScrollPane" object="[fl.containers.ScrollPane]" text="new ScrollPane(%%)" constructor="true" tiptext="创建新的 ScrollPane 组件实例。" version="1.0" helpurl="fl.containers:ScrollPane:ScrollPane" playername=""/>
						<string name="getStyleDefinition" object="[fl.containers.ScrollPane]" text="ScrollPane.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.containers:ScrollPane:getStyleDefinition" playername=""/>
						<string name="load" object="[fl.containers.ScrollPane]" text=".load(%请求:flash.net:URLRequest[,上下文:flash.system:LoaderContext=null]%):void" tiptext="此方法的请求参数仅接受 source 属性中包含字符串、类或 URLRequest 对象的 URLRequest 对象。" version="1.0" helpurl="fl.containers:ScrollPane:load" playername=""/>
						<string name="refreshPane" object="[fl.containers.ScrollPane]" text=".refreshPane(%%):void" tiptext="重新加载滚动窗格中的内容。" version="1.0" helpurl="fl.containers:ScrollPane:refreshPane" playername=""/>
						<string name="update" object="[fl.containers.ScrollPane]" text=".update(%%):void" tiptext="基于内容的宽度和高度来刷新滚动条的属性。" version="1.0" helpurl="fl.containers:ScrollPane:update" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ScrollPane 类的属性" helpurl="fl.containers:ScrollPane">
						<string name="bytesLoaded" object="[fl.containers.ScrollPane]" text=".bytesLoaded" tiptext="获取已加载内容的字节数。" version="" helpurl="fl.containers:ScrollPane:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.containers.ScrollPane]" text=".bytesTotal" tiptext="获取要加载的内容的字节数。" version="" helpurl="fl.containers:ScrollPane:bytesTotal:get" playername=""/>
						<string name="content" object="[fl.containers.ScrollPane]" text=".content" tiptext="获取一个对已加载到滚动窗格中的内容的引用。" version="" helpurl="fl.containers:ScrollPane:content:get" playername=""/>
						<string name="percentLoaded" object="[fl.containers.ScrollPane]" text=".percentLoaded" tiptext="获取 0 到 100 之间的一个数字，该数字指示已加载内容的百分比。" version="" helpurl="fl.containers:ScrollPane:percentLoaded:get" playername=""/>
						<string name="scrollDrag" object="[fl.containers.ScrollPane]" text=".scrollDrag" tiptext="获取或设置一个值，该值指示当用户在滚动窗格中拖动内容时是否发生滚动。" version="" helpurl="fl.containers:ScrollPane:scrollDrag:get" playername=""/>
						<string name="source" object="[fl.containers.ScrollPane]" text=".source" tiptext="获取或设置以下内容 绝对或相对 URL (该 URL 标识要加载的 SWF 或图像文件的位置)、库中影片剪辑的类名称、对显示对象的引用或者与组件位于同一层上的影片剪辑的实例名称。" version="" helpurl="fl.containers:ScrollPane:source:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ScrollPane 类的事件" helpurl="fl.containers:ScrollPane">
						<string name="securityError" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在内容加载过程中发生安全性错误之后调度。" version="" helpurl="fl.containers:ScrollPane_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="open" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在网络操作开始之后调度。" version="" helpurl="fl.containers:ScrollPane_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在发生输入或输出错误之后调度。" version="" helpurl="fl.containers:ScrollPane_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="init" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=Event.INIT{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="已加载的 SWF 文件的属性和方法可访问时进行调度。" version="" helpurl="fl.containers:ScrollPane_flash.events.Event.INIT_init" playername=""/>
						<string name="complete" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="完成内容加载时调度。" version="" helpurl="fl.containers:ScrollPane_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="progress" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载内容时调度。" version="" helpurl="fl.containers:ScrollPane_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="scroll" object="[fl.containers.ScrollPane]" text=".addEventListener(%类型:String=ScrollEvent.SCROLL{SecurityErrorEvent.SECURITY_ERROR,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE,ProgressEvent.PROGRESS,ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户使用组件上的滚动条或鼠标设备上的滚轮滚动内容时调度。" version="" helpurl="fl.containers:ScrollPane_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
					</folder>
				</folder>
				<folder name="UILoader" id="[fl.containers.UILoader]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="使用 UILoader 类，可以设置要加载的内容，然后在运行时监视加载操作。" helpurl="fl.containers:UILoader">
					<folder name="方法" id="Methods" tiptext="UILoader 类的方法" helpurl="fl.containers:UILoader">
						<string name="UILoader" object="[fl.containers.UILoader]" text="new UILoader(%%)" constructor="true" tiptext="创建新的 UILoader 组件实例。" version="1.0" helpurl="fl.containers:UILoader:UILoader" playername=""/>
						<string name="close" object="[fl.containers.UILoader]" text=".close(%%):void" tiptext="取消当前正在对 Loader 实例执行的 load() 方法操作。" version="1.0" helpurl="fl.containers:UILoader:close" playername=""/>
						<string name="getStyleDefinition" object="[fl.containers.UILoader]" text="UILoader.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.containers:UILoader:getStyleDefinition" playername=""/>
						<string name="loadBytes" object="[fl.containers.UILoader]" text=".loadBytes(%字节:flash.utils:ByteArray[,上下文:flash.system:LoaderContext=null]%):void" tiptext="加载存储在 ByteArray 对象中的二进制数据。" version="1.0" helpurl="fl.containers:UILoader:loadBytes" playername=""/>
						<string name="load" object="[fl.containers.UILoader]" text=".load(%[请求:flash.net:URLRequest=null,上下文:flash.system:LoaderContext=null]%):void" tiptext="加载指定的内容，如果未指定任何内容，则从 source 属性所标识的位置加载内容。" version="1.0" helpurl="fl.containers:UILoader:load" playername=""/>
						<string name="setSize" object="[fl.containers.UILoader]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="将组件调整为所要求的大小。" version="1.0" helpurl="fl.containers:UILoader:setSize" playername=""/>
						<string name="unload" object="[fl.containers.UILoader]" text=".unload(%%):void" tiptext="删除通过使用 load() 方法或 source 属性加载的此 UILoader 对象的一个子级。" version="1.0" helpurl="fl.containers:UILoader:unload" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UILoader 类的属性" helpurl="fl.containers:UILoader">
						<string name="autoLoad" object="[fl.containers.UILoader]" text=".autoLoad" tiptext="获取或设置一个值，该值指示 UILoader 实例是否会自动加载指定的内容。" version="" helpurl="fl.containers:UILoader:autoLoad:get" playername=""/>
						<string name="bytesLoaded" object="[fl.containers.UILoader]" text=".bytesLoaded" tiptext="获取已加载内容的字节数。" version="" helpurl="fl.containers:UILoader:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.containers.UILoader]" text=".bytesTotal" tiptext="获取要加载的内容的字节数。" version="" helpurl="fl.containers:UILoader:bytesTotal:get" playername=""/>
						<string name="content" object="[fl.containers.UILoader]" text=".content" tiptext="包含通过使用 load() 方法或通过设置 source 属性加载的 SWF 文件或图像文件(JPEG、PNG 或 GIF 格式文件)的根显示对象。" version="" helpurl="fl.containers:UILoader:content:get" playername=""/>
						<string name="maintainAspectRatio" object="[fl.containers.UILoader]" text=".maintainAspectRatio" tiptext="获取或设置一个值，该值指示是要保持原始图像中使用的高宽比，还是要将图像的大小调整为 UILoader 组件的当前宽度和高度。" version="" helpurl="fl.containers:UILoader:maintainAspectRatio:get" playername=""/>
						<string name="percentLoaded" object="[fl.containers.UILoader]" text=".percentLoaded" tiptext="获取 0 到 100 之间的一个数字，该数字指示已加载内容的百分比。" version="" helpurl="fl.containers:UILoader:percentLoaded:get" playername=""/>
						<string name="scaleContent" object="[fl.containers.UILoader]" text=".scaleContent" tiptext="获取或设置一个值，该值指示是否要自动将图像缩放到 UILoader 实例的大小。" version="" helpurl="fl.containers:UILoader:scaleContent:get" playername=""/>
						<string name="source" object="[fl.containers.UILoader]" text=".source" tiptext="获取或设置以下内容 绝对或相对 URL (该 URL 标识要加载的 SWF 或图像文件的位置)、库中影片剪辑的类名称、对显示对象的引用或者与组件位于同一层上的影片剪辑的实例名称。" version="" helpurl="fl.containers:UILoader:source:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="UILoader 类的事件" helpurl="fl.containers:UILoader">
						<string name="securityError" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在内容加载过程中发生安全性错误之后调度。" version="" helpurl="fl.containers:UILoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="resize" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=ComponentEvent.RESIZE{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调整组件大小之后调度。" version="" helpurl="fl.containers:UILoader_fl.events.ComponentEvent.RESIZE_resize" playername=""/>
						<string name="progress" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当加载内容时调度。" version="" helpurl="fl.containers:UILoader_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在网络操作开始之后调度。" version="" helpurl="fl.containers:UILoader_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在发生输入或输出错误之后调度。" version="" helpurl="fl.containers:UILoader_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="init" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=Event.INIT{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="已加载的 SWF 文件的属性和方法可访问时进行调度。" version="" helpurl="fl.containers:UILoader_flash.events.Event.INIT_init" playername=""/>
						<string name="complete" object="[fl.containers.UILoader]" text=".addEventListener(%类型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,ComponentEvent.RESIZE,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在内容加载完成时调度。" version="" helpurl="fl.containers:UILoader_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls" id="fl.controls" sort="true" tiptext="fl.controls 包的类" helpurl="fl.controls">
				<folder name="BaseButton" id="[fl.controls.BaseButton]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="BaseButton 类是所有按钮组件的基类，定义所有按钮共有的属性和方法。" helpurl="fl.controls:BaseButton">
					<folder name="方法" id="Methods" tiptext="BaseButton 类的方法" helpurl="fl.controls:BaseButton">
						<string name="BaseButton" object="[fl.controls.BaseButton]" text="new BaseButton(%%)" constructor="true" tiptext="创建新的 BaseButton 实例。" version="1.0" helpurl="fl.controls:BaseButton:BaseButton" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.BaseButton]" text="BaseButton.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:BaseButton:getStyleDefinition" playername=""/>
						<string name="setMouseState" object="[fl.controls.BaseButton]" text=".setMouseState(%状态:String%):void" tiptext="通过 ActionScript 设置鼠标状态。" version="1.0" helpurl="fl.controls:BaseButton:setMouseState" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BaseButton 类的属性" helpurl="fl.controls:BaseButton">
						<string name="autoRepeat" object="[fl.controls.BaseButton]" text=".autoRepeat" tiptext="获取或设置一个布尔值，该值指示当用户在组件上按下鼠标按键时，buttonDown 事件是否调度了多次。" version="" helpurl="fl.controls:BaseButton:autoRepeat:get" playername=""/>
						<string name="enabled" object="[fl.controls.BaseButton]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户输入。" version="" helpurl="fl.controls:BaseButton:enabled:get" playername=""/>
						<string name="selected" object="[fl.controls.BaseButton]" text=".selected" tiptext="获取或设置一个布尔值，该值指示切换按钮是否处于选中状态。" version="" helpurl="fl.controls:BaseButton:selected:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="BaseButton 类的事件" helpurl="fl.controls:BaseButton">
						<string name="change" object="[fl.controls.BaseButton]" text=".addEventListener(%类型:String=Event.CHANGE{Event.CHANGE,ComponentEvent.BUTTON_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当切换 Button 组件的选中属性值发生变化时调度。" version="" helpurl="fl.controls:BaseButton_flash.events.Event.CHANGE_change" playername=""/>
						<string name="buttonDown" object="[fl.controls.BaseButton]" text=".addEventListener(%类型:String=ComponentEvent.BUTTON_DOWN{Event.CHANGE,ComponentEvent.BUTTON_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户按下 Button 组件时调度。" version="" helpurl="fl.controls:BaseButton_fl.events.ComponentEvent.BUTTON_DOWN_buttonDown" playername=""/>
					</folder>
				</folder>
				<folder name="Button" id="[fl.controls.Button]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Button 组件表示一种常用的矩形按钮。" helpurl="fl.controls:Button">
					<folder name="方法" id="Methods" tiptext="Button 类的方法" helpurl="fl.controls:Button">
						<string name="Button" object="[fl.controls.Button]" text="new Button(%%)" constructor="true" tiptext="创建新的 Button 组件实例。" version="1.0" helpurl="fl.controls:Button:Button" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.Button]" text="Button.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:Button:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Button 类的属性" helpurl="fl.controls:Button">
						<string name="emphasized" object="[fl.controls.Button]" text=".emphasized" tiptext="获取或设置一个布尔值，该值指示当 Button 组件处于弹起状态时，是否应在该按钮的周围绘制一个边框。" version="" helpurl="fl.controls:Button:emphasized:get" playername=""/>
					</folder>
				</folder>
				<folder name="ButtonLabelPlacement" id="[fl.controls.ButtonLabelPlacement]" sort="true" index="true" asAncestors="Object" tiptext="ButtonLabelPlacement 类为 Button、CheckBox 或 RadioButton 组件定义 labelPlacement 属性的常量值。" helpurl="fl.controls:ButtonLabelPlacement">
					<folder name="属性" id="Properties" tiptext="ButtonLabelPlacement 类的属性" helpurl="fl.controls:ButtonLabelPlacement">
						<string name="BOTTOM" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.BOTTOM" constant="true" tiptext="标签显示在图标的下方。" version="" helpurl="fl.controls:ButtonLabelPlacement:BOTTOM" playername=""/>
						<string name="LEFT" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.LEFT" constant="true" tiptext="标签显示在图标的左侧。" version="" helpurl="fl.controls:ButtonLabelPlacement:LEFT" playername=""/>
						<string name="RIGHT" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.RIGHT" constant="true" tiptext="标签显示在图标的右侧。" version="" helpurl="fl.controls:ButtonLabelPlacement:RIGHT" playername=""/>
						<string name="TOP" object="[fl.controls.ButtonLabelPlacement]" text="ButtonLabelPlacement.TOP" constant="true" tiptext="标签显示在图标的上方。" version="" helpurl="fl.controls:ButtonLabelPlacement:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="CheckBox" id="[fl.controls.CheckBox]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="CheckBox 组件显示一个可以包含复选标记的小方框。" helpurl="fl.controls:CheckBox">
					<folder name="方法" id="Methods" tiptext="CheckBox 类的方法" helpurl="fl.controls:CheckBox">
						<string name="CheckBox" object="[fl.controls.CheckBox]" text="new CheckBox(%%)" constructor="true" tiptext="创建新的 CheckBox 组件实例。" version="1.0" helpurl="fl.controls:CheckBox:CheckBox" playername=""/>
						<string name="drawFocus" object="[fl.controls.CheckBox]" text=".drawFocus(%具有焦点:Boolean%):void" tiptext="在此组件周围显示或隐藏焦点指示符。" version="1.0" helpurl="fl.controls:CheckBox:drawFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.CheckBox]" text="CheckBox.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:CheckBox:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CheckBox 类的属性" helpurl="fl.controls:CheckBox">
						<string name="autoRepeat" object="[fl.controls.CheckBox]" text=".autoRepeat" tiptext="根据定义，CheckBox 不可能自动重复，因此构造函数中的 autoRepeat 属性设置为 false，且对于 CheckBox 而言是不能更改的。" version="" helpurl="fl.controls:CheckBox:autoRepeat:get" playername=""/>
						<string name="toggle" object="[fl.controls.CheckBox]" text=".toggle" tiptext="根据定义，CheckBox 可以进行切换，因此构造函数中的 toggle 属性设置为 true，且对于 CheckBox 而言是不能更改的。" version="" helpurl="fl.controls:CheckBox:toggle:get" playername=""/>
					</folder>
				</folder>
				<folder name="ColorPicker" id="[fl.controls.ColorPicker]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ColorPicker 组件显示一个列表，其中包含一个或多个可供用户选择颜色的样本。" helpurl="fl.controls:ColorPicker">
					<folder name="方法" id="Methods" tiptext="ColorPicker 类的方法" helpurl="fl.controls:ColorPicker">
						<string name="ColorPicker" object="[fl.controls.ColorPicker]" text="new ColorPicker(%%)" constructor="true" tiptext="创建 ColorPicker 类的一个实例。" version="1.0" helpurl="fl.controls:ColorPicker:ColorPicker" playername=""/>
						<string name="close" object="[fl.controls.ColorPicker]" text=".close(%%):void" tiptext="隐藏调色板。" version="1.0" helpurl="fl.controls:ColorPicker:close" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ColorPicker]" text="ColorPicker.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:ColorPicker:getStyleDefinition" playername=""/>
						<string name="open" object="[fl.controls.ColorPicker]" text=".open(%%):void" tiptext="显示调色板。" version="1.0" helpurl="fl.controls:ColorPicker:open" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ColorPicker 类的属性" helpurl="fl.controls:ColorPicker">
						<string name="textField" object="[fl.controls.ColorPicker]" text=".textField" tiptext="对 ColorPicker 组件的内部文本字段的引用。" version="" helpurl="fl.controls:ColorPicker:textField" playername=""/>
						<string name="colors" object="[fl.controls.ColorPicker]" text=".colors" tiptext="获取或设置 ColorPicker 组件所提供的自定义颜色的数组。" version="" helpurl="fl.controls:ColorPicker:colors:get" playername=""/>
						<string name="editable" object="[fl.controls.ColorPicker]" text=".editable" tiptext="获取或设置一个布尔值，该值指示 ColorPicker 组件的内部文本字段是否是可编辑的。" version="" helpurl="fl.controls:ColorPicker:editable:get" playername=""/>
						<string name="enabled" object="[fl.controls.ColorPicker]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户交互。" version="" helpurl="fl.controls:ColorPicker:enabled:get" playername=""/>
						<string name="hexValue" object="[fl.controls.ColorPicker]" text=".hexValue" tiptext="获取当前选定颜色的字符串值。" version="" helpurl="fl.controls:ColorPicker:hexValue:get" playername=""/>
						<string name="imeMode" object="[fl.controls.ColorPicker]" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version="" helpurl="fl.controls:ColorPicker:imeMode:get" playername=""/>
						<string name="selectedColor" object="[fl.controls.ColorPicker]" text=".selectedColor" tiptext="获取或设置当前在 ColorPicker 组件的调色板中加亮显示的样本。" version="" helpurl="fl.controls:ColorPicker:selectedColor:get" playername=""/>
						<string name="showTextField" object="[fl.controls.ColorPicker]" text=".showTextField" tiptext="获取或设置一个布尔值，该值指示是否显示 ColorPicker 组件的内部文本字段。" version="" helpurl="fl.controls:ColorPicker:showTextField:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ColorPicker 类的事件" helpurl="fl.controls:ColorPicker">
						<string name="enter" object="[fl.controls.ColorPicker]" text=".addEventListener(%类型:String=ColorPickerEvent.ENTER{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户编辑 ColorPicker 组件的内部文本字段之后按 Enter 时调度。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ENTER_enter" playername=""/>
						<string name="itemRollOut" object="[fl.controls.ColorPicker]" text=".addEventListener(%类型:String=ColorPickerEvent.ITEM_ROLL_OUT{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑离调色板中的样本时调度。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ITEM_ROLL_OUT_itemRollOut" playername=""/>
						<string name="itemRollOver" object="[fl.controls.ColorPicker]" text=".addEventListener(%类型:String=ColorPickerEvent.ITEM_ROLL_OVER{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑过调色板中的样本时调度。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.ITEM_ROLL_OVER_itemRollOver" playername=""/>
						<string name="change" object="[fl.controls.ColorPicker]" text=".addEventListener(%类型:String=ColorPickerEvent.CHANGE{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户单击调色板中的颜色时调度。" version="" helpurl="fl.controls:ColorPicker_fl.events.ColorPickerEvent.CHANGE_change" playername=""/>
						<string name="close" object="[fl.controls.ColorPicker]" text=".addEventListener(%类型:String=Event.CLOSE{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户关闭调色板时调度。" version="" helpurl="fl.controls:ColorPicker_flash.events.Event.CLOSE_close" playername=""/>
						<string name="open" object="[fl.controls.ColorPicker]" text=".addEventListener(%类型:String=Event.OPEN{ColorPickerEvent.ENTER,ColorPickerEvent.ITEM_ROLL_OUT,ColorPickerEvent.ITEM_ROLL_OVER,ColorPickerEvent.CHANGE,Event.CLOSE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户打开调色板时调度。" version="" helpurl="fl.controls:ColorPicker_flash.events.Event.OPEN_open" playername=""/>
					</folder>
				</folder>
				<folder name="ComboBox" id="[fl.controls.ComboBox]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ComboBox 组件包含一个下拉列表，用户可以从该列表中选择单个值。" helpurl="fl.controls:ComboBox">
					<folder name="方法" id="Methods" tiptext="ComboBox 类的方法" helpurl="fl.controls:ComboBox">
						<string name="ComboBox" object="[fl.controls.ComboBox]" text="new ComboBox(%%)" constructor="true" tiptext="创建新的 ComboBox 组件实例。" version="1.0" helpurl="fl.controls:ComboBox:ComboBox" playername=""/>
						<string name="addItemAt" object="[fl.controls.ComboBox]" text=".addItemAt(%项:Object,索引:uint%):void" tiptext="在列表中的指定索引位置插入一个项目。" version="1.0" helpurl="fl.controls:ComboBox:addItemAt" playername=""/>
						<string name="addItem" object="[fl.controls.ComboBox]" text=".addItem(%项:Object%):void" tiptext="在项目列表的末尾追加一个项目。" version="1.0" helpurl="fl.controls:ComboBox:addItem" playername=""/>
						<string name="close" object="[fl.controls.ComboBox]" text=".close(%%):void" tiptext="关闭下拉列表。" version="1.0" helpurl="fl.controls:ComboBox:close" playername=""/>
						<string name="getItemAt" object="[fl.controls.ComboBox]" text=".getItemAt(%索引:uint%):Object" tiptext="检索指定索引处的项目。" version="1.0" helpurl="fl.controls:ComboBox:getItemAt" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ComboBox]" text="ComboBox.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:ComboBox:getStyleDefinition" playername=""/>
						<string name="itemToLabel" object="[fl.controls.ComboBox]" text=".itemToLabel(%项:Object%):String" tiptext="基于 labelField 和 labelFunction 属性，检索渲染器针对给定的数据对象显示的字符串。" version="1.0" helpurl="fl.controls:ComboBox:itemToLabel" playername=""/>
						<string name="open" object="[fl.controls.ComboBox]" text=".open(%%):void" tiptext="打开下拉列表。" version="1.0" helpurl="fl.controls:ComboBox:open" playername=""/>
						<string name="removeAll" object="[fl.controls.ComboBox]" text=".removeAll(%%):void" tiptext="删除列表中的所有项目。" version="1.0" helpurl="fl.controls:ComboBox:removeAll" playername=""/>
						<string name="removeItemAt" object="[fl.controls.ComboBox]" text=".removeItemAt(%索引:uint%):void" tiptext="删除指定索引位置处的项目。" version="1.0" helpurl="fl.controls:ComboBox:removeItemAt" playername=""/>
						<string name="removeItem" object="[fl.controls.ComboBox]" text=".removeItem(%项:Object%):Object" tiptext="从列表中删除指定项目。" version="1.0" helpurl="fl.controls:ComboBox:removeItem" playername=""/>
						<string name="replaceItemAt" object="[fl.controls.ComboBox]" text=".replaceItemAt(%项:Object,索引:uint%):Object" tiptext="用其它项目替换指定索引位置的项目。" version="1.0" helpurl="fl.controls:ComboBox:replaceItemAt" playername=""/>
						<string name="sortItemsOn" object="[fl.controls.ComboBox]" text=".sortItemsOn(%字段:String[,选项:Object=null]%)" tiptext="按当前数据提供者的一个或多个字段对该数据提供者的元素进行排序。" version="1.0" helpurl="fl.controls:ComboBox:sortItemsOn" playername=""/>
						<string name="sortItems" object="[fl.controls.ComboBox]" text=".sortItems(%排序参数:可变长度参数%)" tiptext="对当前数据提供者的元素进行排序。" version="1.0" helpurl="fl.controls:ComboBox:sortItems" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ComboBox 类的属性" helpurl="fl.controls:ComboBox">
						<string name="dataProvider" object="[fl.controls.ComboBox]" text=".dataProvider" tiptext="获取或设置要查看的项目列表的数据模型。" version="" helpurl="fl.controls:ComboBox:dataProvider:get" playername=""/>
						<string name="dropdownWidth" object="[fl.controls.ComboBox]" text=".dropdownWidth" tiptext="获取或设置下拉列表的最大宽度，以像素为单位。" version="" helpurl="fl.controls:ComboBox:dropdownWidth:get" playername=""/>
						<string name="dropdown" object="[fl.controls.ComboBox]" text=".dropdown" tiptext="获取对 ComboBox 组件所包含的 List 组件的引用。" version="" helpurl="fl.controls:ComboBox:dropdown:get" playername=""/>
						<string name="editable" object="[fl.controls.ComboBox]" text=".editable" tiptext="获取或设置一个布尔值，该值指示 ComboBox 组件为可编辑还是只读。" version="" helpurl="fl.controls:ComboBox:editable:get" playername=""/>
						<string name="labelField" object="[fl.controls.ComboBox]" text=".labelField" tiptext="获取或设置 dataProvider 对象中要作为 TextInput 字段和下拉列表的标签显示的字段名称。" version="" helpurl="fl.controls:ComboBox:labelField:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.ComboBox]" text=".labelFunction" tiptext="获取或设置要用来获取项目标签的函数。" version="" helpurl="fl.controls:ComboBox:labelFunction:get" playername=""/>
						<string name="length" object="[fl.controls.ComboBox]" text=".length" tiptext="获取列表中的项目数。" version="" helpurl="fl.controls:ComboBox:length:get" playername=""/>
						<string name="prompt" object="[fl.controls.ComboBox]" text=".prompt" tiptext="获取或设置对 ComboBox 组件的提示。" version="" helpurl="fl.controls:ComboBox:prompt:get" playername=""/>
						<string name="restrict" object="[fl.controls.ComboBox]" text=".restrict" tiptext="获取或设置用户可以在文本字段中输入的最大字符数。" version="" helpurl="fl.controls:ComboBox:restrict:get" playername=""/>
						<string name="rowCount" object="[fl.controls.ComboBox]" text=".rowCount" tiptext="获取或设置在没有滚动条的下拉列表中可以出现的最大行数。" version="" helpurl="fl.controls:ComboBox:rowCount:get" playername=""/>
						<string name="selectedIndex" object="[fl.controls.ComboBox]" text=".selectedIndex" tiptext="获取或设置单选列表中所选项目的索引。" version="" helpurl="fl.controls:ComboBox:selectedIndex:get" playername=""/>
						<string name="selectedItem" object="[fl.controls.ComboBox]" text=".selectedItem" tiptext="获取或设置下拉列表中所选项目的值。" version="" helpurl="fl.controls:ComboBox:selectedItem:get" playername=""/>
						<string name="selectedLabel" object="[fl.controls.ComboBox]" text=".selectedLabel" tiptext="获取显示在 ComboBox 组件的 TextInput 部分中的字符串。" version="" helpurl="fl.controls:ComboBox:selectedLabel:get" playername=""/>
						<string name="textField" object="[fl.controls.ComboBox]" text=".textField" tiptext="获取一个对 ComboBox 组件中所包含的 TextInput 组件的引用。" version="" helpurl="fl.controls:ComboBox:textField:get" playername=""/>
						<string name="text" object="[fl.controls.ComboBox]" text=".text" tiptext="获取或设置可编辑的 ComboBox 组件中的文本框所包含的文本。" version="" helpurl="fl.controls:ComboBox:text:get" playername=""/>
						<string name="value" object="[fl.controls.ComboBox]" text=".value" tiptext="获取可编辑 ComboBox 组件中的项目的标签。" version="" helpurl="fl.controls:ComboBox:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ComboBox 类的事件" helpurl="fl.controls:ComboBox">
						<string name="scroll" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户滚动 ComboBox 组件的下拉列表时调度。" version="" helpurl="fl.controls:ComboBox_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
						<string name="open" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=Event.OPEN{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户单击下拉按钮以显示下拉列表时调度。" version="" helpurl="fl.controls:ComboBox_flash.events.Event.OPEN_open" playername=""/>
						<string name="enter" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=ComponentEvent.ENTER{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在可编辑的属性设置为 true 且用户在可编辑的文本字段中键入时按 Enter 键时调度。" version="" helpurl="fl.controls:ComboBox_fl.events.ComponentEvent.ENTER_enter" playername=""/>
						<string name="close" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=Event.CLOSE{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当因任何原因而取消下拉列表时调度。" version="" helpurl="fl.controls:ComboBox_flash.events.Event.CLOSE_close" playername=""/>
						<string name="itemRollOut" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=ListEvent.ITEM_ROLL_OUT{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑离组件中的项目时调度。" version="" helpurl="fl.controls:ComboBox_fl.events.ListEvent.ITEM_ROLL_OUT_itemRollOut" playername=""/>
						<string name="itemRollOver" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=ListEvent.ITEM_ROLL_OVER{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑过组件中的项目时调度。" version="" helpurl="fl.controls:ComboBox_fl.events.ListEvent.ITEM_ROLL_OVER_itemRollOver" playername=""/>
						<string name="change" object="[fl.controls.ComboBox]" text=".addEventListener(%类型:String=Event.CHANGE{ScrollEvent.SCROLL,Event.OPEN,ComponentEvent.ENTER,Event.CLOSE,ListEvent.ITEM_ROLL_OUT,ListEvent.ITEM_ROLL_OVER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户更改 ComboBox 组件中的选定内容时调度，或者如果 ComboBox 组件可编辑，每当用户在文本字段中按键时调度。" version="" helpurl="fl.controls:ComboBox_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="DataGrid" id="[fl.controls.DataGrid]" sort="true" index="true" asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="DataGrid 类是一个基于列表的组件，提供一个由行和列组成的网格。" helpurl="fl.controls:DataGrid">
					<folder name="方法" id="Methods" tiptext="DataGrid 类的方法" helpurl="fl.controls:DataGrid">
						<string name="DataGrid" object="[fl.controls.DataGrid]" text="new DataGrid(%%)" constructor="true" tiptext="创建新的 DataGrid 组件实例。" version="1.0" helpurl="fl.controls:DataGrid:DataGrid" playername=""/>
						<string name="addColumnAt" object="[fl.controls.DataGrid]" text=".addColumnAt(%列:*,索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="在 column 数组中的指定索引处插入列。" version="1.0" helpurl="fl.controls:DataGrid:addColumnAt" playername=""/>
						<string name="addColumn" object="[fl.controls.DataGrid]" text=".addColumn(%列:*%):fl.controls.dataGridClasses:DataGridColumn" tiptext="在 column 数组的末尾添加列。" version="1.0" helpurl="fl.controls:DataGrid:addColumn" playername=""/>
						<string name="createItemEditor" object="[fl.controls.DataGrid]" text=".createItemEditor(%列索引:uint,行索引:uint%):void" tiptext="使用由 itemEditor 属性指定的编辑器为项目渲染器创建一个项目编辑器，该项目渲染器位于由 editedItemPosition 属性标识的列索引和行索引处。" version="1.0" helpurl="fl.controls:DataGrid:createItemEditor" playername=""/>
						<string name="destroyItemEditor" object="[fl.controls.DataGrid]" text=".destroyItemEditor(%%):void" tiptext="关闭当前在项目渲染器上打开的项目编辑器。" version="1.0" helpurl="fl.controls:DataGrid:destroyItemEditor" playername=""/>
						<string name="editField" object="[fl.controls.DataGrid]" text=".editField(%索引:uint,数据字段:String,数据:Object%):void" tiptext="编辑 DataGrid 组件中的给定字段或属性。" version="1.0" helpurl="fl.controls:DataGrid:editField" playername=""/>
						<string name="getCellRendererAt" object="[fl.controls.DataGrid]" text=".getCellRendererAt(%行:uint,列:uint%):fl.controls.listClasses:ICellRenderer" tiptext="获取 DataGrid 中指定位置的单元格渲染器的实例。" version="1.0" helpurl="fl.controls:DataGrid:getCellRendererAt" playername=""/>
						<string name="getColumnAt" object="[fl.controls.DataGrid]" text=".getColumnAt(%索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="检索位于 column 数组中指定索引处的列。" version="1.0" helpurl="fl.controls:DataGrid:getColumnAt" playername=""/>
						<string name="getColumnCount" object="[fl.controls.DataGrid]" text=".getColumnCount(%%):uint" tiptext="检索 DataGrid 组件中的列数。" version="1.0" helpurl="fl.controls:DataGrid:getColumnCount" playername=""/>
						<string name="getColumnIndex" object="[fl.controls.DataGrid]" text=".getColumnIndex(%名称:String%):int" tiptext="检索具有指定名称的列的索引，如果找不到匹配项，则返回 -1。" version="1.0" helpurl="fl.controls:DataGrid:getColumnIndex" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.DataGrid]" text="DataGrid.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:DataGrid:getStyleDefinition" playername=""/>
						<string name="itemToCellRenderer" object="[fl.controls.DataGrid]" text=".itemToCellRenderer(%项:Object%):fl.controls.listClasses:ICellRenderer" tiptext="DataGrid 组件对任何给定项都有多个单元格，因此 itemToCellRenderer 方法始终返回 null。" version="1.0" helpurl="fl.controls:DataGrid:itemToCellRenderer" playername=""/>
						<string name="removeAllColumns" object="[fl.controls.DataGrid]" text=".removeAllColumns(%%):void" tiptext="删除 DataGrid 组件中的所有列。" version="1.0" helpurl="fl.controls:DataGrid:removeAllColumns" playername=""/>
						<string name="removeColumnAt" object="[fl.controls.DataGrid]" text=".removeColumnAt(%索引:uint%):fl.controls.dataGridClasses:DataGridColumn" tiptext="删除位于 column 数组中指定索引处的列。" version="1.0" helpurl="fl.controls:DataGrid:removeColumnAt" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.DataGrid]" text=".scrollToIndex(%新插入符号索引:int%):void" tiptext="将列表滚动到指定索引处的项目。" version="1.0" helpurl="fl.controls:DataGrid:scrollToIndex" playername=""/>
						<string name="spaceColumnsEqually" object="[fl.controls.DataGrid]" text=".spaceColumnsEqually(%%):void" tiptext="将可见列重置为相同宽度。" version="1.0" helpurl="fl.controls:DataGrid:spaceColumnsEqually" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataGrid 类的属性" helpurl="fl.controls:DataGrid">
						<string name="editable" object="[fl.controls.DataGrid]" text=".editable" tiptext="指示用户是否可以编辑数据提供者中的项目。" version="" helpurl="fl.controls:DataGrid:editable" playername=""/>
						<string name="itemEditorInstance" object="[fl.controls.DataGrid]" text=".itemEditorInstance" tiptext="对项目编辑器的当前活动实例(如果有)的引用。" version="" helpurl="fl.controls:DataGrid:itemEditorInstance" playername=""/>
						<string name="resizableColumns" object="[fl.controls.DataGrid]" text=".resizableColumns" tiptext="指示用户是否可以更改列的大小。" version="" helpurl="fl.controls:DataGrid:resizableColumns" playername=""/>
						<string name="sortableColumns" object="[fl.controls.DataGrid]" text=".sortableColumns" tiptext="指示用户是否可以通过单击列标题单元格对数据提供者中的项目进行排序。" version="" helpurl="fl.controls:DataGrid:sortableColumns" playername=""/>
						<string name="columns" object="[fl.controls.DataGrid]" text=".columns" tiptext="获取或设置一个 DataGridColumn 对象数组，其中每个对象对应一个可显示的列。" version="" helpurl="fl.controls:DataGrid:columns:get" playername=""/>
						<string name="editedItemPosition" object="[fl.controls.DataGrid]" text=".editedItemPosition" tiptext="获取或设置正在编辑的数据提供者项目的项目渲染器的列索引和行索引。" version="" helpurl="fl.controls:DataGrid:editedItemPosition:get" playername=""/>
						<string name="editedItemRenderer" object="[fl.controls.DataGrid]" text=".editedItemRenderer" tiptext="获取对当前正在编辑的项目所属的 DataGrid 组件中项目渲染器的引用。" version="" helpurl="fl.controls:DataGrid:editedItemRenderer:get" playername=""/>
						<string name="headerHeight" object="[fl.controls.DataGrid]" text=".headerHeight" tiptext="获取或设置 DataGrid 标题的高度，以像素为单位。" version="" helpurl="fl.controls:DataGrid:headerHeight:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[fl.controls.DataGrid]" text=".horizontalScrollPolicy" tiptext="获取或设置一个布尔值，该值指示水平滚动条是否始终处于打开状态。" version="" helpurl="fl.controls:DataGrid:horizontalScrollPolicy:get" playername=""/>
						<string name="imeMode" object="[fl.controls.DataGrid]" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version="" helpurl="fl.controls:DataGrid:imeMode:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.DataGrid]" text=".labelFunction" tiptext="获取或设置一个函数，该函数确定各个项目的哪些字段将用作标签文本。" version="" helpurl="fl.controls:DataGrid:labelFunction:get" playername=""/>
						<string name="minColumnWidth" object="[fl.controls.DataGrid]" text=".minColumnWidth" tiptext="获取或设置 DataGrid 列的最小宽度，以像素为单位。" version="" helpurl="fl.controls:DataGrid:minColumnWidth:get" playername=""/>
						<string name="rowCount" object="[fl.controls.DataGrid]" text=".rowCount" tiptext="获取或设置列表中至少部分可见的行的数目。" version="" helpurl="fl.controls:DataGrid:rowCount:get" playername=""/>
						<string name="rowHeight" object="[fl.controls.DataGrid]" text=".rowHeight" tiptext="获取或设置 DataGrid 组件中每一行的高度(以像素为单位)。" version="" helpurl="fl.controls:DataGrid:rowHeight:get" playername=""/>
						<string name="showHeaders" object="[fl.controls.DataGrid]" text=".showHeaders" tiptext="获取或设置一个布尔值，该值指示 DataGrid 组件是否显示列标题。" version="" helpurl="fl.controls:DataGrid:showHeaders:get" playername=""/>
						<string name="sortDescending" object="[fl.controls.DataGrid]" text=".sortDescending" tiptext="获取在用户单击列标题时列的排序顺序。" version="" helpurl="fl.controls:DataGrid:sortDescending:get" playername=""/>
						<string name="sortIndex" object="[fl.controls.DataGrid]" text=".sortIndex" tiptext="获取要进行排序的列的索引。" version="" helpurl="fl.controls:DataGrid:sortIndex:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DataGrid 类的事件" helpurl="fl.controls:DataGrid">
						<string name="itemFocusOut" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.ITEM_FOCUS_OUT{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在项目失去焦点之后调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_FOCUS_OUT_itemFocusOut" playername=""/>
						<string name="itemFocusIn" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.ITEM_FOCUS_IN{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在项目获得焦点之后调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_FOCUS_IN_itemFocusIn" playername=""/>
						<string name="itemEditEnd" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.ITEM_EDIT_END{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当项目编辑会话因任何原因而结束时调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_END_itemEditEnd" playername=""/>
						<string name="itemEditBegin" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.ITEM_EDIT_BEGIN{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 editedItemPosition 属性已设置且项目可编辑之后调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_BEGIN_itemEditBegin" playername=""/>
						<string name="itemEditBeginning" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.ITEM_EDIT_BEGINNING{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户准备编辑项目(例如，在项目上松开鼠标按键)之后调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.ITEM_EDIT_BEGINNING_itemEditBeginning" playername=""/>
						<string name="columnStretch" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.COLUMN_STRETCH{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在水平方向扩展列之后调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.COLUMN_STRETCH_columnStretch" playername=""/>
						<string name="headerRelease" object="[fl.controls.DataGrid]" text=".addEventListener(%类型:String=DataGridEvent.HEADER_RELEASE{DataGridEvent.ITEM_FOCUS_OUT,DataGridEvent.ITEM_FOCUS_IN,DataGridEvent.ITEM_EDIT_END,DataGridEvent.ITEM_EDIT_BEGIN,DataGridEvent.ITEM_EDIT_BEGINNING,DataGridEvent.COLUMN_STRETCH,DataGridEvent.HEADER_RELEASE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户单击标题单元格之后调度。" version="" helpurl="fl.controls:DataGrid_fl.events.DataGridEvent.HEADER_RELEASE_headerRelease" playername=""/>
					</folder>
				</folder>
				<folder name="Label" id="[fl.controls.Label]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Label 组件显示一行或多行纯文本或 HTML 格式的文本，可以对这些文本设置对齐方式和大小。" helpurl="fl.controls:Label">
					<folder name="方法" id="Methods" tiptext="Label 类的方法" helpurl="fl.controls:Label">
						<string name="Label" object="[fl.controls.Label]" text="new Label(%%)" constructor="true" tiptext="创建新的 Label 组件实例。" version="1.0" helpurl="fl.controls:Label:Label" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.Label]" text="Label.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:Label:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Label 类的属性" helpurl="fl.controls:Label">
						<string name="textField" object="[fl.controls.Label]" text=".textField" tiptext="对 Label 组件的内部文本字段的引用。" version="" helpurl="fl.controls:Label:textField" playername=""/>
						<string name="autoSize" object="[fl.controls.Label]" text=".autoSize" tiptext="获取或设置一个字符串，该字符串指示如何调整标签大小和对齐标签以适合其 text 属性的值。" version="" helpurl="fl.controls:Label:autoSize:get" playername=""/>
						<string name="condenseWhite" object="[fl.controls.Label]" text=".condenseWhite" tiptext="获取或设置一个值，该值指示是否应从包含 HTML 文本的 Label 组件中删除多余的空白，如空格和换行符。" version="" helpurl="fl.controls:Label:condenseWhite:get" playername=""/>
						<string name="height" object="[fl.controls.Label]" text=".height" tiptext="获取或设置组件的高度，以像素为单位。" version="" helpurl="fl.controls:Label:height:get" playername=""/>
						<string name="htmlText" object="[fl.controls.Label]" text=".htmlText" tiptext="获取或设置由 Label 组件显示的文本，包括表示该文本样式的 HTML 标记。" version="" helpurl="fl.controls:Label:htmlText:get" playername=""/>
						<string name="selectable" object="[fl.controls.Label]" text=".selectable" tiptext="获取或设置一个值，该值指示文本是否可选中。" version="" helpurl="fl.controls:Label:selectable:get" playername=""/>
						<string name="text" object="[fl.controls.Label]" text=".text" tiptext="获取或设置要由 Label 组件显示的纯文本。" version="" helpurl="fl.controls:Label:text:get" playername=""/>
						<string name="width" object="[fl.controls.Label]" text=".width" tiptext="获取或设置组件的宽度，以像素为单位。" version="" helpurl="fl.controls:Label:width:get" playername=""/>
						<string name="wordWrap" object="[fl.controls.Label]" text=".wordWrap" tiptext="获取或设置一个值，该值指示文本字段是否支持自动换行。" version="" helpurl="fl.controls:Label:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Label 类的事件" helpurl="fl.controls:Label">
						<string name="resize" object="[fl.controls.Label]" text=".addEventListener(%类型:String=ComponentEvent.RESIZE{ComponentEvent.RESIZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在组件的宽度或高度发生变化之后调度。" version="" helpurl="fl.controls:Label_fl.events.ComponentEvent.RESIZE_resize" playername=""/>
					</folder>
				</folder>
				<folder name="LabelButton" id="[fl.controls.LabelButton]" sort="true" index="true" asAncestors="fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="LabelButton 类是一个抽象类，它通过添加标签、图标和切换功能扩展了 BaseButton 类。" helpurl="fl.controls:LabelButton">
					<folder name="方法" id="Methods" tiptext="LabelButton 类的方法" helpurl="fl.controls:LabelButton">
						<string name="LabelButton" object="[fl.controls.LabelButton]" text="new LabelButton(%%)" constructor="true" tiptext="创建新的 LabelButton 组件实例。" version="1.0" helpurl="fl.controls:LabelButton:LabelButton" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.LabelButton]" text="LabelButton.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:LabelButton:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LabelButton 类的属性" helpurl="fl.controls:LabelButton">
						<string name="textField" object="[fl.controls.LabelButton]" text=".textField" tiptext="对组件的内部文本字段的引用。" version="" helpurl="fl.controls:LabelButton:textField" playername=""/>
						<string name="labelPlacement" object="[fl.controls.LabelButton]" text=".labelPlacement" tiptext="标签相对于指定图标的位置。" version="" helpurl="fl.controls:LabelButton:labelPlacement:get" playername=""/>
						<string name="label" object="[fl.controls.LabelButton]" text=".label" tiptext="获取或设置组件的文本标签。" version="" helpurl="fl.controls:LabelButton:label:get" playername=""/>
						<string name="selected" object="[fl.controls.LabelButton]" text=".selected" tiptext="获取或设置一个布尔值，该值指示切换按钮是处于打开位置还是关闭位置。" version="" helpurl="fl.controls:LabelButton:selected:get" playername=""/>
						<string name="toggle" object="[fl.controls.LabelButton]" text=".toggle" tiptext="获取或设置一个布尔值，该值指示按钮是否可切换。" version="" helpurl="fl.controls:LabelButton:toggle:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LabelButton 类的事件" helpurl="fl.controls:LabelButton">
						<string name="labelChange" object="[fl.controls.LabelButton]" text=".addEventListener(%类型:String=ComponentEvent.LABEL_CHANGE{ComponentEvent.LABEL_CHANGE,MouseEvent.CLICK},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在标签值更改之后调度。" version="" helpurl="fl.controls:LabelButton_fl.events.ComponentEvent.LABEL_CHANGE_labelChange" playername=""/>
						<string name="click" object="[fl.controls.LabelButton]" text=".addEventListener(%类型:String=MouseEvent.CLICK{ComponentEvent.LABEL_CHANGE,MouseEvent.CLICK},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当切换按钮接收到来自鼠标设备或空格键的输入后调度。" version="" helpurl="fl.controls:LabelButton_flash.events.MouseEvent.CLICK_click" playername=""/>
					</folder>
				</folder>
				<folder name="List" id="[fl.controls.List]" sort="true" index="true" asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="List 组件显示基于列表的信息，最适合显示信息的数组。" helpurl="fl.controls:List">
					<folder name="方法" id="Methods" tiptext="List 类的方法" helpurl="fl.controls:List">
						<string name="List" object="[fl.controls.List]" text="new List(%%)" constructor="true" tiptext="创建新的 List 组件实例。" version="1.0" helpurl="fl.controls:List:List" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.List]" text="List.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:List:getStyleDefinition" playername=""/>
						<string name="itemToLabel" object="[fl.controls.List]" text=".itemToLabel(%项:Object%):String" tiptext="基于 labelField 和 labelFunction 属性，检索渲染器针对给定的数据对象显示的字符串。" version="1.0" helpurl="fl.controls:List:itemToLabel" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.List]" text=".scrollToIndex(%新插入符号索引:int%):void" tiptext="将列表滚动到指定索引处的项目。" version="1.0" helpurl="fl.controls:List:scrollToIndex" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="List 类的属性" helpurl="fl.controls:List">
						<string name="iconField" object="[fl.controls.List]" text=".iconField" tiptext="获取或设置为项目提供图标的项目字段。" version="" helpurl="fl.controls:List:iconField:get" playername=""/>
						<string name="iconFunction" object="[fl.controls.List]" text=".iconFunction" tiptext="获取或设置要用来获取项目图标的函数。" version="" helpurl="fl.controls:List:iconFunction:get" playername=""/>
						<string name="labelField" object="[fl.controls.List]" text=".labelField" tiptext="获取或设置 dataProvider 对象中要作为 TextInput 字段和下拉列表的标签显示的字段名称。" version="" helpurl="fl.controls:List:labelField:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.List]" text=".labelFunction" tiptext="获取或设置要用来获取项目标签的函数。" version="" helpurl="fl.controls:List:labelFunction:get" playername=""/>
						<string name="rowCount" object="[fl.controls.List]" text=".rowCount" tiptext="获取或设置列表中至少部分可见的行的数目。" version="" helpurl="fl.controls:List:rowCount:get" playername=""/>
						<string name="rowHeight" object="[fl.controls.List]" text=".rowHeight" tiptext="获取或设置列表中每一行的高度，以像素为单位。" version="" helpurl="fl.controls:List:rowHeight:get" playername=""/>
					</folder>
				</folder>
				<folder name="NumericStepper" id="[fl.controls.NumericStepper]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="NumericStepper 组件显示一组经过排序的数字，用户可以从这些数字中进行选择。" helpurl="fl.controls:NumericStepper">
					<folder name="方法" id="Methods" tiptext="NumericStepper 类的方法" helpurl="fl.controls:NumericStepper">
						<string name="NumericStepper" object="[fl.controls.NumericStepper]" text="new NumericStepper(%%)" constructor="true" tiptext="创建新的 NumericStepper 组件实例。" version="1.0" helpurl="fl.controls:NumericStepper:NumericStepper" playername=""/>
						<string name="drawFocus" object="[fl.controls.NumericStepper]" text=".drawFocus(%具有焦点:Boolean%):void" tiptext="在该组件上显示或隐藏焦点指示符。" version="1.0" helpurl="fl.controls:NumericStepper:drawFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.NumericStepper]" text="NumericStepper.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:NumericStepper:getStyleDefinition" playername=""/>
						<string name="setFocus" object="[fl.controls.NumericStepper]" text=".setFocus(%%):void" tiptext="将焦点设置到组件实例中。" version="1.0" helpurl="fl.controls:NumericStepper:setFocus" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NumericStepper 类的属性" helpurl="fl.controls:NumericStepper">
						<string name="enabled" object="[fl.controls.NumericStepper]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户交互。" version="" helpurl="fl.controls:NumericStepper:enabled:get" playername=""/>
						<string name="imeMode" object="[fl.controls.NumericStepper]" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version="" helpurl="fl.controls:NumericStepper:imeMode:get" playername=""/>
						<string name="maximum" object="[fl.controls.NumericStepper]" text=".maximum" tiptext="获取或设置数值序列中的最大值。" version="" helpurl="fl.controls:NumericStepper:maximum:get" playername=""/>
						<string name="minimum" object="[fl.controls.NumericStepper]" text=".minimum" tiptext="获取或设置数值序列中的最小数字。" version="" helpurl="fl.controls:NumericStepper:minimum:get" playername=""/>
						<string name="nextValue" object="[fl.controls.NumericStepper]" text=".nextValue" tiptext="获取值序列中的下一个值。" version="" helpurl="fl.controls:NumericStepper:nextValue:get" playername=""/>
						<string name="previousValue" object="[fl.controls.NumericStepper]" text=".previousValue" tiptext="获取值序列中的上一个值。" version="" helpurl="fl.controls:NumericStepper:previousValue:get" playername=""/>
						<string name="stepSize" object="[fl.controls.NumericStepper]" text=".stepSize" tiptext="获取或设置描述值之间的变化单位的非零数字。" version="" helpurl="fl.controls:NumericStepper:stepSize:get" playername=""/>
						<string name="textField" object="[fl.controls.NumericStepper]" text=".textField" tiptext="获取一个对 NumericStepper 组件中所包含的 TextInput 组件的引用。" version="" helpurl="fl.controls:NumericStepper:textField:get" playername=""/>
						<string name="value" object="[fl.controls.NumericStepper]" text=".value" tiptext="获取或设置 NumericStepper 组件的当前值。" version="" helpurl="fl.controls:NumericStepper:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NumericStepper 类的事件" helpurl="fl.controls:NumericStepper">
						<string name="change" object="[fl.controls.NumericStepper]" text=".addEventListener(%类型:String=Event.CHANGE{Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户更改 NumericStepper 组件的值时调度。" version="" helpurl="fl.controls:NumericStepper_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressBar" id="[fl.controls.ProgressBar]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ProgressBar 组件显示内容加载的进度。" helpurl="fl.controls:ProgressBar">
					<folder name="方法" id="Methods" tiptext="ProgressBar 类的方法" helpurl="fl.controls:ProgressBar">
						<string name="ProgressBar" object="[fl.controls.ProgressBar]" text="new ProgressBar(%%)" constructor="true" tiptext="创建新的 ProgressBar 组件实例。" version="1.0" helpurl="fl.controls:ProgressBar:ProgressBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ProgressBar]" text="ProgressBar.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:ProgressBar:getStyleDefinition" playername=""/>
						<string name="reset" object="[fl.controls.ProgressBar]" text=".reset(%%):void" tiptext="为新加载操作重置进度栏。" version="1.0" helpurl="fl.controls:ProgressBar:reset" playername=""/>
						<string name="setProgress" object="[fl.controls.ProgressBar]" text=".setProgress(%值:Number,最大:Number%):void" tiptext="设置进度栏的状态，以反映在使用手动模式时完成的进度量。" version="1.0" helpurl="fl.controls:ProgressBar:setProgress" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ProgressBar 类的属性" helpurl="fl.controls:ProgressBar">
						<string name="direction" object="[fl.controls.ProgressBar]" text=".direction" tiptext="指示进度栏的填充方向。" version="" helpurl="fl.controls:ProgressBar:direction:get" playername=""/>
						<string name="indeterminate" object="[fl.controls.ProgressBar]" text=".indeterminate" tiptext="获取或设置一个值，该值指示进度栏所使用的填充类型以及加载源是否已知。" version="" helpurl="fl.controls:ProgressBar:indeterminate:get" playername=""/>
						<string name="maximum" object="[fl.controls.ProgressBar]" text=".maximum" tiptext="获取或设置当 ProgressBar.mode 属性设置为 ProgressBarMode.MANUAL 时，进度栏的最大值。" version="" helpurl="fl.controls:ProgressBar:maximum:get" playername=""/>
						<string name="minimum" object="[fl.controls.ProgressBar]" text=".minimum" tiptext="获取或设置当 ProgressBar.mode 属性设置为 ProgressBarMode.MANUAL 时，进度栏的最小值。" version="" helpurl="fl.controls:ProgressBar:minimum:get" playername=""/>
						<string name="mode" object="[fl.controls.ProgressBar]" text=".mode" tiptext="获取或设置要用来更新进度栏的方法。" version="" helpurl="fl.controls:ProgressBar:mode:get" playername=""/>
						<string name="percentComplete" object="[fl.controls.ProgressBar]" text=".percentComplete" tiptext="获取 0 到 100 之间的一个数字，该数字指示已加载内容的百分比。" version="" helpurl="fl.controls:ProgressBar:percentComplete:get" playername=""/>
						<string name="source" object="[fl.controls.ProgressBar]" text=".source" tiptext="获取或设置一个对正在加载并且 ProgressBar 正在测量其加载操作进度的内容的引用。" version="" helpurl="fl.controls:ProgressBar:source:get" playername=""/>
						<string name="value" object="[fl.controls.ProgressBar]" text=".value" tiptext="获取或设置一个值，该值指示加载操作已完成的进度量。" version="" helpurl="fl.controls:ProgressBar:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ProgressBar 类的事件" helpurl="fl.controls:ProgressBar">
						<string name="progress" object="[fl.controls.ProgressBar]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{ProgressEvent.PROGRESS,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在事件模式或轮询模式下加载内容时调度。" version="" helpurl="fl.controls:ProgressBar_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="complete" object="[fl.controls.ProgressBar]" text=".addEventListener(%类型:String=Event.COMPLETE{ProgressEvent.PROGRESS,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载操作完成时调度。" version="" helpurl="fl.controls:ProgressBar_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressBarDirection" id="[fl.controls.ProgressBarDirection]" sort="true" index="true" asAncestors="Object" tiptext="ProgressBarDirection 类可定义 ProgressBar 类的 direction 属性值。" helpurl="fl.controls:ProgressBarDirection">
					<folder name="属性" id="Properties" tiptext="ProgressBarDirection 类的属性" helpurl="fl.controls:ProgressBarDirection">
						<string name="LEFT" object="[fl.controls.ProgressBarDirection]" text="ProgressBarDirection.LEFT" constant="true" tiptext="从右向左填充进度栏。" version="" helpurl="fl.controls:ProgressBarDirection:LEFT" playername=""/>
						<string name="RIGHT" object="[fl.controls.ProgressBarDirection]" text="ProgressBarDirection.RIGHT" constant="true" tiptext="从左向右填充进度栏。" version="" helpurl="fl.controls:ProgressBarDirection:RIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressBarMode" id="[fl.controls.ProgressBarMode]" sort="true" index="true" asAncestors="Object" tiptext="ProgressBarMode 类定义 ProgressBar 类的 mode 属性值。" helpurl="fl.controls:ProgressBarMode">
					<folder name="属性" id="Properties" tiptext="ProgressBarMode 类的属性" helpurl="fl.controls:ProgressBarMode">
						<string name="EVENT" object="[fl.controls.ProgressBarMode]" text="ProgressBarMode.EVENT" constant="true" tiptext="由 source 属性指定的组件必须调度 progress 和 complete 事件。" version="" helpurl="fl.controls:ProgressBarMode:EVENT" playername=""/>
						<string name="MANUAL" object="[fl.controls.ProgressBarMode]" text="ProgressBarMode.MANUAL" constant="true" tiptext="手动更新 ProgressBar 组件的状态。" version="" helpurl="fl.controls:ProgressBarMode:MANUAL" playername=""/>
						<string name="POLLED" object="[fl.controls.ProgressBarMode]" text="ProgressBarMode.POLLED" constant="true" tiptext="可通过对源进行轮询来更新进度。" version="" helpurl="fl.controls:ProgressBarMode:POLLED" playername=""/>
					</folder>
				</folder>
				<folder name="RadioButton" id="[fl.controls.RadioButton]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="使用 RadioButton 组件可以强制用户只能选择一组选项中的一项。" helpurl="fl.controls:RadioButton">
					<folder name="方法" id="Methods" tiptext="RadioButton 类的方法" helpurl="fl.controls:RadioButton">
						<string name="RadioButton" object="[fl.controls.RadioButton]" text="new RadioButton(%%)" constructor="true" tiptext="创建新的 RadioButton 组件实例。" version="1.0" helpurl="fl.controls:RadioButton:RadioButton" playername=""/>
						<string name="drawFocus" object="[fl.controls.RadioButton]" text=".drawFocus(%具有焦点:Boolean%):void" tiptext="在此组件实例的周围显示或隐藏焦点指示符。" version="1.0" helpurl="fl.controls:RadioButton:drawFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.RadioButton]" text="RadioButton.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:RadioButton:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RadioButton 类的属性" helpurl="fl.controls:RadioButton">
						<string name="autoRepeat" object="[fl.controls.RadioButton]" text=".autoRepeat" tiptext="根据定义，单选按钮不可能自动重复，因此构造函数中的 autoRepeat 属性设置为 false 且不能更改。" version="" helpurl="fl.controls:RadioButton:autoRepeat:get" playername=""/>
						<string name="groupName" object="[fl.controls.RadioButton]" text=".groupName" tiptext="单选按钮实例或组的组名。" version="" helpurl="fl.controls:RadioButton:groupName:get" playername=""/>
						<string name="group" object="[fl.controls.RadioButton]" text=".group" tiptext="此 RadioButton 所属的 RadioButtonGroup 对象。" version="" helpurl="fl.controls:RadioButton:group:get" playername=""/>
						<string name="selected" object="[fl.controls.RadioButton]" text=".selected" tiptext="指示当前是选中(true)还是取消选中(false)单选按钮。" version="" helpurl="fl.controls:RadioButton:selected:get" playername=""/>
						<string name="toggle" object="[fl.controls.RadioButton]" text=".toggle" tiptext="单选按钮是切换按钮；其 toggle 属性在构造函数中设置为 true，并且不能更改。" version="" helpurl="fl.controls:RadioButton:toggle:get" playername=""/>
						<string name="value" object="[fl.controls.RadioButton]" text=".value" tiptext="与单选按钮关联的用户定义值。" version="" helpurl="fl.controls:RadioButton:value:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="RadioButton 类的事件" helpurl="fl.controls:RadioButton">
						<string name="click" object="[fl.controls.RadioButton]" text=".addEventListener(%类型:String=MouseEvent.CLICK{MouseEvent.CLICK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户使用鼠标或空格键单击单选按钮时调度。" version="" helpurl="fl.controls:RadioButton_flash.events.MouseEvent.CLICK_click" playername=""/>
						<string name="change" object="[fl.controls.RadioButton]" text=".addEventListener(%类型:String=Event.CHANGE{MouseEvent.CLICK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当单选按钮实例的选定属性更改时调度。" version="" helpurl="fl.controls:RadioButton_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="RadioButtonGroup" id="[fl.controls.RadioButtonGroup]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="RadioButtonGroup 类将一组 RadioButton 组件定义为单个组件。" helpurl="fl.controls:RadioButtonGroup">
					<folder name="方法" id="Methods" tiptext="RadioButtonGroup 类的方法" helpurl="fl.controls:RadioButtonGroup">
						<string name="RadioButtonGroup" object="[fl.controls.RadioButtonGroup]" text="new RadioButtonGroup(%名称:String%)" constructor="true" tiptext="创建一个新的 RadioButtonGroup 实例。" version="1.0" helpurl="fl.controls:RadioButtonGroup:RadioButtonGroup" playername=""/>
						<string name="addRadioButton" object="[fl.controls.RadioButtonGroup]" text=".addRadioButton(%单选按钮:fl.controls:RadioButton%):void" tiptext="向内部单选按钮数组添加一个单选按钮，以用于单选按钮组索引，这样可允许在单选按钮组中单独选择一个单选按钮。" version="1.0" helpurl="fl.controls:RadioButtonGroup:addRadioButton" playername=""/>
						<string name="getGroup" object="[fl.controls.RadioButtonGroup]" text="RadioButtonGroup.getGroup(%名称:String%):fl.controls:RadioButtonGroup" static="true" tiptext="检索对指定单选按钮组的引用。" version="1.0" helpurl="fl.controls:RadioButtonGroup:getGroup" playername=""/>
						<string name="getRadioButtonAt" object="[fl.controls.RadioButtonGroup]" text=".getRadioButtonAt(%索引:int%):fl.controls:RadioButton" tiptext="检索指定索引位置的 RadioButton 组件。" version="1.0" helpurl="fl.controls:RadioButtonGroup:getRadioButtonAt" playername=""/>
						<string name="getRadioButtonIndex" object="[fl.controls.RadioButtonGroup]" text=".getRadioButtonIndex(%单选按钮:fl.controls:RadioButton%):int" tiptext="返回指定 RadioButton 实例的索引。" version="1.0" helpurl="fl.controls:RadioButtonGroup:getRadioButtonIndex" playername=""/>
						<string name="removeRadioButton" object="[fl.controls.RadioButtonGroup]" text=".removeRadioButton(%单选按钮:fl.controls:RadioButton%):void" tiptext="从内部单选按钮列表中清除 RadioButton 实例。" version="1.0" helpurl="fl.controls:RadioButtonGroup:removeRadioButton" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RadioButtonGroup 类的属性" helpurl="fl.controls:RadioButtonGroup">
						<string name="name" object="[fl.controls.RadioButtonGroup]" text=".name" tiptext="获取单选按钮的实例名称。" version="" helpurl="fl.controls:RadioButtonGroup:name:get" playername=""/>
						<string name="numRadioButtons" object="[fl.controls.RadioButtonGroup]" text=".numRadioButtons" tiptext="获取此单选按钮组中的单选按钮数。" version="" helpurl="fl.controls:RadioButtonGroup:numRadioButtons:get" playername=""/>
						<string name="selectedData" object="[fl.controls.RadioButtonGroup]" text=".selectedData" tiptext="获取或设置所选单选按钮的值属性。" version="" helpurl="fl.controls:RadioButtonGroup:selectedData:get" playername=""/>
						<string name="selection" object="[fl.controls.RadioButtonGroup]" text=".selection" tiptext="获取或设置对当前从单选按钮组中选择的单选按钮的引用。" version="" helpurl="fl.controls:RadioButtonGroup:selection:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="RadioButtonGroup 类的事件" helpurl="fl.controls:RadioButtonGroup">
						<string name="click" object="[fl.controls.RadioButtonGroup]" text=".addEventListener(%类型:String=MouseEvent.CLICK{MouseEvent.CLICK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当单击 RadioButton 实例时调度。" version="" helpurl="fl.controls:RadioButtonGroup_flash.events.MouseEvent.CLICK_click" playername=""/>
						<string name="change" object="[fl.controls.RadioButtonGroup]" text=".addEventListener(%类型:String=Event.CHANGE{MouseEvent.CLICK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当组内的选定 RadioButton 实例更改时调度。" version="" helpurl="fl.controls:RadioButtonGroup_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollBar" id="[fl.controls.ScrollBar]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="当数据太多以至于显示区域无法容纳时，最终用户可以使用 ScrollBar 组件控制显示的数据部分。" helpurl="fl.controls:ScrollBar">
					<folder name="方法" id="Methods" tiptext="ScrollBar 类的方法" helpurl="fl.controls:ScrollBar">
						<string name="ScrollBar" object="[fl.controls.ScrollBar]" text="new ScrollBar(%%)" constructor="true" tiptext="创建新的 ScrollBar 组件实例。" version="1.0" helpurl="fl.controls:ScrollBar:ScrollBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.ScrollBar]" text="ScrollBar.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:ScrollBar:getStyleDefinition" playername=""/>
						<string name="setScrollProperties" object="[fl.controls.ScrollBar]" text=".setScrollProperties(%页面尺寸:Number,最低滚动位置:Number,最高滚动位置:Number[,页面滚动尺寸:Number=0]%):void" tiptext="设置 ScrollBar 组件的范围和视口大小。" version="1.0" helpurl="fl.controls:ScrollBar:setScrollProperties" playername=""/>
						<string name="setSize" object="[fl.controls.ScrollBar]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="将组件设置为指定的宽度和高度。" version="1.0" helpurl="fl.controls:ScrollBar:setSize" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ScrollBar 类的属性" helpurl="fl.controls:ScrollBar">
						<string name="direction" object="[fl.controls.ScrollBar]" text=".direction" tiptext="获取或设置一个值，该值指示滚动条是水平滚动还是垂直滚动。" version="" helpurl="fl.controls:ScrollBar:direction:get" playername=""/>
						<string name="enabled" object="[fl.controls.ScrollBar]" text=".enabled" tiptext="获取或设置一个布尔值，该值指示是否启用滚动条。" version="" helpurl="fl.controls:ScrollBar:enabled:get" playername=""/>
						<string name="height" object="[fl.controls.ScrollBar]" text=".height" tiptext="获取或设置组件的高度，以像素为单位。" version="" helpurl="fl.controls:ScrollBar:height:get" playername=""/>
						<string name="lineScrollSize" object="[fl.controls.ScrollBar]" text=".lineScrollSize" tiptext="获取或设置一个值，该值表示按下滚动条轨道时页面滚动的增量。" version="" helpurl="fl.controls:ScrollBar:lineScrollSize:get" playername=""/>
						<string name="maxScrollPosition" object="[fl.controls.ScrollBar]" text=".maxScrollPosition" tiptext="获取或设置表示最高滚动位置的数字。" version="" helpurl="fl.controls:ScrollBar:maxScrollPosition:get" playername=""/>
						<string name="minScrollPosition" object="[fl.controls.ScrollBar]" text=".minScrollPosition" tiptext="获取或设置表示最低滚动位置的数字。" version="" helpurl="fl.controls:ScrollBar:minScrollPosition:get" playername=""/>
						<string name="pageScrollSize" object="[fl.controls.ScrollBar]" text=".pageScrollSize" tiptext="获取或设置一个值，该值表示按下滚动条轨道时页面滚动的增量。" version="" helpurl="fl.controls:ScrollBar:pageScrollSize:get" playername=""/>
						<string name="pageSize" object="[fl.controls.ScrollBar]" text=".pageSize" tiptext="获取或设置页中所包含的行数。" version="" helpurl="fl.controls:ScrollBar:pageSize:get" playername=""/>
						<string name="scrollPosition" object="[fl.controls.ScrollBar]" text=".scrollPosition" tiptext="获取或设置当前滚动位置并更新滑块的位置。" version="" helpurl="fl.controls:ScrollBar:scrollPosition:get" playername=""/>
						<string name="width" object="[fl.controls.ScrollBar]" text=".width" tiptext="获取或设置组件的宽度，以像素为单位。" version="" helpurl="fl.controls:ScrollBar:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ScrollBar 类的事件" helpurl="fl.controls:ScrollBar">
						<string name="scroll" object="[fl.controls.ScrollBar]" text=".addEventListener(%类型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 ScrollBar 实例的 scrollPosition 属性更改时调度。" version="" helpurl="fl.controls:ScrollBar_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollBarDirection" id="[fl.controls.ScrollBarDirection]" sort="true" index="true" asAncestors="Object" tiptext="定义 ScrollBar 组件的 direction 属性值。" helpurl="fl.controls:ScrollBarDirection">
					<folder name="属性" id="Properties" tiptext="ScrollBarDirection 类的属性" helpurl="fl.controls:ScrollBarDirection">
						<string name="HORIZONTAL" object="[fl.controls.ScrollBarDirection]" text="ScrollBarDirection.HORIZONTAL" constant="true" tiptext="指示 ScrollBar 组件实例用于水平滚动。" version="" helpurl="fl.controls:ScrollBarDirection:HORIZONTAL" playername=""/>
						<string name="VERTICAL" object="[fl.controls.ScrollBarDirection]" text="ScrollBarDirection.VERTICAL" constant="true" tiptext="指示 ScrollBar 组件实例用于垂直滚动。" version="" helpurl="fl.controls:ScrollBarDirection:VERTICAL" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollPolicy" id="[fl.controls.ScrollPolicy]" sort="true" index="true" asAncestors="Object" tiptext="BaseScrollPane 类的 horizontalScrollPolicy 和 verticalScrollPolicy 属性值。" helpurl="fl.controls:ScrollPolicy">
					<folder name="属性" id="Properties" tiptext="ScrollPolicy 类的属性" helpurl="fl.controls:ScrollPolicy">
						<string name="AUTO" object="[fl.controls.ScrollPolicy]" text="ScrollPolicy.AUTO" constant="true" tiptext="如果子级超出所有者的尺寸，将显示滚动条。" version="" helpurl="fl.controls:ScrollPolicy:AUTO" playername=""/>
						<string name="OFF" object="[fl.controls.ScrollPolicy]" text="ScrollPolicy.OFF" constant="true" tiptext="从不显示滚动条。" version="" helpurl="fl.controls:ScrollPolicy:OFF" playername=""/>
						<string name="ON" object="[fl.controls.ScrollPolicy]" text="ScrollPolicy.ON" constant="true" tiptext="始终显示滚动条。" version="" helpurl="fl.controls:ScrollPolicy:ON" playername=""/>
					</folder>
				</folder>
				<folder name="SelectableList" id="[fl.controls.SelectableList]" sort="true" index="true" asAncestors="fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="SelectableList 是所有基于列表的组件(例如，List、TileList、DataGrid 和 ComboBox 组件)的基类。" helpurl="fl.controls:SelectableList">
					<folder name="方法" id="Methods" tiptext="SelectableList 类的方法" helpurl="fl.controls:SelectableList">
						<string name="SelectableList" object="[fl.controls.SelectableList]" text="new SelectableList(%%)" constructor="true" tiptext="创建新的 SelectableList 实例。" version="1.0" helpurl="fl.controls:SelectableList:SelectableList" playername=""/>
						<string name="addItemAt" object="[fl.controls.SelectableList]" text=".addItemAt(%项:Object,索引:uint%):void" tiptext="在列表中的指定索引位置插入一个项目。" version="1.0" helpurl="fl.controls:SelectableList:addItemAt" playername=""/>
						<string name="addItem" object="[fl.controls.SelectableList]" text=".addItem(%项:Object%):void" tiptext="在项目列表的末尾追加一个项目。" version="1.0" helpurl="fl.controls:SelectableList:addItem" playername=""/>
						<string name="clearRendererStyle" object="[fl.controls.SelectableList]" text=".clearRendererStyle(%名称:String[,列:int=-1]%):void" tiptext="清除针对列表中的渲染器设置的样式。" version="1.0" helpurl="fl.controls:SelectableList:clearRendererStyle" playername=""/>
						<string name="clearSelection" object="[fl.controls.SelectableList]" text=".clearSelection(%%):void" tiptext="清除列表中当前选定的项目，并将 selectedIndex 属性设置为 -1。" version="1.0" helpurl="fl.controls:SelectableList:clearSelection" playername=""/>
						<string name="getItemAt" object="[fl.controls.SelectableList]" text=".getItemAt(%索引:uint%):Object" tiptext="检索指定索引处的项目。" version="1.0" helpurl="fl.controls:SelectableList:getItemAt" playername=""/>
						<string name="getNextIndexAtLetter" object="[fl.controls.SelectableList]" text=".getNextIndexAtLetter(%第一个字母:String[,起始索引:int=-1]%):int" tiptext="返回 dataProvider 中下一个项目的索引，其中标签的第一个字符匹配指定的字符。" version="1.0" helpurl="fl.controls:SelectableList:getNextIndexAtLetter" playername=""/>
						<string name="getRendererStyle" object="[fl.controls.SelectableList]" text=".getRendererStyle(%名称:String[,列:int=-1]%):Object" tiptext="检索针对列表中的渲染器设置的样式。" version="1.0" helpurl="fl.controls:SelectableList:getRendererStyle" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.SelectableList]" text="SelectableList.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:SelectableList:getStyleDefinition" playername=""/>
						<string name="invalidateItemAt" object="[fl.controls.SelectableList]" text=".invalidateItemAt(%索引:uint%):void" tiptext="使位于指定索引处的项目的渲染器失效。" version="1.0" helpurl="fl.controls:SelectableList:invalidateItemAt" playername=""/>
						<string name="invalidateItem" object="[fl.controls.SelectableList]" text=".invalidateItem(%项:Object%):void" tiptext="使特定项目渲染器失效。" version="1.0" helpurl="fl.controls:SelectableList:invalidateItem" playername=""/>
						<string name="invalidateList" object="[fl.controls.SelectableList]" text=".invalidateList(%%):void" tiptext="使整个列表失效，并强制重绘列表项目。" version="1.0" helpurl="fl.controls:SelectableList:invalidateList" playername=""/>
						<string name="isItemSelected" object="[fl.controls.SelectableList]" text=".isItemSelected(%项目:Object%):Boolean" tiptext="检查指定的项目在列表中是否处于选中状态。" version="1.0" helpurl="fl.controls:SelectableList:isItemSelected" playername=""/>
						<string name="itemToCellRenderer" object="[fl.controls.SelectableList]" text=".itemToCellRenderer(%项:Object%):fl.controls.listClasses:ICellRenderer" tiptext="检索给定项目对象的 ICellRenderer (如果有)。" version="1.0" helpurl="fl.controls:SelectableList:itemToCellRenderer" playername=""/>
						<string name="itemToLabel" object="[fl.controls.SelectableList]" text=".itemToLabel(%项:Object%):String" tiptext="基于对象的标签属性检索渲染器为给定数据对象显示的字符串。" version="1.0" helpurl="fl.controls:SelectableList:itemToLabel" playername=""/>
						<string name="removeAll" object="[fl.controls.SelectableList]" text=".removeAll(%%):void" tiptext="删除列表中的所有项目。" version="1.0" helpurl="fl.controls:SelectableList:removeAll" playername=""/>
						<string name="removeItemAt" object="[fl.controls.SelectableList]" text=".removeItemAt(%索引:uint%):Object" tiptext="删除指定索引位置处的项目。" version="1.0" helpurl="fl.controls:SelectableList:removeItemAt" playername=""/>
						<string name="removeItem" object="[fl.controls.SelectableList]" text=".removeItem(%项:Object%):Object" tiptext="从列表中删除指定项目。" version="1.0" helpurl="fl.controls:SelectableList:removeItem" playername=""/>
						<string name="replaceItemAt" object="[fl.controls.SelectableList]" text=".replaceItemAt(%项:Object,索引:uint%):Object" tiptext="用其它项目替换指定索引位置的项目。" version="1.0" helpurl="fl.controls:SelectableList:replaceItemAt" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.SelectableList]" text=".scrollToIndex(%新插入符号索引:int%):void" tiptext="将列表滚动到指定索引处的项目。" version="1.0" helpurl="fl.controls:SelectableList:scrollToIndex" playername=""/>
						<string name="scrollToSelected" object="[fl.controls.SelectableList]" text=".scrollToSelected(%%):void" tiptext="将列表滚动到 selectedIndex 属性的当前值所指示的位置处的项目。" version="1.0" helpurl="fl.controls:SelectableList:scrollToSelected" playername=""/>
						<string name="setRendererStyle" object="[fl.controls.SelectableList]" text=".setRendererStyle(%名称:String,样式:Object[,列:uint=0]%):void" tiptext="针对列表中的渲染器设置样式。" version="1.0" helpurl="fl.controls:SelectableList:setRendererStyle" playername=""/>
						<string name="sortItemsOn" object="[fl.controls.SelectableList]" text=".sortItemsOn(%字段:String[,选项:Object=null]%)" tiptext="按当前数据提供者的一个或多个字段对该数据提供者的元素进行排序。" version="1.0" helpurl="fl.controls:SelectableList:sortItemsOn" playername=""/>
						<string name="sortItems" object="[fl.controls.SelectableList]" text=".sortItems(%排序参数:可变长度参数%)" tiptext="对当前数据提供者的元素进行排序。" version="1.0" helpurl="fl.controls:SelectableList:sortItems" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SelectableList 类的属性" helpurl="fl.controls:SelectableList">
						<string name="allowMultipleSelection" object="[fl.controls.SelectableList]" text=".allowMultipleSelection" tiptext="获取一个布尔值，该值指示一次是否可以选择多个列表项目。" version="" helpurl="fl.controls:SelectableList:allowMultipleSelection:get" playername=""/>
						<string name="dataProvider" object="[fl.controls.SelectableList]" text=".dataProvider" tiptext="获取或设置要查看的项目列表的数据模型。" version="" helpurl="fl.controls:SelectableList:dataProvider:get" playername=""/>
						<string name="length" object="[fl.controls.SelectableList]" text=".length" tiptext="获取数据提供者中的项目数。" version="" helpurl="fl.controls:SelectableList:length:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.SelectableList]" text=".maxHorizontalScrollPosition" tiptext="获取或设置当 horizontalScrollPolicy 属性设置为 ScrollPolicy.ON 时，列表可以向右滚动的像素数。" version="" helpurl="fl.controls:SelectableList:maxHorizontalScrollPosition:get" playername=""/>
						<string name="rowCount" object="[fl.controls.SelectableList]" text=".rowCount" tiptext="获取列表中至少部分可见的行的数目。" version="" helpurl="fl.controls:SelectableList:rowCount:get" playername=""/>
						<string name="selectable" object="[fl.controls.SelectableList]" text=".selectable" tiptext="获取或设置一个布尔值，该值指示列表中的项目是否可选。" version="" helpurl="fl.controls:SelectableList:selectable:get" playername=""/>
						<string name="selectedIndex" object="[fl.controls.SelectableList]" text=".selectedIndex" tiptext="获取或设置单选列表中所选项目的索引。" version="" helpurl="fl.controls:SelectableList:selectedIndex:get" playername=""/>
						<string name="selectedIndices" object="[fl.controls.SelectableList]" text=".selectedIndices" tiptext="获取或设置一个数组，该数组包含从多选列表中选择的项目。" version="" helpurl="fl.controls:SelectableList:selectedIndices:get" playername=""/>
						<string name="selectedItem" object="[fl.controls.SelectableList]" text=".selectedItem" tiptext="获取或设置从单选列表中选择的项目。" version="" helpurl="fl.controls:SelectableList:selectedItem:get" playername=""/>
						<string name="selectedItems" object="[fl.controls.SelectableList]" text=".selectedItems" tiptext="获取或设置一个数组，该数组包含从多选列表中选择的项目的对象。" version="" helpurl="fl.controls:SelectableList:selectedItems:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SelectableList 类的事件" helpurl="fl.controls:SelectableList">
						<string name="scroll" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户水平或垂直滚动时调度。" version="" helpurl="fl.controls:SelectableList_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
						<string name="change" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=Event.CHANGE{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当在列表中选择另一个项目时调度。" version="" helpurl="fl.controls:SelectableList_flash.events.Event.CHANGE_change" playername=""/>
						<string name="itemDoubleClick" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=ListEvent.ITEM_DOUBLE_CLICK{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户快速连续单击两次组件中的项目时调度。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_DOUBLE_CLICK_itemDoubleClick" playername=""/>
						<string name="itemClick" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=ListEvent.ITEM_CLICK{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户单击组件中的项目时调度。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_CLICK_itemClick" playername=""/>
						<string name="rollOut" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=MouseEvent.ROLL_OUT{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑离组件时调度。" version="" helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OUT_rollOut" playername=""/>
						<string name="rollOver" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=MouseEvent.ROLL_OVER{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑过组件时调度。" version="" helpurl="fl.controls:SelectableList_flash.events.MouseEvent.ROLL_OVER_rollOver" playername=""/>
						<string name="itemRollOver" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=ListEvent.ITEM_ROLL_OVER{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑过组件中的项目时调度。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_ROLL_OVER_itemRollOver" playername=""/>
						<string name="itemRollOut" object="[fl.controls.SelectableList]" text=".addEventListener(%类型:String=ListEvent.ITEM_ROLL_OUT{ScrollEvent.SCROLL,Event.CHANGE,ListEvent.ITEM_DOUBLE_CLICK,ListEvent.ITEM_CLICK,MouseEvent.ROLL_OUT,MouseEvent.ROLL_OVER,ListEvent.ITEM_ROLL_OVER,ListEvent.ITEM_ROLL_OUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户将鼠标滑离组件中的项目时调度。" version="" helpurl="fl.controls:SelectableList_fl.events.ListEvent.ITEM_ROLL_OUT_itemRollOut" playername=""/>
					</folder>
				</folder>
				<folder name="Slider" id="[fl.controls.Slider]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="使用 Slider 控件，用户可以通过在滑块轨道的端点之间移动滑块来选择值。" helpurl="fl.controls:Slider">
					<folder name="方法" id="Methods" tiptext="Slider 类的方法" helpurl="fl.controls:Slider">
						<string name="Slider" object="[fl.controls.Slider]" text="new Slider(%%)" constructor="true" tiptext="创建新的 Slider 组件实例。" version="1.0" helpurl="fl.controls:Slider:Slider" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.Slider]" text="Slider.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:Slider:getStyleDefinition" playername=""/>
						<string name="setSize" object="[fl.controls.Slider]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="将组件设置为指定的宽度和高度。" version="1.0" helpurl="fl.controls:Slider:setSize" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Slider 类的属性" helpurl="fl.controls:Slider">
						<string name="direction" object="[fl.controls.Slider]" text=".direction" tiptext="设置滑块的方向。" version="" helpurl="fl.controls:Slider:direction:get" playername=""/>
						<string name="enabled" object="[fl.controls.Slider]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户交互。" version="" helpurl="fl.controls:Slider:enabled:get" playername=""/>
						<string name="maximum" object="[fl.controls.Slider]" text=".maximum" tiptext="Slider 组件实例所允许的最大值。" version="" helpurl="fl.controls:Slider:maximum:get" playername=""/>
						<string name="minimum" object="[fl.controls.Slider]" text=".minimum" tiptext="Slider 组件实例所允许的最小值。" version="" helpurl="fl.controls:Slider:minimum:get" playername=""/>
						<string name="snapInterval" object="[fl.controls.Slider]" text=".snapInterval" tiptext="获取或设置用户移动滑块时值增加或减小的量。" version="" helpurl="fl.controls:Slider:snapInterval:get" playername=""/>
						<string name="tickInterval" object="[fl.controls.Slider]" text=".tickInterval" tiptext="相对于组件最大值的刻度线间距。" version="" helpurl="fl.controls:Slider:tickInterval:get" playername=""/>
						<string name="value" object="[fl.controls.Slider]" text=".value" tiptext="获取或设置 Slider 组件的当前值。" version="" helpurl="fl.controls:Slider:value:get" playername=""/>
						<string name="liveDragging" object="[fl.controls.Slider]" text=".liveDragging" tiptext="获取或设置一个布尔值，该值指示在用户移动滑块时是否持续调度 SliderEvent.CHANGE 事件。" version="" helpurl="fl.controls:Slider:liveDragging:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Slider 类的事件" helpurl="fl.controls:Slider">
						<string name="change" object="[fl.controls.Slider]" text=".addEventListener(%类型:String=SliderEvent.CHANGE{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 Slider 组件的值因鼠标或键盘交互操作而改变时调度。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.CHANGE_change" playername=""/>
						<string name="thumbDrag" object="[fl.controls.Slider]" text=".addEventListener(%类型:String=SliderEvent.THUMB_DRAG{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="按下滑块然后用鼠标进行移动时调度。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_DRAG_thumbDrag" playername=""/>
						<string name="thumbRelease" object="[fl.controls.Slider]" text=".addEventListener(%类型:String=SliderEvent.THUMB_RELEASE{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当按下和松开滑块时调度。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_RELEASE_thumbRelease" playername=""/>
						<string name="thumbPress" object="[fl.controls.Slider]" text=".addEventListener(%类型:String=SliderEvent.THUMB_PRESS{SliderEvent.CHANGE,SliderEvent.THUMB_DRAG,SliderEvent.THUMB_RELEASE,SliderEvent.THUMB_PRESS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当按下滑块时调度。" version="" helpurl="fl.controls:Slider_fl.events.SliderEvent.THUMB_PRESS_thumbPress" playername=""/>
					</folder>
				</folder>
				<folder name="SliderDirection" id="[fl.controls.SliderDirection]" sort="true" index="true" asAncestors="Object" tiptext="Slider 组件的方向。" helpurl="fl.controls:SliderDirection">
					<folder name="属性" id="Properties" tiptext="SliderDirection 类的属性" helpurl="fl.controls:SliderDirection">
						<string name="HORIZONTAL" object="[fl.controls.SliderDirection]" text=".HORIZONTAL" tiptext="将 Slider 组件放在水平轴上。" version="" helpurl="fl.controls:SliderDirection:HORIZONTAL" playername=""/>
						<string name="VERTICAL" object="[fl.controls.SliderDirection]" text=".VERTICAL" tiptext="将 Slider 组件放在垂直轴上。" version="" helpurl="fl.controls:SliderDirection:VERTICAL" playername=""/>
					</folder>
				</folder>
				<folder name="TextArea" id="[fl.controls.TextArea]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextArea 组件是一个带有边框和可选滚动条的多行文本字段。" helpurl="fl.controls:TextArea">
					<folder name="方法" id="Methods" tiptext="TextArea 类的方法" helpurl="fl.controls:TextArea">
						<string name="TextArea" object="[fl.controls.TextArea]" text="new TextArea(%%)" constructor="true" tiptext="创建新的 TextArea 组件实例。" version="1.0" helpurl="fl.controls:TextArea:TextArea" playername=""/>
						<string name="appendText" object="[fl.controls.TextArea]" text=".appendText(%文本:String%):void" tiptext="将指定字符串附加到 TextArea 组件所包含的最后一个字符之后。" version="1.0" helpurl="fl.controls:TextArea:appendText" playername=""/>
						<string name="drawFocus" object="[fl.controls.TextArea]" text=".drawFocus(%具有焦点:Boolean%):void" tiptext="在该组件上显示或隐藏焦点指示符。" version="1.0" helpurl="fl.controls:TextArea:drawFocus" playername=""/>
						<string name="getLineMetrics" object="[fl.controls.TextArea]" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="检索有关指定文本行的信息。" version="1.0" helpurl="fl.controls:TextArea:getLineMetrics" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.TextArea]" text="TextArea.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:TextArea:getStyleDefinition" playername=""/>
						<string name="setSelection" object="[fl.controls.TextArea]" text=".setSelection(%设置选择范围:int,结束索引:int%):void" tiptext="设置具有焦点的文本区域的选择范围。" version="1.0" helpurl="fl.controls:TextArea:setSelection" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextArea 类的属性" helpurl="fl.controls:TextArea">
						<string name="textField" object="[fl.controls.TextArea]" text=".textField" tiptext="对 TextArea 组件的内部文本字段的引用。" version="" helpurl="fl.controls:TextArea:textField" playername=""/>
						<string name="alwaysShowSelection" object="[fl.controls.TextArea]" text=".alwaysShowSelection" tiptext="获取或设置一个布尔值，该值指示当文本字段没有焦点时，Flash Player 是否加亮显示文本字段中的所选内容。" version="" helpurl="fl.controls:TextArea:alwaysShowSelection:get" playername=""/>
						<string name="condenseWhite" object="[fl.controls.TextArea]" text=".condenseWhite" tiptext="获取或设置一个布尔值，该值指示是否从包含 HTML 文本的 TextArea 组件中删除额外空白。" version="" helpurl="fl.controls:TextArea:condenseWhite:get" playername=""/>
						<string name="displayAsPassword" object="[fl.controls.TextArea]" text=".displayAsPassword" tiptext="获取或设置一个布尔值，该值指示 TextArea 组件实例是否是用于密码的文本字段。" version="" helpurl="fl.controls:TextArea:displayAsPassword:get" playername=""/>
						<string name="editable" object="[fl.controls.TextArea]" text=".editable" tiptext="获取或设置一个布尔值，该值指示用户是否可以编辑组件中的文本。" version="" helpurl="fl.controls:TextArea:editable:get" playername=""/>
						<string name="enabled" object="[fl.controls.TextArea]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户交互。" version="" helpurl="fl.controls:TextArea:enabled:get" playername=""/>
						<string name="horizontalScrollBar" object="[fl.controls.TextArea]" text=".horizontalScrollBar" tiptext="获取对水平滚动条的引用。" version="" helpurl="fl.controls:TextArea:horizontalScrollBar:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[fl.controls.TextArea]" text=".horizontalScrollPolicy" tiptext="获取或设置水平滚动条的滚动策略。" version="" helpurl="fl.controls:TextArea:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[fl.controls.TextArea]" text=".horizontalScrollPosition" tiptext="获取或设置在用户沿水平方向滚动文本字段之后，滚动条滑块的位置发生的变化，以像素为单位。" version="" helpurl="fl.controls:TextArea:horizontalScrollPosition:get" playername=""/>
						<string name="htmlText" object="[fl.controls.TextArea]" text=".htmlText" tiptext="获取或设置文本字段中所包含的字符串的 HTML 表示形式。" version="" helpurl="fl.controls:TextArea:htmlText:get" playername=""/>
						<string name="imeMode" object="[fl.controls.TextArea]" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version="" helpurl="fl.controls:TextArea:imeMode:get" playername=""/>
						<string name="length" object="[fl.controls.TextArea]" text=".length" tiptext="获取 TextArea 组件所包含的字符个数。" version="" helpurl="fl.controls:TextArea:length:get" playername=""/>
						<string name="maxChars" object="[fl.controls.TextArea]" text=".maxChars" tiptext="获取或设置用户可以在文本字段中输入的最大字符数。" version="" helpurl="fl.controls:TextArea:maxChars:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.TextArea]" text=".maxHorizontalScrollPosition" tiptext="获取 horizontalScrollPosition 属性的最大值。" version="" helpurl="fl.controls:TextArea:maxHorizontalScrollPosition:get" playername=""/>
						<string name="maxVerticalScrollPosition" object="[fl.controls.TextArea]" text=".maxVerticalScrollPosition" tiptext="获取 verticalScrollPosition 属性的最大值。" version="" helpurl="fl.controls:TextArea:maxVerticalScrollPosition:get" playername=""/>
						<string name="restrict" object="[fl.controls.TextArea]" text=".restrict" tiptext="获取或设置文本字段从用户那里接收的字符串。" version="" helpurl="fl.controls:TextArea:restrict:get" playername=""/>
						<string name="selectionBeginIndex" object="[fl.controls.TextArea]" text=".selectionBeginIndex" tiptext="获取所选的一个或多个字符中第一个字符的索引位置。" version="" helpurl="fl.controls:TextArea:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[fl.controls.TextArea]" text=".selectionEndIndex" tiptext="获取所选的一个或多个字符中最后一个字符的索引位置。" version="" helpurl="fl.controls:TextArea:selectionEndIndex:get" playername=""/>
						<string name="textHeight" object="[fl.controls.TextArea]" text=".textHeight" tiptext="获取文本的高度，以像素为单位。" version="" helpurl="fl.controls:TextArea:textHeight:get" playername=""/>
						<string name="textWidth" object="[fl.controls.TextArea]" text=".textWidth" tiptext="获取文本的宽度，以像素为单位。" version="" helpurl="fl.controls:TextArea:textWidth:get" playername=""/>
						<string name="text" object="[fl.controls.TextArea]" text=".text" tiptext="获取或设置一个字符串，该字符串包含 TextInput 组件中的当前文本。" version="" helpurl="fl.controls:TextArea:text:get" playername=""/>
						<string name="verticalScrollBar" object="[fl.controls.TextArea]" text=".verticalScrollBar" tiptext="获取对垂直滚动条的引用。" version="" helpurl="fl.controls:TextArea:verticalScrollBar:get" playername=""/>
						<string name="verticalScrollPolicy" object="[fl.controls.TextArea]" text=".verticalScrollPolicy" tiptext="获取或设置垂直滚动条的滚动策略。" version="" helpurl="fl.controls:TextArea:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[fl.controls.TextArea]" text=".verticalScrollPosition" tiptext="获取或设置在用户沿垂直方向滚动文本字段之后，滚动条滑块的位置发生的变化，以像素为单位。" version="" helpurl="fl.controls:TextArea:verticalScrollPosition:get" playername=""/>
						<string name="wordWrap" object="[fl.controls.TextArea]" text=".wordWrap" tiptext="获取或设置一个布尔值，该值指示文本是否在行尾自动换行。" version="" helpurl="fl.controls:TextArea:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextArea 类的事件" helpurl="fl.controls:TextArea">
						<string name="scroll" object="[fl.controls.TextArea]" text=".addEventListener(%类型:String=ScrollEvent.SCROLL{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当滚动内容时调度。" version="" helpurl="fl.controls:TextArea_fl.events.ScrollEvent.SCROLL_scroll" playername=""/>
						<string name="enter" object="[fl.controls.TextArea]" text=".addEventListener(%类型:String=ComponentEvent.ENTER{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在该组件中按下 Enter 键时调度。" version="" helpurl="fl.controls:TextArea_fl.events.ComponentEvent.ENTER_enter" playername=""/>
						<string name="textInput" object="[fl.controls.TextArea]" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在该组件中输入、删除或粘贴文本时调度。" version="" helpurl="fl.controls:TextArea_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="change" object="[fl.controls.TextArea]" text=".addEventListener(%类型:String=Event.CHANGE{ScrollEvent.SCROLL,ComponentEvent.ENTER,TextEvent.TEXT_INPUT,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 TextArea 组件中的文本更改时调度。" version="" helpurl="fl.controls:TextArea_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="TextInput" id="[fl.controls.TextInput]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextInput 组件是单行文本组件，该组件包含本机 ActionScript TextField 对象。" helpurl="fl.controls:TextInput">
					<folder name="方法" id="Methods" tiptext="TextInput 类的方法" helpurl="fl.controls:TextInput">
						<string name="TextInput" object="[fl.controls.TextInput]" text="new TextInput(%%)" constructor="true" tiptext="创建新的 TextInput 组件实例。" version="1.0" helpurl="fl.controls:TextInput:TextInput" playername=""/>
						<string name="appendText" object="[fl.controls.TextInput]" text=".appendText(%文本:String%):void" tiptext="在 TextArea 所包含的最后一个字符的后面追加指定的字符串。" version="1.0" helpurl="fl.controls:TextInput:appendText" playername=""/>
						<string name="drawFocus" object="[fl.controls.TextInput]" text=".drawFocus(%具有焦点:Boolean%):void" tiptext="在该组件上显示或隐藏焦点指示符。" version="1.0" helpurl="fl.controls:TextInput:drawFocus" playername=""/>
						<string name="getLineMetrics" object="[fl.controls.TextInput]" text=".getLineMetrics(%索引:int%):flash.text:TextLineMetrics" tiptext="检索有关指定文本行的信息。" version="1.0" helpurl="fl.controls:TextInput:getLineMetrics" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.TextInput]" text="TextInput.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:TextInput:getStyleDefinition" playername=""/>
						<string name="setSelection" object="[fl.controls.TextInput]" text=".setSelection(%起始索引:int,结束索引:int%):void" tiptext="设置具有焦点的文本区域的选择范围。" version="1.0" helpurl="fl.controls:TextInput:setSelection" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextInput 类的属性" helpurl="fl.controls:TextInput">
						<string name="textField" object="[fl.controls.TextInput]" text=".textField" tiptext="对 TextInput 组件的内部文本字段的引用。" version="" helpurl="fl.controls:TextInput:textField" playername=""/>
						<string name="alwaysShowSelection" object="[fl.controls.TextInput]" text=".alwaysShowSelection" tiptext="获取或设置一个布尔值，该值指示当文本字段没有焦点时，所选内容的显示方式。" version="" helpurl="fl.controls:TextInput:alwaysShowSelection:get" playername=""/>
						<string name="condenseWhite" object="[fl.controls.TextInput]" text=".condenseWhite" tiptext="获取或设置一个布尔值，该值指示是否从包含 HTML 文本的 TextInput 组件中删除额外空白。" version="" helpurl="fl.controls:TextInput:condenseWhite:get" playername=""/>
						<string name="displayAsPassword" object="[fl.controls.TextInput]" text=".displayAsPassword" tiptext="获取或设置一个布尔值，该值指示当前创建的 TextInput 组件实例用于包含密码还是文本。" version="" helpurl="fl.controls:TextInput:displayAsPassword:get" playername=""/>
						<string name="editable" object="[fl.controls.TextInput]" text=".editable" tiptext="获取或设置一个布尔值，该值指示用户是否可以编辑文本字段。" version="" helpurl="fl.controls:TextInput:editable:get" playername=""/>
						<string name="enabled" object="[fl.controls.TextInput]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户交互。" version="" helpurl="fl.controls:TextInput:enabled:get" playername=""/>
						<string name="horizontalScrollPosition" object="[fl.controls.TextInput]" text=".horizontalScrollPosition" tiptext="获取或设置滑块在水平滚动条上的位置。" version="" helpurl="fl.controls:TextInput:horizontalScrollPosition:get" playername=""/>
						<string name="htmlText" object="[fl.controls.TextInput]" text=".htmlText" tiptext="包含文本字段所包含的字符串的 HTML 表示形式。" version="" helpurl="fl.controls:TextInput:htmlText:get" playername=""/>
						<string name="imeMode" object="[fl.controls.TextInput]" text=".imeMode" tiptext="获取或设置输入法编辑器(IME)的模式。" version="" helpurl="fl.controls:TextInput:imeMode:get" playername=""/>
						<string name="length" object="[fl.controls.TextInput]" text=".length" tiptext="获取 TextInput 组件中的字符数。" version="" helpurl="fl.controls:TextInput:length:get" playername=""/>
						<string name="maxChars" object="[fl.controls.TextInput]" text=".maxChars" tiptext="获取或设置用户可以在文本字段中输入的最大字符数。" version="" helpurl="fl.controls:TextInput:maxChars:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.TextInput]" text=".maxHorizontalScrollPosition" tiptext="获取一个值，该值描述文本字段可以向右滚动到的最远位置。" version="" helpurl="fl.controls:TextInput:maxHorizontalScrollPosition:get" playername=""/>
						<string name="restrict" object="[fl.controls.TextInput]" text=".restrict" tiptext="获取或设置文本字段从用户那里接收的字符串。" version="" helpurl="fl.controls:TextInput:restrict:get" playername=""/>
						<string name="selectionBeginIndex" object="[fl.controls.TextInput]" text=".selectionBeginIndex" tiptext="获取所选的一个或多个字符中第一个字符的索引值。" version="" helpurl="fl.controls:TextInput:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[fl.controls.TextInput]" text=".selectionEndIndex" tiptext="获取所选的一个或多个字符中最后一个字符的索引位置。" version="" helpurl="fl.controls:TextInput:selectionEndIndex:get" playername=""/>
						<string name="textHeight" object="[fl.controls.TextInput]" text=".textHeight" tiptext="文本的高度，以像素为单位。" version="" helpurl="fl.controls:TextInput:textHeight:get" playername=""/>
						<string name="textWidth" object="[fl.controls.TextInput]" text=".textWidth" tiptext="文本的宽度，以像素为单位。" version="" helpurl="fl.controls:TextInput:textWidth:get" playername=""/>
						<string name="text" object="[fl.controls.TextInput]" text=".text" tiptext="获取或设置一个字符串，该字符串包含 TextInput 组件中的当前文本。" version="" helpurl="fl.controls:TextInput:text:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextInput 类的事件" helpurl="fl.controls:TextInput">
						<string name="textInput" object="[fl.controls.TextInput]" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,ComponentEvent.ENTER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户输入文本时调度。" version="" helpurl="fl.controls:TextInput_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="enter" object="[fl.controls.TextInput]" text=".addEventListener(%类型:String=ComponentEvent.ENTER{TextEvent.TEXT_INPUT,ComponentEvent.ENTER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户按下 Enter 时调度。" version="" helpurl="fl.controls:TextInput_fl.events.ComponentEvent.ENTER_enter" playername=""/>
						<string name="change" object="[fl.controls.TextInput]" text=".addEventListener(%类型:String=Event.CHANGE{TextEvent.TEXT_INPUT,ComponentEvent.ENTER,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户更改 TextInput 组件中的文本时调度。" version="" helpurl="fl.controls:TextInput_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="TileList" id="[fl.controls.TileList]" sort="true" index="true" asAncestors="fl.controls:SelectableList,fl.containers:BaseScrollPane,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TileList 类提供一个包含行和列的网格，该网格通常用来设置图像的格式并以&quot;平铺&quot;格式显示图像。" helpurl="fl.controls:TileList">
					<folder name="方法" id="Methods" tiptext="TileList 类的方法" helpurl="fl.controls:TileList">
						<string name="TileList" object="[fl.controls.TileList]" text="new TileList(%%)" constructor="true" tiptext="创建新的 List 组件实例。" version="1.0" helpurl="fl.controls:TileList:TileList" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.TileList]" text="TileList.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:TileList:getStyleDefinition" playername=""/>
						<string name="itemToLabel" object="[fl.controls.TileList]" text=".itemToLabel(%项:Object%):String" tiptext="基于 labelField 和 labelFunction 属性，检索渲染器针对给定的数据对象显示的字符串。" version="1.0" helpurl="fl.controls:TileList:itemToLabel" playername=""/>
						<string name="scrollToIndex" object="[fl.controls.TileList]" text=".scrollToIndex(%新插入符号索引:int%):void" tiptext="将列表滚动到指定索引处的项目。" version="1.0" helpurl="fl.controls:TileList:scrollToIndex" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TileList 类的属性" helpurl="fl.controls:TileList">
						<string name="columnCount" object="[fl.controls.TileList]" text=".columnCount" tiptext="获取或设置列表中至少部分可见的列的数目。" version="" helpurl="fl.controls:TileList:columnCount:get" playername=""/>
						<string name="columnWidth" object="[fl.controls.TileList]" text=".columnWidth" tiptext="获取或设置应用于列表中某一列的宽度，以像素为单位。" version="" helpurl="fl.controls:TileList:columnWidth:get" playername=""/>
						<string name="dataProvider" object="[fl.controls.TileList]" text=".dataProvider" tiptext="获取或设置要查看的项目列表的数据模型。" version="" helpurl="fl.controls:TileList:dataProvider:get" playername=""/>
						<string name="direction" object="[fl.controls.TileList]" text=".direction" tiptext="获取或设置一个值，该值指示 TileList 组件是水平滚动还是垂直滚动。" version="" helpurl="fl.controls:TileList:direction:get" playername=""/>
						<string name="iconField" object="[fl.controls.TileList]" text=".iconField" tiptext="获取或设置为项目提供图标的项目字段。" version="" helpurl="fl.controls:TileList:iconField:get" playername=""/>
						<string name="iconFunction" object="[fl.controls.TileList]" text=".iconFunction" tiptext="获取或设置要用来获取项目图标的函数。" version="" helpurl="fl.controls:TileList:iconFunction:get" playername=""/>
						<string name="innerHeight" object="[fl.controls.TileList]" text=".innerHeight" tiptext="获取内容区域的高度，以像素为单位。" version="" helpurl="fl.controls:TileList:innerHeight:get" playername=""/>
						<string name="innerWidth" object="[fl.controls.TileList]" text=".innerWidth" tiptext="获取内容区域的宽度，以像素为单位。" version="" helpurl="fl.controls:TileList:innerWidth:get" playername=""/>
						<string name="labelField" object="[fl.controls.TileList]" text=".labelField" tiptext="获取或设置各个项目中包含每个拼贴块的标签的字段。" version="" helpurl="fl.controls:TileList:labelField:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.TileList]" text=".labelFunction" tiptext="获取一个函数，该函数指示为拼贴块提供标签文本的项目字段。" version="" helpurl="fl.controls:TileList:labelFunction:get" playername=""/>
						<string name="maxHorizontalScrollPosition" object="[fl.controls.TileList]" text=".maxHorizontalScrollPosition" tiptext="获取当前内容的最大水平滚动位置，以像素为单位。" version="" helpurl="fl.controls:TileList:maxHorizontalScrollPosition:get" playername=""/>
						<string name="rowCount" object="[fl.controls.TileList]" text=".rowCount" tiptext="获取或设置列表中至少部分可见的行的数目。" version="" helpurl="fl.controls:TileList:rowCount:get" playername=""/>
						<string name="rowHeight" object="[fl.controls.TileList]" text=".rowHeight" tiptext="获取或设置应用于列表中每一行的高度，以像素为单位。" version="" helpurl="fl.controls:TileList:rowHeight:get" playername=""/>
						<string name="scrollPolicy" object="[fl.controls.TileList]" text=".scrollPolicy" tiptext="获取或设置 TileList 组件的滚动策略。" version="" helpurl="fl.controls:TileList:scrollPolicy:get" playername=""/>
						<string name="sourceField" object="[fl.controls.TileList]" text=".sourceField" tiptext="获取或设置提供拼贴块源路径的项目字段。" version="" helpurl="fl.controls:TileList:sourceField:get" playername=""/>
						<string name="sourceFunction" object="[fl.controls.TileList]" text=".sourceFunction" tiptext="获取或设置要用来获取拼贴块的源路径的函数。" version="" helpurl="fl.controls:TileList:sourceFunction:get" playername=""/>
					</folder>
				</folder>
				<folder name="UIScrollBar" id="[fl.controls.UIScrollBar]" sort="true" index="true" asAncestors="fl.controls:ScrollBar,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="UIScrollBar 类包括所有滚动条功能，但添加了 scrollTarget 属性，因此可以附加到 TextField 实例或 TLFTextField 实例。" helpurl="fl.controls:UIScrollBar">
					<folder name="方法" id="Methods" tiptext="UIScrollBar 类的方法" helpurl="fl.controls:UIScrollBar">
						<string name="UIScrollBar" object="[fl.controls.UIScrollBar]" text="new UIScrollBar(%%)" constructor="true" tiptext="创建新的 UIScrollBar 组件实例。" version="1.0" helpurl="fl.controls:UIScrollBar:UIScrollBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.UIScrollBar]" text="UIScrollBar.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls:UIScrollBar:getStyleDefinition" playername=""/>
						<string name="setScrollProperties" object="[fl.controls.UIScrollBar]" text=".setScrollProperties(%页面尺寸:Number,最低滚动位置:Number,最高滚动位置:Number[,页面滚动尺寸:Number=0]%):void" tiptext="设置 ScrollBar 组件的范围和视口大小。" version="1.0" helpurl="fl.controls:UIScrollBar:setScrollProperties" playername=""/>
						<string name="update" object="[fl.controls.UIScrollBar]" text=".update(%%):void" tiptext="强制滚动条立即更新其滚动属性。" version="1.0" helpurl="fl.controls:UIScrollBar:update" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UIScrollBar 类的属性" helpurl="fl.controls:UIScrollBar">
						<string name="direction" object="[fl.controls.UIScrollBar]" text=".direction" tiptext="获取或设置一个值，该值指示滚动条是水平滚动还是垂直滚动。" version="" helpurl="fl.controls:UIScrollBar:direction:get" playername=""/>
						<string name="scrollTarget" object="[fl.controls.UIScrollBar]" text=".scrollTarget" tiptext="将 TextField 实例或 TLFTextField 实例注册到 ScrollBar 组件实例中。" version="" helpurl="fl.controls:UIScrollBar:scrollTarget:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls.dataGridClasses" id="fl.controls.dataGridClasses" sort="true" tiptext="fl.controls.dataGridClasses 包的类" helpurl="fl.controls.dataGridClasses">
				<folder name="DataGridCellEditor" id="[fl.controls.dataGridClasses.DataGridCellEditor]" sort="true" index="true" asAncestors="fl.controls:TextInput,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="DataGridCellEditor 类为 DataGrid 控件定义默认项目编辑器。" helpurl="fl.controls.dataGridClasses:DataGridCellEditor">
					<folder name="方法" id="Methods" tiptext="DataGridCellEditor 类的方法" helpurl="fl.controls.dataGridClasses:DataGridCellEditor">
						<string name="DataGridCellEditor" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text="new DataGridCellEditor(%%):void" constructor="true" tiptext="创建新的 DataGridCellEditor 实例。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:DataGridCellEditor" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text="DataGridCellEditor.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:getStyleDefinition" playername=""/>
						<string name="setMouseState" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".setMouseState(%状态:String%):void" tiptext="将当前单元格设置为特定的鼠标状态。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:setMouseState" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataGridCellEditor 类的属性" helpurl="fl.controls.dataGridClasses:DataGridCellEditor">
						<string name="data" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".data" tiptext="获取或设置一个代表与组件相关联的数据的 Object。" version="" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:data:get" playername=""/>
						<string name="listData" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".listData" tiptext="获取或设置应用于单元格的列表属性，例如，索引和所选值。" version="" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:listData:get" playername=""/>
						<string name="selected" object="[fl.controls.dataGridClasses.DataGridCellEditor]" text=".selected" tiptext="指示所有者选择的索引中是否包括该单元格。" version="" helpurl="fl.controls.dataGridClasses:DataGridCellEditor:selected:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridColumn" id="[fl.controls.dataGridClasses.DataGridColumn]" sort="true" index="true" asAncestors="Object" tiptext="DataGridColumn 类描述了 DataGrid 组件中的列。" helpurl="fl.controls.dataGridClasses:DataGridColumn">
					<folder name="方法" id="Methods" tiptext="DataGridColumn 类的方法" helpurl="fl.controls.dataGridClasses:DataGridColumn">
						<string name="DataGridColumn" object="[fl.controls.dataGridClasses.DataGridColumn]" text="new DataGridColumn(%[列名称:String=null]%)" constructor="true" tiptext="创建新的 DataGridColumn 实例。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridColumn:DataGridColumn" playername=""/>
						<string name="itemToLabel" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".itemToLabel(%数据:Object%):String" tiptext="返回项目渲染器为给定数据对象显示的字符串。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridColumn:itemToLabel" playername=""/>
						<string name="toString" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".toString(%%):String" tiptext="返回 DataGridColumn 对象的字符串表示形式。" version="1.0" helpurl="fl.controls.dataGridClasses:DataGridColumn:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataGridColumn 类的属性" helpurl="fl.controls.dataGridClasses:DataGridColumn">
						<string name="dataField" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".dataField" tiptext="标识与列关联的数据提供者项目中的字段或属性的名称。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:dataField" playername=""/>
						<string name="editable" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".editable" tiptext="指示列中的项目是否可编辑。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:editable" playername=""/>
						<string name="editorDataField" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".editorDataField" tiptext="标识项目编辑器的属性的名称，该属性包含列表项目的新数据。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:editorDataField" playername=""/>
						<string name="itemEditor" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".itemEditor" tiptext="指示在列可编辑时要用于列的项目编辑器实例的类。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:itemEditor" playername=""/>
						<string name="resizable" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".resizable" tiptext="指示是否允许用户更改列宽。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:resizable" playername=""/>
						<string name="sortDescending" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortDescending" tiptext="指示以升序还是以降序对 DataGridColumn 进行排序。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortDescending" playername=""/>
						<string name="sortOptions" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortOptions" tiptext="一个或多个已定义的常量，由名称或编号标识，并使用按位或运算符 (|) 分隔。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortOptions" playername=""/>
						<string name="sortable" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortable" tiptext="指示用户是否可以通过单击当前列的标题来对数据提供者进行排序。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortable" playername=""/>
						<string name="cellRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".cellRenderer" tiptext="用于呈现此列中的项目的类。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:cellRenderer:get" playername=""/>
						<string name="headerRenderer" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".headerRenderer" tiptext="用于呈现此列的标题的类。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:headerRenderer:get" playername=""/>
						<string name="headerText" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".headerText" tiptext="要在列标题中显示的列名。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:headerText:get" playername=""/>
						<string name="imeMode" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".imeMode" tiptext="输入法编辑器(IME)的模式。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:imeMode:get" playername=""/>
						<string name="labelFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".labelFunction" tiptext="确定要在此列中显示的文本的函数。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:labelFunction:get" playername=""/>
						<string name="minWidth" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".minWidth" tiptext="列的最小宽度，以像素为单位。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:minWidth:get" playername=""/>
						<string name="sortCompareFunction" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".sortCompareFunction" tiptext="排序列中的数据时调用的回调函数。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:sortCompareFunction:get" playername=""/>
						<string name="visible" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".visible" tiptext="指示列是否可见。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:visible:get" playername=""/>
						<string name="width" object="[fl.controls.dataGridClasses.DataGridColumn]" text=".width" tiptext="列的宽度，以像素为单位。" version="" helpurl="fl.controls.dataGridClasses:DataGridColumn:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="HeaderRenderer" id="[fl.controls.dataGridClasses.HeaderRenderer]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="HeaderRenderer 类显示当前 DataGrid 列的列标题。" helpurl="fl.controls.dataGridClasses:HeaderRenderer">
					<folder name="方法" id="Methods" tiptext="HeaderRenderer 类的方法" helpurl="fl.controls.dataGridClasses:HeaderRenderer">
						<string name="HeaderRenderer" object="[fl.controls.dataGridClasses.HeaderRenderer]" text="new HeaderRenderer(%%):void" constructor="true" tiptext="创建新的 HeaderRenderer 实例。" version="1.0" helpurl="fl.controls.dataGridClasses:HeaderRenderer:HeaderRenderer" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.dataGridClasses.HeaderRenderer]" text="HeaderRenderer.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls.dataGridClasses:HeaderRenderer:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="HeaderRenderer 类的属性" helpurl="fl.controls.dataGridClasses:HeaderRenderer">
						<string name="column" object="[fl.controls.dataGridClasses.HeaderRenderer]" text=".column" tiptext="属于此 HeaderRenderer 实例的列的索引。" version="" helpurl="fl.controls.dataGridClasses:HeaderRenderer:column:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls.listClasses" id="fl.controls.listClasses" sort="true" tiptext="fl.controls.listClasses 包的类" helpurl="fl.controls.listClasses">
				<folder name="CellRenderer" id="[fl.controls.listClasses.CellRenderer]" sort="true" index="true" asAncestors="fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="CellRenderer 类为基于列表的组件定义方法和属性，用于操作和显示其每一行中的自定义单元格内容。" helpurl="fl.controls.listClasses:CellRenderer">
					<folder name="方法" id="Methods" tiptext="CellRenderer 类的方法" helpurl="fl.controls.listClasses:CellRenderer">
						<string name="CellRenderer" object="[fl.controls.listClasses.CellRenderer]" text="new CellRenderer(%%):void" constructor="true" tiptext="创建新的 CellRenderer 实例。" version="1.0" helpurl="fl.controls.listClasses:CellRenderer:CellRenderer" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.listClasses.CellRenderer]" text="CellRenderer.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls.listClasses:CellRenderer:getStyleDefinition" playername=""/>
						<string name="setSize" object="[fl.controls.listClasses.CellRenderer]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="指定数据应呈现的维数。" version="1.0" helpurl="fl.controls.listClasses:CellRenderer:setSize" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CellRenderer 类的属性" helpurl="fl.controls.listClasses:CellRenderer">
						<string name="data" object="[fl.controls.listClasses.CellRenderer]" text=".data" tiptext="获取或设置一个代表与组件相关联的数据的 Object。" version="" helpurl="fl.controls.listClasses:CellRenderer:data:get" playername=""/>
						<string name="listData" object="[fl.controls.listClasses.CellRenderer]" text=".listData" tiptext="获取或设置应用于单元格的列表属性，例如，索引和所选值。" version="" helpurl="fl.controls.listClasses:CellRenderer:listData:get" playername=""/>
						<string name="selected" object="[fl.controls.listClasses.CellRenderer]" text=".selected" tiptext="获取或设置指示当前单元格是否处于选中状态的布尔值。" version="" helpurl="fl.controls.listClasses:CellRenderer:selected:get" playername=""/>
					</folder>
				</folder>
				<folder name="ICellRenderer" id="[fl.controls.listClasses.ICellRenderer]" sort="true" index="true" tiptext="ICellRenderer 接口提供单元格渲染器所需的方法和属性。" helpurl="fl.controls.listClasses:ICellRenderer">
					<folder name="方法" id="Methods" tiptext="ICellRenderer 类的方法" helpurl="fl.controls.listClasses:ICellRenderer">
						<string name="setMouseState" object="[fl.controls.listClasses.ICellRenderer]" text=".setMouseState(%状态:String%):void" tiptext="将当前单元格设置为特定的鼠标状态。" version="1.0" helpurl="fl.controls.listClasses:ICellRenderer:setMouseState" playername=""/>
						<string name="setSize" object="[fl.controls.listClasses.ICellRenderer]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="根据由宽度和高度参数指定的像素值设置数据的大小。" version="1.0" helpurl="fl.controls.listClasses:ICellRenderer:setSize" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ICellRenderer 类的属性" helpurl="fl.controls.listClasses:ICellRenderer">
						<string name="data" object="[fl.controls.listClasses.ICellRenderer]" text=".data" tiptext="获取或设置一个代表与组件相关联的数据的 Object。" version="" helpurl="fl.controls.listClasses:ICellRenderer:data:get" playername=""/>
						<string name="listData" object="[fl.controls.listClasses.ICellRenderer]" text=".listData" tiptext="获取或设置应用于单元格的列表属性，例如，索引和所选值。" version="" helpurl="fl.controls.listClasses:ICellRenderer:listData:get" playername=""/>
						<string name="selected" object="[fl.controls.listClasses.ICellRenderer]" text=".selected" tiptext="获取或设置指示当前单元格是否处于选中状态的布尔值。" version="" helpurl="fl.controls.listClasses:ICellRenderer:selected:get" playername=""/>
						<string name="x" object="[fl.controls.listClasses.ICellRenderer]" text=".x" tiptext="设置单元格渲染器的 x 坐标" version="" helpurl="fl.controls.listClasses:ICellRenderer:x:set" playername=""/>
						<string name="y" object="[fl.controls.listClasses.ICellRenderer]" text=".y" tiptext="设置单元格渲染器的 y 坐标" version="" helpurl="fl.controls.listClasses:ICellRenderer:y:set" playername=""/>
					</folder>
				</folder>
				<folder name="ImageCell" id="[fl.controls.listClasses.ImageCell]" sort="true" index="true" asAncestors="fl.controls.listClasses:CellRenderer,fl.controls:LabelButton,fl.controls:BaseButton,fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="ImageCell 是 TileList 组件的默认单元格渲染器。" helpurl="fl.controls.listClasses:ImageCell">
					<folder name="方法" id="Methods" tiptext="ImageCell 类的方法" helpurl="fl.controls.listClasses:ImageCell">
						<string name="ImageCell" object="[fl.controls.listClasses.ImageCell]" text="new ImageCell(%%)" constructor="true" tiptext="创建一个新的 ImageCell 实例。" version="1.0" helpurl="fl.controls.listClasses:ImageCell:ImageCell" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.listClasses.ImageCell]" text="ImageCell.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls.listClasses:ImageCell:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ImageCell 类的属性" helpurl="fl.controls.listClasses:ImageCell">
						<string name="listData" object="[fl.controls.listClasses.ImageCell]" text=".listData" tiptext="获取或设置应用到单元格的列表属性，例如，index 和 selected 值。" version="" helpurl="fl.controls.listClasses:ImageCell:listData:get" playername=""/>
						<string name="source" object="[fl.controls.listClasses.ImageCell]" text=".source" tiptext="获取或设置一个绝对或相对 URL (该 URL 标识要加载的 SWF 或图像文件的位置)、库中影片剪辑的类名称或者对显示对象的引用。" version="" helpurl="fl.controls.listClasses:ImageCell:source:get" playername=""/>
					</folder>
				</folder>
				<folder name="ListData" id="[fl.controls.listClasses.ListData]" sort="true" index="true" asAncestors="Object" tiptext="ListData 是一种信使类，该类将与特定单元格相关的信息保存在基于列表的组件中。" helpurl="fl.controls.listClasses:ListData">
					<folder name="方法" id="Methods" tiptext="ListData 类的方法" helpurl="fl.controls.listClasses:ListData">
						<string name="ListData" object="[fl.controls.listClasses.ListData]" text="new ListData(%标签:String,图标:Object,所有者:fl.core:UIComponent,索引:uint,行:uint[,列:uint=0]%)" constructor="true" tiptext="按照参数的指定创建 ListData 类的新实例。" version="1.0" helpurl="fl.controls.listClasses:ListData:ListData" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ListData 类的属性" helpurl="fl.controls.listClasses:ListData">
						<string name="column" object="[fl.controls.listClasses.ListData]" text=".column" tiptext="数据项目所在的列。" version="" helpurl="fl.controls.listClasses:ListData:column:get" playername=""/>
						<string name="icon" object="[fl.controls.listClasses.ListData]" text=".icon" tiptext="一个表示 List 组件中项目的图标的类(根据 List 类方法计算得出)。" version="" helpurl="fl.controls.listClasses:ListData:icon:get" playername=""/>
						<string name="index" object="[fl.controls.listClasses.ListData]" text=".index" tiptext="数据提供者中项目的索引。" version="" helpurl="fl.controls.listClasses:ListData:index:get" playername=""/>
						<string name="label" object="[fl.controls.listClasses.ListData]" text=".label" tiptext="要显示在单元格中的标签。" version="" helpurl="fl.controls.listClasses:ListData:label:get" playername=""/>
						<string name="owner" object="[fl.controls.listClasses.ListData]" text=".owner" tiptext="对拥有此项目的 List 对象的引用。" version="" helpurl="fl.controls.listClasses:ListData:owner:get" playername=""/>
						<string name="row" object="[fl.controls.listClasses.ListData]" text=".row" tiptext="数据项目所在的行。" version="" helpurl="fl.controls.listClasses:ListData:row:get" playername=""/>
					</folder>
				</folder>
				<folder name="TileListData" id="[fl.controls.listClasses.TileListData]" sort="true" index="true" asAncestors="fl.controls.listClasses:ListData,Object" tiptext="TileListData 是一个信使类，用于保存与基于列表的 TileListData 组件中的特定单元格相关的信息。" helpurl="fl.controls.listClasses:TileListData">
					<folder name="方法" id="Methods" tiptext="TileListData 类的方法" helpurl="fl.controls.listClasses:TileListData">
						<string name="TileListData" object="[fl.controls.listClasses.TileListData]" text="new TileListData(%标签:String,图标:Object,源:Object,所有者:fl.core:UIComponent,索引:uint,行:uint[,列:uint=0]%)" constructor="true" tiptext="按照参数的指定创建 TileListData 类的新实例。" version="1.0" helpurl="fl.controls.listClasses:TileListData:TileListData" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TileListData 类的属性" helpurl="fl.controls.listClasses:TileListData">
						<string name="source" object="[fl.controls.listClasses.TileListData]" text=".source" tiptext="获取或设置一个绝对或相对 URL (该 URL 标识要加载的 SWF 或图像文件的位置)、库中影片剪辑的类名称或者对显示对象的引用。" version="" helpurl="fl.controls.listClasses:TileListData:source:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.controls.progressBarClasses" id="fl.controls.progressBarClasses" sort="true" tiptext="fl.controls.progressBarClasses 包的类" helpurl="fl.controls.progressBarClasses">
				<folder name="IndeterminateBar" id="[fl.controls.progressBarClasses.IndeterminateBar]" sort="true" index="true" asAncestors="fl.core:UIComponent,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="IndeterminateBar 类在所加载的源的大小未知时处理进度栏组件的绘制。" helpurl="fl.controls.progressBarClasses:IndeterminateBar">
					<folder name="方法" id="Methods" tiptext="IndeterminateBar 类的方法" helpurl="fl.controls.progressBarClasses:IndeterminateBar">
						<string name="IndeterminateBar" object="[fl.controls.progressBarClasses.IndeterminateBar]" text="new IndeterminateBar(%%)" constructor="true" tiptext="创建 IndeterminateBar 组件的一个新实例。" version="1.0" helpurl="fl.controls.progressBarClasses:IndeterminateBar:IndeterminateBar" playername=""/>
						<string name="getStyleDefinition" object="[fl.controls.progressBarClasses.IndeterminateBar]" text="IndeterminateBar.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.controls.progressBarClasses:IndeterminateBar:getStyleDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IndeterminateBar 类的属性" helpurl="fl.controls.progressBarClasses:IndeterminateBar">
						<string name="visible" object="[fl.controls.progressBarClasses.IndeterminateBar]" text=".visible" tiptext="获取或设置指示不确定栏是否可见的布尔值。" version="" helpurl="fl.controls.progressBarClasses:IndeterminateBar:visible:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.core" id="fl.core" sort="true" tiptext="fl.core 包的类" helpurl="fl.core">
				<folder name="InvalidationType" id="[fl.core.InvalidationType]" sort="true" index="true" asAncestors="Object" tiptext="InvalidationType 类定义 InvalidationType 常量，这些常量供在组件失效之后调度的事件对象的 type 属性使用。" helpurl="fl.core:InvalidationType">
					<folder name="属性" id="Properties" tiptext="InvalidationType 类的属性" helpurl="fl.core:InvalidationType">
						<string name="ALL" object="[fl.core.InvalidationType]" text="InvalidationType.ALL" constant="true" tiptext="InvalidationType.ALL 常量定义为指示组件应当完全重绘自身而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:ALL" playername=""/>
						<string name="DATA" object="[fl.core.InvalidationType]" text="InvalidationType.DATA" constant="true" tiptext="InvalidationType.DATA 常量定义为指示属于组件的数据无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:DATA" playername=""/>
						<string name="RENDERER_STYLES" object="[fl.core.InvalidationType]" text="InvalidationType.RENDERER_STYLES" constant="true" tiptext="InvalidationType.RENDERER_STYLES 常量定义为指示组件的渲染器样式无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:RENDERER_STYLES" playername=""/>
						<string name="SCROLL" object="[fl.core.InvalidationType]" text="InvalidationType.SCROLL" constant="true" tiptext="InvalidationType.SCROLL 常量定义为指示组件的滚动位置无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:SCROLL" playername=""/>
						<string name="SELECTED" object="[fl.core.InvalidationType]" text="InvalidationType.SELECTED" constant="true" tiptext="InvalidationType.SELECTED 常量定义为指示组件的所选属性无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:SELECTED" playername=""/>
						<string name="SIZE" object="[fl.core.InvalidationType]" text="InvalidationType.SIZE" constant="true" tiptext="InvalidationType.SIZE 常量定义为指示组件的屏幕尺寸无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:SIZE" playername=""/>
						<string name="STATE" object="[fl.core.InvalidationType]" text="InvalidationType.STATE" constant="true" tiptext="InvalidationType.STATE 常量定义为指示组件的状态无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:STATE" playername=""/>
						<string name="STYLES" object="[fl.core.InvalidationType]" text="InvalidationType.STYLES" constant="true" tiptext="InvalidationType.STYLES 常量定义为指示组件的样式无效而调度的事件对象的 type 属性值。" version="" helpurl="fl.core:InvalidationType:STYLES" playername=""/>
					</folder>
				</folder>
				<folder name="UIComponent" id="[fl.core.UIComponent]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="UIComponent 类是所有可视组件(交互式和非交互式)的基类。" helpurl="fl.core:UIComponent">
					<folder name="方法" id="Methods" tiptext="UIComponent 类的方法" helpurl="fl.core:UIComponent">
						<string name="UIComponent" object="[fl.core.UIComponent]" text="new UIComponent(%%)" constructor="true" tiptext="创建新的 UIComponent 组件实例。" version="1.0" helpurl="fl.core:UIComponent:UIComponent" playername=""/>
						<string name="clearStyle" object="[fl.core.UIComponent]" text=".clearStyle(%样式:String%):void" tiptext="删除此组件实例中的样式属性。" version="1.0" helpurl="fl.core:UIComponent:clearStyle" playername=""/>
						<string name="drawFocus" object="[fl.core.UIComponent]" text=".drawFocus(%具有焦点:Boolean%):void" tiptext="在该组件上显示或隐藏焦点指示符。" version="1.0" helpurl="fl.core:UIComponent:drawFocus" playername=""/>
						<string name="drawNow" object="[fl.core.UIComponent]" text=".drawNow(%%):void" tiptext="启动立即绘制操作，但不像 invalidateNow 那样使全部设置失效。" version="1.0" helpurl="fl.core:UIComponent:drawNow" playername=""/>
						<string name="getFocus" object="[fl.core.UIComponent]" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="检索当前具有焦点的对象。" version="1.0" helpurl="fl.core:UIComponent:getFocus" playername=""/>
						<string name="getStyleDefinition" object="[fl.core.UIComponent]" text="UIComponent.getStyleDefinition(%%):Object" static="true" tiptext="检索当前组件的默认样式图。" version="1.0" helpurl="fl.core:UIComponent:getStyleDefinition" playername=""/>
						<string name="getStyleValue" object="[fl.core.UIComponent]" text=".getStyleValue(%名称:String%):Object" tiptext="参照在全局级别、组件级别和实例级别上设置的所有样式，为组件返回指定的样式。" version="1.0" helpurl="fl.core:UIComponent:getStyleValue" playername=""/>
						<string name="getStyle" object="[fl.core.UIComponent]" text=".getStyle(%样式:String%):Object" tiptext="检索在组件的样式查找链中设置的样式属性。" version="1.0" helpurl="fl.core:UIComponent:getStyle" playername=""/>
						<string name="invalidate" object="[fl.core.UIComponent]" text=".invalidate(%[属性:String=unknown,稍后调用:Boolean=true]%):void" tiptext="将属性标记为无效，并在下一帧上重绘组件(除非另外指定)。" version="1.0" helpurl="fl.core:UIComponent:invalidate" playername=""/>
						<string name="mergeStyles" object="[fl.core.UIComponent]" text="UIComponent.mergeStyles(%列表:可变长度参数%):Object" static="true" tiptext="将多个类的样式合并到一个对象中。" version="1.0" helpurl="fl.core:UIComponent:mergeStyles" playername=""/>
						<string name="move" object="[fl.core.UIComponent]" text=".move(%x:Number,y:Number%):void" tiptext="将组件移到其父级内的指定位置。" version="1.0" helpurl="fl.core:UIComponent:move" playername=""/>
						<string name="setFocus" object="[fl.core.UIComponent]" text=".setFocus(%%):void" tiptext="设置此组件的焦点。" version="1.0" helpurl="fl.core:UIComponent:setFocus" playername=""/>
						<string name="setSize" object="[fl.core.UIComponent]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="将组件设置为指定的宽度和高度。" version="1.0" helpurl="fl.core:UIComponent:setSize" playername=""/>
						<string name="setStyle" object="[fl.core.UIComponent]" text=".setStyle(%样式:String,值:Object%):void" tiptext="对此组件实例设置样式属性。" version="1.0" helpurl="fl.core:UIComponent:setStyle" playername=""/>
						<string name="validateNow" object="[fl.core.UIComponent]" text=".validateNow(%%):void" tiptext="验证并更新此对象的属性和布局，并在需要时重绘对象。" version="1.0" helpurl="fl.core:UIComponent:validateNow" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UIComponent 类的属性" helpurl="fl.core:UIComponent">
						<string name="version" object="[fl.core.UIComponent]" text="UIComponent.version" constant="true" tiptext="组件的版本号。" version="" helpurl="fl.core:UIComponent:version" playername=""/>
						<string name="enabled" object="[fl.core.UIComponent]" text=".enabled" tiptext="获取或设置一个值，该值指示此组件是否可以接受用户交互。" version="" helpurl="fl.core:UIComponent:enabled:get" playername=""/>
						<string name="focusEnabled" object="[fl.core.UIComponent]" text=".focusEnabled" tiptext="获取或设置指示组件在被用户单击之后是否可以获得焦点的布尔值。" version="" helpurl="fl.core:UIComponent:focusEnabled:get" playername=""/>
						<string name="focusManager" object="[fl.core.UIComponent]" text=".focusManager" tiptext="获取或设置为此组件及其同级组件控制焦点的 FocusManager。" version="" helpurl="fl.core:UIComponent:focusManager:get" playername=""/>
						<string name="height" object="[fl.core.UIComponent]" text=".height" tiptext="获取或设置组件的高度，以像素为单位。" version="" helpurl="fl.core:UIComponent:height:get" playername=""/>
						<string name="mouseFocusEnabled" object="[fl.core.UIComponent]" text=".mouseFocusEnabled" tiptext="获取或设置指示组件在被用户单击之后是否可以获得焦点的值。" version="" helpurl="fl.core:UIComponent:mouseFocusEnabled:get" playername=""/>
						<string name="scaleX" object="[fl.core.UIComponent]" text=".scaleX" tiptext="将组件的当前宽度乘以缩放系数。" version="" helpurl="fl.core:UIComponent:scaleX:get" playername=""/>
						<string name="scaleY" object="[fl.core.UIComponent]" text=".scaleY" tiptext="将组件的当前高度乘以缩放系数。" version="" helpurl="fl.core:UIComponent:scaleY:get" playername=""/>
						<string name="visible" object="[fl.core.UIComponent]" text=".visible" tiptext="获取或设置指示当前组件实例是否可见的值。" version="" helpurl="fl.core:UIComponent:visible:get" playername=""/>
						<string name="width" object="[fl.core.UIComponent]" text=".width" tiptext="获取或设置组件的宽度，以像素为单位。" version="" helpurl="fl.core:UIComponent:width:get" playername=""/>
						<string name="x" object="[fl.core.UIComponent]" text=".x" tiptext="获取或设置代表组件在其父容器中的 x 轴上的位置的 x 坐标。" version="" helpurl="fl.core:UIComponent:x:get" playername=""/>
						<string name="y" object="[fl.core.UIComponent]" text=".y" tiptext="获取或设置代表组件在其父容器中的 y 轴上的位置的 y 坐标。" version="" helpurl="fl.core:UIComponent:y:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="UIComponent 类的事件" helpurl="fl.core:UIComponent">
						<string name="hide" object="[fl.core.UIComponent]" text=".addEventListener(%类型:String=ComponentEvent.HIDE{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在组件可见性从可见变为不可见之后调度。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.HIDE_hide" playername=""/>
						<string name="show" object="[fl.core.UIComponent]" text=".addEventListener(%类型:String=ComponentEvent.SHOW{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在组件可见性从不可见变为可见之后调度。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.SHOW_show" playername=""/>
						<string name="resize" object="[fl.core.UIComponent]" text=".addEventListener(%类型:String=ComponentEvent.RESIZE{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调整组件大小之后调度。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.RESIZE_resize" playername=""/>
						<string name="move" object="[fl.core.UIComponent]" text=".addEventListener(%类型:String=ComponentEvent.MOVE{ComponentEvent.HIDE,ComponentEvent.SHOW,ComponentEvent.RESIZE,ComponentEvent.MOVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在移动组件之后调度。" version="" helpurl="fl.core:UIComponent_fl.events.ComponentEvent.MOVE_move" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.data" id="fl.data" sort="true" tiptext="fl.data 包的类" helpurl="fl.data">
				<folder name="DataProvider" id="[fl.data.DataProvider]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DataProvider 类提供一些方法和属性，可供您查询和修改任何基于列表的组件(例如 List、DataGrid、TileList 或 ComboBox 组件)中的数据。" helpurl="fl.data:DataProvider">
					<folder name="方法" id="Methods" tiptext="DataProvider 类的方法" helpurl="fl.data:DataProvider">
						<string name="DataProvider" object="[fl.data.DataProvider]" text="new DataProvider(%[值:Object=null]%)" constructor="true" tiptext="创建一个新的 DataProvider 对象，该对象将列表、XML 实例或数据对象数组用作数据源。" version="1.0" helpurl="fl.data:DataProvider:DataProvider" playername=""/>
						<string name="addItemAt" object="[fl.data.DataProvider]" text=".addItemAt(%项:Object,索引:uint%):void" tiptext="将新项目添加到数据提供程序的指定索引处。" version="1.0" helpurl="fl.data:DataProvider:addItemAt" playername=""/>
						<string name="addItem" object="[fl.data.DataProvider]" text=".addItem(%项:Object%):void" tiptext="向数据提供者的末尾追加一个项目。" version="1.0" helpurl="fl.data:DataProvider:addItem" playername=""/>
						<string name="addItemsAt" object="[fl.data.DataProvider]" text=".addItemsAt(%项目:Object,索引:uint%):void" tiptext="在指定索引处向数据提供者添加若干项目，并调度 DataChangeType.ADD 事件。" version="1.0" helpurl="fl.data:DataProvider:addItemsAt" playername=""/>
						<string name="addItems" object="[fl.data.DataProvider]" text=".addItems(%项目:Object%):void" tiptext="向 DataProvider 的末尾追加多个项目，并调度 DataChangeType.ADD 事件。" version="1.0" helpurl="fl.data:DataProvider:addItems" playername=""/>
						<string name="clone" object="[fl.data.DataProvider]" text=".clone(%%):fl.data:DataProvider" tiptext="创建当前的 DataProvider 对象的副本。" version="1.0" helpurl="fl.data:DataProvider:clone" playername=""/>
						<string name="concat" object="[fl.data.DataProvider]" text=".concat(%项目:Object%):void" tiptext="将指定项目连接到当前数据提供者的末尾。" version="1.0" helpurl="fl.data:DataProvider:concat" playername=""/>
						<string name="getItemAt" object="[fl.data.DataProvider]" text=".getItemAt(%索引:uint%):Object" tiptext="返回指定索引处的项目。" version="1.0" helpurl="fl.data:DataProvider:getItemAt" playername=""/>
						<string name="getItemIndex" object="[fl.data.DataProvider]" text=".getItemIndex(%项:Object%):int" tiptext="返回指定项目的索引。" version="1.0" helpurl="fl.data:DataProvider:getItemIndex" playername=""/>
						<string name="invalidateItemAt" object="[fl.data.DataProvider]" text=".invalidateItemAt(%索引:int%):void" tiptext="使指定索引处的项目失效。" version="1.0" helpurl="fl.data:DataProvider:invalidateItemAt" playername=""/>
						<string name="invalidateItem" object="[fl.data.DataProvider]" text=".invalidateItem(%项:Object%):void" tiptext="使指定的项目失效。" version="1.0" helpurl="fl.data:DataProvider:invalidateItem" playername=""/>
						<string name="invalidate" object="[fl.data.DataProvider]" text=".invalidate(%%):void" tiptext="使 DataProvider 包含的所有数据项失效，并调度 DataChangeEvent.INVALIDATE_ALL 事件。" version="1.0" helpurl="fl.data:DataProvider:invalidate" playername=""/>
						<string name="merge" object="[fl.data.DataProvider]" text=".merge(%新数据:Object%):void" tiptext="将指定的数据追加到数据提供者包含的数据的末尾，并删除所有重复项目。" version="1.0" helpurl="fl.data:DataProvider:merge" playername=""/>
						<string name="removeAll" object="[fl.data.DataProvider]" text=".removeAll(%%):void" tiptext="从数据提供程序中删除所有项目，并调度 DataChangeType.REMOVE_ALL 事件。" version="1.0" helpurl="fl.data:DataProvider:removeAll" playername=""/>
						<string name="removeItemAt" object="[fl.data.DataProvider]" text=".removeItemAt(%索引:uint%):Object" tiptext="删除指定索引处的项目，并调度 DataChangeType.REMOVE 事件。" version="1.0" helpurl="fl.data:DataProvider:removeItemAt" playername=""/>
						<string name="removeItem" object="[fl.data.DataProvider]" text=".removeItem(%项:Object%):Object" tiptext="从数据提供者中删除指定项目，并调度 DataChangeType.REMOVE 事件。" version="1.0" helpurl="fl.data:DataProvider:removeItem" playername=""/>
						<string name="replaceItemAt" object="[fl.data.DataProvider]" text=".replaceItemAt(%新项目:Object,索引:uint%):Object" tiptext="替换指定索引处的项目，并调度 DataChangeType.REPLACE 事件。" version="1.0" helpurl="fl.data:DataProvider:replaceItemAt" playername=""/>
						<string name="replaceItem" object="[fl.data.DataProvider]" text=".replaceItem(%新项目:Object,旧项目:Object%):Object" tiptext="用新项目替换现有项目，并调度 DataChangeType.REPLACE 事件。" version="1.0" helpurl="fl.data:DataProvider:replaceItem" playername=""/>
						<string name="sortOn" object="[fl.data.DataProvider]" text=".sortOn(%字段名称:Object[,选项:Object=null]%)" tiptext="按指定字段对数据提供者包含的项目进行排序并调度 DataChangeType.SORT 事件。" version="1.0" helpurl="fl.data:DataProvider:sortOn" playername=""/>
						<string name="sort" object="[fl.data.DataProvider]" text=".sort(%排序参数:可变长度参数%)" tiptext="对数据提供者包含的项目排序并调度 DataChangeType.SORT 事件。" version="1.0" helpurl="fl.data:DataProvider:sort" playername=""/>
						<string name="toArray" object="[fl.data.DataProvider]" text=".toArray(%%):Array" tiptext="创建数据提供者所包含数据的 Array 对象表示形式。" version="1.0" helpurl="fl.data:DataProvider:toArray" playername=""/>
						<string name="toString" object="[fl.data.DataProvider]" text=".toString(%%):String" tiptext="创建数据提供者所包含数据的字符串表示形式。" version="1.0" helpurl="fl.data:DataProvider:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataProvider 类的属性" helpurl="fl.data:DataProvider">
						<string name="length" object="[fl.data.DataProvider]" text=".length" tiptext="数据提供者包含的项目数。" version="" helpurl="fl.data:DataProvider:length:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DataProvider 类的事件" helpurl="fl.data:DataProvider">
						<string name="dataChange" object="[fl.data.DataProvider]" text=".addEventListener(%类型:String=DataChangeEvent.DATA_CHANGE{DataChangeEvent.DATA_CHANGE,DataChangeEvent.PRE_DATA_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在数据更改之后调度。" version="" helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.DATA_CHANGE_dataChange" playername=""/>
						<string name="preDataChange" object="[fl.data.DataProvider]" text=".addEventListener(%类型:String=DataChangeEvent.PRE_DATA_CHANGE{DataChangeEvent.DATA_CHANGE,DataChangeEvent.PRE_DATA_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在数据更改之前调度。" version="" helpurl="fl.data:DataProvider_fl.events.DataChangeEvent.PRE_DATA_CHANGE_preDataChange" playername=""/>
					</folder>
				</folder>
				<folder name="SimpleCollectionItem" id="[fl.data.SimpleCollectionItem]" sort="true" index="true" asAncestors="Object" tiptext="SimpleCollectionItem 在可检查属性中定义一个表示数据提供者的项目。" helpurl="fl.data:SimpleCollectionItem">
					<folder name="方法" id="Methods" tiptext="SimpleCollectionItem 类的方法" helpurl="fl.data:SimpleCollectionItem">
						<string name="SimpleCollectionItem" object="[fl.data.SimpleCollectionItem]" text="new SimpleCollectionItem(%%)" constructor="true" tiptext="创建新的 SimpleCollectionItem 对象。" version="1.0" helpurl="fl.data:SimpleCollectionItem:SimpleCollectionItem" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SimpleCollectionItem 类的属性" helpurl="fl.data:SimpleCollectionItem">
						<string name="data" object="[fl.data.SimpleCollectionItem]" text=".data" tiptext="对象的 data 属性。" version="" helpurl="fl.data:SimpleCollectionItem:data" playername=""/>
						<string name="label" object="[fl.data.SimpleCollectionItem]" text=".label" tiptext="对象的 label 属性。" version="" helpurl="fl.data:SimpleCollectionItem:label" playername=""/>
					</folder>
				</folder>
				<folder name="TileListCollectionItem" id="[fl.data.TileListCollectionItem]" sort="true" index="true" asAncestors="Object" tiptext="TileListCollectionItem 在可检查属性中定义一个表示数据提供者的项目。" helpurl="fl.data:TileListCollectionItem">
					<folder name="方法" id="Methods" tiptext="TileListCollectionItem 类的方法" helpurl="fl.data:TileListCollectionItem">
						<string name="TileListCollectionItem" object="[fl.data.TileListCollectionItem]" text="new TileListCollectionItem(%%)" constructor="true" tiptext="创建一个新的 TileListCollectionItem 对象。" version="1.0" helpurl="fl.data:TileListCollectionItem:TileListCollectionItem" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TileListCollectionItem 类的属性" helpurl="fl.data:TileListCollectionItem">
						<string name="label" object="[fl.data.TileListCollectionItem]" text=".label" tiptext="对象的 label 属性。" version="" helpurl="fl.data:TileListCollectionItem:label" playername=""/>
						<string name="source" object="[fl.data.TileListCollectionItem]" text=".source" tiptext="对象的 source 属性。" version="" helpurl="fl.data:TileListCollectionItem:source" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.display" id="fl.display" sort="true" tiptext="fl.display 包的类" helpurl="fl.display">
				<folder name="ProLoader" id="[fl.display.ProLoader]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="用来加载 SWF 文件或图像。" helpurl="fl.display:ProLoader">
					<folder name="方法" id="Methods" tiptext="ProLoader 类的方法" helpurl="fl.display:ProLoader">
						<string name="ProLoader" object="[fl.display.ProLoader]" text="new ProLoader(%%)" constructor="true" tiptext="用来加载 SWF 文件或图像。" version="" helpurl="fl.display:ProLoader:ProLoader" playername=""/>
						<string name="close" object="[fl.display.ProLoader]" text=".close(%%):void" tiptext="模拟 Loader API" version="" helpurl="fl.display:ProLoader:close" playername=""/>
						<string name="loadBytes" object="[fl.display.ProLoader]" text=".loadBytes(%字节:flash.utils:ByteArray[,上下文:flash.system:LoaderContext=null]%):void" tiptext="模拟 Loader API" version="" helpurl="fl.display:ProLoader:loadBytes" playername=""/>
						<string name="loadFilePromise" object="[fl.display.ProLoader]" text=".loadFilePromise(%承诺:Object[,上下文:flash.system:LoaderContext=null]%):void" tiptext="模拟 loadFilePromise() API。" version="2.0" helpurl="fl.display:ProLoader:loadFilePromise" playername="AIR"/>
						<string name="load" object="[fl.display.ProLoader]" text=".load(%请求:flash.net:URLRequest[,上下文:flash.system:LoaderContext=null]%):void" tiptext="模拟 Loader API" version="" helpurl="fl.display:ProLoader:load" playername=""/>
						<string name="unloadAndStop" object="[fl.display.ProLoader]" text=".unloadAndStop(%[gc:Boolean=true]%):void" tiptext="在不支持它的播放器中调用此 API 将导致错误发生。" version="1.5" helpurl="fl.display:ProLoader:unloadAndStop" playername=""/>
						<string name="unload" object="[fl.display.ProLoader]" text=".unload(%%):void" tiptext="模拟 Loader API" version="" helpurl="fl.display:ProLoader:unload" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ProLoader 类的属性" helpurl="fl.display:ProLoader">
						<string name="contentLoaderInfo" object="[fl.display.ProLoader]" text=".contentLoaderInfo" tiptext="模仿 Loader API。" version="" helpurl="fl.display:ProLoader:contentLoaderInfo:get" playername=""/>
						<string name="content" object="[fl.display.ProLoader]" text=".content" tiptext="模拟 Loader API" version="" helpurl="fl.display:ProLoader:content:get" playername=""/>
						<string name="uncaughtErrorEvents" object="[fl.display.ProLoader]" text=".uncaughtErrorEvents" tiptext="模仿 uncaughtErrorEvents API。" version="" helpurl="fl.display:ProLoader:uncaughtErrorEvents:get" playername=""/>
					</folder>
				</folder>
				<folder name="ProLoaderInfo" id="[fl.display.ProLoaderInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="由 ProLoader 而不是 LoaderInfo 使用。" helpurl="fl.display:ProLoaderInfo">
					<folder name="属性" id="Properties" tiptext="ProLoaderInfo 类的属性" helpurl="fl.display:ProLoaderInfo">
						<string name="actionScriptVersion" object="[fl.display.ProLoaderInfo]" text=".actionScriptVersion" tiptext="已加载的 SWF 文件的 ActionScript 版本。" version="" helpurl="fl.display:ProLoaderInfo:actionScriptVersion:get" playername=""/>
						<string name="applicationDomain" object="[fl.display.ProLoaderInfo]" text=".applicationDomain" tiptext="加载外部 SWF 文件后，包含在已加载类中的所有 ActionScript 3.0 定义将存储在 applicationDomain 属性中。" version="" helpurl="fl.display:ProLoaderInfo:applicationDomain:get" playername=""/>
						<string name="bytesLoaded" object="[fl.display.ProLoaderInfo]" text=".bytesLoaded" tiptext="媒体已加载的字节数。" version="" helpurl="fl.display:ProLoaderInfo:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.display.ProLoaderInfo]" text=".bytesTotal" tiptext="在此 ProLoaderInfo 对象的对应 ProLoader 对象调度第一个 progress 事件之前，bytesTotal 为 0。" version="" helpurl="fl.display:ProLoaderInfo:bytesTotal:get" playername=""/>
						<string name="bytes" object="[fl.display.ProLoaderInfo]" text=".bytes" tiptext="与 ProLoaderInfo 对象关联的字节数。" version="" helpurl="fl.display:ProLoaderInfo:bytes:get" playername=""/>
						<string name="childAllowsParent" object="[fl.display.ProLoaderInfo]" text=".childAllowsParent" tiptext="表示内容（子级）对 ProLoader（父级）的信任关系。" version="" helpurl="fl.display:ProLoaderInfo:childAllowsParent:get" playername=""/>
						<string name="childSandboxBridge" object="[fl.display.ProLoaderInfo]" text=".childSandboxBridge" tiptext="一个可由已加载内容的代码设置的对象，用于显示可由 Loader 对象的沙箱中代码访问的属性和方法。" version="" helpurl="fl.display:ProLoaderInfo:childSandboxBridge:get" playername="AIR"/>
						<string name="contentType" object="[fl.display.ProLoaderInfo]" text=".contentType" tiptext="加载文件的 MIME 类型。" version="" helpurl="fl.display:ProLoaderInfo:contentType:get" playername=""/>
						<string name="content" object="[fl.display.ProLoaderInfo]" text=".content" tiptext="与此 ProLoaderInfo 对象关联的已加载对象。" version="" helpurl="fl.display:ProLoaderInfo:content:get" playername=""/>
						<string name="frameRate" object="[fl.display.ProLoaderInfo]" text=".frameRate" tiptext="已加载的 SWF 文件的标称帧频，即每秒帧数。" version="" helpurl="fl.display:ProLoaderInfo:frameRate:get" playername=""/>
						<string name="height" object="[fl.display.ProLoaderInfo]" text=".height" tiptext="加载文件的标称高度。" version="" helpurl="fl.display:ProLoaderInfo:height:get" playername=""/>
						<string name="isURLInaccessible" object="[fl.display.ProLoaderInfo]" text=".isURLInaccessible" tiptext="指示 LoaderInfo.url 属性是否已截断。" version="" helpurl="fl.display:ProLoaderInfo:isURLInaccessible:get" playername=""/>
						<string name="loaderURL" object="[fl.display.ProLoaderInfo]" text=".loaderURL" tiptext="SWF 文件的 URL，该 SWF 文件将对此 LoaderInfo 对象所描述的媒体进行加载。" version="" helpurl="fl.display:ProLoaderInfo:loaderURL:get" playername=""/>
						<string name="loader" object="[fl.display.ProLoaderInfo]" text=".loader" tiptext="与此 ProLoaderInfo 对象关联的 ProLoader 对象。" version="" helpurl="fl.display:ProLoaderInfo:loader:get" playername=""/>
						<string name="parameters" object="[fl.display.ProLoaderInfo]" text=".parameters" tiptext="包含名称 - 值对的对象，该名称 - 值对表示为已加载的 SWF 文件提供的参数。" version="" helpurl="fl.display:ProLoaderInfo:parameters:get" playername=""/>
						<string name="parentAllowsChild" object="[fl.display.ProLoaderInfo]" text=".parentAllowsChild" tiptext="表示 ProLoader（父级）对内容（子级）的信任关系。" version="" helpurl="fl.display:ProLoaderInfo:parentAllowsChild:get" playername=""/>
						<string name="parentSandboxBridge" object="[fl.display.ProLoaderInfo]" text=".parentSandboxBridge" tiptext="一个可由 Loader 对象的沙箱中的代码设置的对象，用于显示已加载内容的代码可以访问的属性和方法。" version="" helpurl="fl.display:ProLoaderInfo:parentSandboxBridge:get" playername="AIR"/>
						<string name="sameDomain" object="[fl.display.ProLoaderInfo]" text=".sameDomain" tiptext="表示加载者和内容之间的域关系: 如果它们具有相同的原始域，则为 true；否则为 false。" version="" helpurl="fl.display:ProLoaderInfo:sameDomain:get" playername=""/>
						<string name="sharedEvents" object="[fl.display.ProLoaderInfo]" text=".sharedEvents" tiptext="由于加载进行 RSL 预载操作的内容时出现计时问题，建议等到收到 init 事件后将事件侦听器添加到 sharedEvents 对象，或等到收到 init 事件时再次添加事件侦听器。" version="" helpurl="fl.display:ProLoaderInfo:sharedEvents:get" playername=""/>
						<string name="swfVersion" object="[fl.display.ProLoaderInfo]" text=".swfVersion" tiptext="已加载的 SWF 文件的文件格式版本。" version="" helpurl="fl.display:ProLoaderInfo:swfVersion:get" playername=""/>
						<string name="url" object="[fl.display.ProLoaderInfo]" text=".url" tiptext="所加载媒体的 URL。" version="" helpurl="fl.display:ProLoaderInfo:url:get" playername=""/>
						<string name="width" object="[fl.display.ProLoaderInfo]" text=".width" tiptext="加载内容的标称宽度。" version="" helpurl="fl.display:ProLoaderInfo:width:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.events" id="fl.events" sort="true" tiptext="fl.events 包的类" helpurl="fl.events">
				<folder name="ColorPickerEvent" id="[fl.events.ColorPickerEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ColorPickerEvent 类定义与 ColorPicker 组件关联的事件。" helpurl="fl.events:ColorPickerEvent">
					<folder name="方法" id="Methods" tiptext="ColorPickerEvent 类的方法" helpurl="fl.events:ColorPickerEvent">
						<string name="ColorPickerEvent" object="[fl.events.ColorPickerEvent]" text="new ColorPickerEvent(%类型:String,颜色:uint%)" constructor="true" tiptext="创建新的 ColorPickerEvent 对象。" version="1.0" helpurl="fl.events:ColorPickerEvent:ColorPickerEvent" playername=""/>
						<string name="clone" object="[fl.events.ColorPickerEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ColorPickerEvent 对象的副本，并设置每个参数的值以匹配原始参数值。" version="1.0" helpurl="fl.events:ColorPickerEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ColorPickerEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ColorPickerEvent 对象的所有属性。" version="1.0" helpurl="fl.events:ColorPickerEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ColorPickerEvent 类的属性" helpurl="fl.events:ColorPickerEvent">
						<string name="CHANGE" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.CHANGE" constant="true" tiptext="定义 change 事件对象的 type 属性值。" version="" helpurl="fl.events:ColorPickerEvent:CHANGE" playername=""/>
						<string name="ENTER" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.ENTER" constant="true" tiptext="定义 enter 事件对象的 type 属性值。" version="" helpurl="fl.events:ColorPickerEvent:ENTER" playername=""/>
						<string name="ITEM_ROLL_OUT" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.ITEM_ROLL_OUT" constant="true" tiptext="定义 itemRollOut 事件对象的 type 属性值。" version="" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OUT" playername=""/>
						<string name="ITEM_ROLL_OVER" object="[fl.events.ColorPickerEvent]" text="ColorPickerEvent.ITEM_ROLL_OVER" constant="true" tiptext="定义 itemRollOver 事件对象的 type 属性值。" version="" helpurl="fl.events:ColorPickerEvent:ITEM_ROLL_OVER" playername=""/>
						<string name="color" object="[fl.events.ColorPickerEvent]" text=".color" tiptext="获取与事件关联的颜色值。" version="" helpurl="fl.events:ColorPickerEvent:color:get" playername=""/>
					</folder>
				</folder>
				<folder name="ComponentEvent" id="[fl.events.ComponentEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ComponentEvent 类定义与 UIComponent 类关联的事件。" helpurl="fl.events:ComponentEvent">
					<folder name="方法" id="Methods" tiptext="ComponentEvent 类的方法" helpurl="fl.events:ComponentEvent">
						<string name="ComponentEvent" object="[fl.events.ComponentEvent]" text="new ComponentEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="创建包含有关组件事件信息的新 ComponentEvent 对象。" version="1.0" helpurl="fl.events:ComponentEvent:ComponentEvent" playername=""/>
						<string name="clone" object="[fl.events.ComponentEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ComponentEvent 对象的副本，并设置每个参数的值以匹配原始参数值。" version="1.0" helpurl="fl.events:ComponentEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ComponentEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ComponentEvent 对象的所有属性。" version="1.0" helpurl="fl.events:ComponentEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ComponentEvent 类的属性" helpurl="fl.events:ComponentEvent">
						<string name="BUTTON_DOWN" object="[fl.events.ComponentEvent]" text="ComponentEvent.BUTTON_DOWN" constant="true" tiptext="定义 buttonDown 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:BUTTON_DOWN" playername=""/>
						<string name="ENTER" object="[fl.events.ComponentEvent]" text="ComponentEvent.ENTER" constant="true" tiptext="定义 enter 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:ENTER" playername=""/>
						<string name="HIDE" object="[fl.events.ComponentEvent]" text="ComponentEvent.HIDE" constant="true" tiptext="定义 hide 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:HIDE" playername=""/>
						<string name="LABEL_CHANGE" object="[fl.events.ComponentEvent]" text="ComponentEvent.LABEL_CHANGE" constant="true" tiptext="定义 labelChange 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:LABEL_CHANGE" playername=""/>
						<string name="MOVE" object="[fl.events.ComponentEvent]" text="ComponentEvent.MOVE" constant="true" tiptext="定义 move 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:MOVE" playername=""/>
						<string name="RESIZE" object="[fl.events.ComponentEvent]" text="ComponentEvent.RESIZE" constant="true" tiptext="定义 resize 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:RESIZE" playername=""/>
						<string name="SHOW" object="[fl.events.ComponentEvent]" text="ComponentEvent.SHOW" constant="true" tiptext="定义 show 事件对象的 type 属性值。" version="" helpurl="fl.events:ComponentEvent:SHOW" playername=""/>
					</folder>
				</folder>
				<folder name="DataChangeEvent" id="[fl.events.DataChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="DataChangeEvent 类定义当与组件关联的数据更改时调度的事件。" helpurl="fl.events:DataChangeEvent">
					<folder name="方法" id="Methods" tiptext="DataChangeEvent 类的方法" helpurl="fl.events:DataChangeEvent">
						<string name="DataChangeEvent" object="[fl.events.DataChangeEvent]" text="new DataChangeEvent(%事件类型:String,更改类型:String,项目:Array[,起始索引:int=-1,结束索引:int=-1]%):void" constructor="true" tiptext="使用指定的参数创建新的 DataChangeEvent 对象。" version="1.0" helpurl="fl.events:DataChangeEvent:DataChangeEvent" playername=""/>
						<string name="clone" object="[fl.events.DataChangeEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DataEvent 对象的副本，并设置每个参数的值以匹配原始参数值。" version="1.0" helpurl="fl.events:DataChangeEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.DataChangeEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DataChangeEvent 对象的所有属性。" version="1.0" helpurl="fl.events:DataChangeEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataChangeEvent 类的属性" helpurl="fl.events:DataChangeEvent">
						<string name="DATA_CHANGE" object="[fl.events.DataChangeEvent]" text="DataChangeEvent.DATA_CHANGE" constant="true" tiptext="定义 dataChange 事件对象的 type 属性值。" version="" helpurl="fl.events:DataChangeEvent:DATA_CHANGE" playername=""/>
						<string name="PRE_DATA_CHANGE" object="[fl.events.DataChangeEvent]" text="DataChangeEvent.PRE_DATA_CHANGE" constant="true" tiptext="定义 preDataChange 事件对象的 type 属性值。" version="" helpurl="fl.events:DataChangeEvent:PRE_DATA_CHANGE" playername=""/>
						<string name="changeType" object="[fl.events.DataChangeEvent]" text=".changeType" tiptext="获取触发事件的更改的类型。" version="" helpurl="fl.events:DataChangeEvent:changeType:get" playername=""/>
						<string name="endIndex" object="[fl.events.DataChangeEvent]" text=".endIndex" tiptext="获取最后一个已更改项目在已更改项目数组中的索引。" version="" helpurl="fl.events:DataChangeEvent:endIndex:get" playername=""/>
						<string name="items" object="[fl.events.DataChangeEvent]" text=".items" tiptext="获取包含已更改项目的数组。" version="" helpurl="fl.events:DataChangeEvent:items:get" playername=""/>
						<string name="startIndex" object="[fl.events.DataChangeEvent]" text=".startIndex" tiptext="获取第一个已更改项目在已更改项目数组中的索引。" version="" helpurl="fl.events:DataChangeEvent:startIndex:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataChangeType" id="[fl.events.DataChangeType]" sort="true" index="true" asAncestors="Object" tiptext="DataChangeType 类定义 DataChangeEvent.changeType 事件的常量。" helpurl="fl.events:DataChangeType">
					<folder name="属性" id="Properties" tiptext="DataChangeType 类的属性" helpurl="fl.events:DataChangeType">
						<string name="ADD" object="[fl.events.DataChangeType]" text="DataChangeType.ADD" constant="true" tiptext="向数据提供者中添加了项目。" version="" helpurl="fl.events:DataChangeType:ADD" playername=""/>
						<string name="CHANGE" object="[fl.events.DataChangeType]" text="DataChangeType.CHANGE" constant="true" tiptext="对组件数据进行了更改。" version="" helpurl="fl.events:DataChangeType:CHANGE" playername=""/>
						<string name="INVALIDATE_ALL" object="[fl.events.DataChangeType]" text="DataChangeType.INVALIDATE_ALL" constant="true" tiptext="数据集无效。" version="" helpurl="fl.events:DataChangeType:INVALIDATE_ALL" playername=""/>
						<string name="INVALIDATE" object="[fl.events.DataChangeType]" text="DataChangeType.INVALIDATE" constant="true" tiptext="对项目中包含的数据进行了更改。" version="" helpurl="fl.events:DataChangeType:INVALIDATE" playername=""/>
						<string name="REMOVE_ALL" object="[fl.events.DataChangeType]" text="DataChangeType.REMOVE_ALL" constant="true" tiptext="从数据提供者中删除了所有项目。" version="" helpurl="fl.events:DataChangeType:REMOVE_ALL" playername=""/>
						<string name="REMOVE" object="[fl.events.DataChangeType]" text="DataChangeType.REMOVE" constant="true" tiptext="从数据提供者中删除了项目。" version="" helpurl="fl.events:DataChangeType:REMOVE" playername=""/>
						<string name="REPLACE" object="[fl.events.DataChangeType]" text="DataChangeType.REPLACE" constant="true" tiptext="数据提供者中的项目已替换为新项目。" version="" helpurl="fl.events:DataChangeType:REPLACE" playername=""/>
						<string name="SORT" object="[fl.events.DataChangeType]" text="DataChangeType.SORT" constant="true" tiptext="数据提供者已排序。" version="" helpurl="fl.events:DataChangeType:SORT" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridEvent" id="[fl.events.DataGridEvent]" sort="true" index="true" asAncestors="fl.events:ListEvent,flash.events:Event,Object" tiptext="DataGridEvent 类定义与 DataGrid 组件关联的事件。" helpurl="fl.events:DataGridEvent">
					<folder name="方法" id="Methods" tiptext="DataGridEvent 类的方法" helpurl="fl.events:DataGridEvent">
						<string name="DataGridEvent" object="[fl.events.DataGridEvent]" text="new DataGridEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,列索引:int=-1,行索引:int=-1,项目渲染器:Object=null,数据字段:String=null,原因:String=null]%)" constructor="true" tiptext="使用指定参数创建新的 DataGridEvent 对象。" version="1.0" helpurl="fl.events:DataGridEvent:DataGridEvent" playername=""/>
						<string name="clone" object="[fl.events.DataGridEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DataGridEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="1.0" helpurl="fl.events:DataGridEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.DataGridEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DataGridEvent 对象的所有属性。" version="1.0" helpurl="fl.events:DataGridEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataGridEvent 类的属性" helpurl="fl.events:DataGridEvent">
						<string name="COLUMN_STRETCH" object="[fl.events.DataGridEvent]" text="DataGridEvent.COLUMN_STRETCH" constant="true" tiptext="DataGridEvent.COLUMN_STRETCH 常量定义 columnStretch 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:COLUMN_STRETCH" playername=""/>
						<string name="HEADER_RELEASE" object="[fl.events.DataGridEvent]" text="DataGridEvent.HEADER_RELEASE" constant="true" tiptext="DataGridEvent.HEADER_RELEASE 常量定义 headerRelease 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:HEADER_RELEASE" playername=""/>
						<string name="ITEM_EDIT_BEGINNING" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_EDIT_BEGINNING" constant="true" tiptext="DataGridEvent.ITEM__EDIT_BEGINNING 常量定义 itemEditBeginning 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGINNING" playername=""/>
						<string name="ITEM_EDIT_BEGIN" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_EDIT_BEGIN" constant="true" tiptext="DataGridEvent.ITEM_EDIT_BEGIN 常量定义 itemEditBegin 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_EDIT_BEGIN" playername=""/>
						<string name="ITEM_EDIT_END" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_EDIT_END" constant="true" tiptext="DataGridEvent.ITEM_EDIT_END 常量定义 itemEditEnd 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_EDIT_END" playername=""/>
						<string name="ITEM_FOCUS_IN" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_FOCUS_IN" constant="true" tiptext="DataGridEvent.ITEM_FOCUS_IN 常量定义 itemFocusIn 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_IN" playername=""/>
						<string name="ITEM_FOCUS_OUT" object="[fl.events.DataGridEvent]" text="DataGridEvent.ITEM_FOCUS_OUT" constant="true" tiptext="DataGridEvent.ITEM_FOCUS_OUT 常量定义 itemFocusOut 事件对象的 type 属性值。" version="" helpurl="fl.events:DataGridEvent:ITEM_FOCUS_OUT" playername=""/>
						<string name="dataField" object="[fl.events.DataGridEvent]" text=".dataField" tiptext="获取或设置与列关联的数据中的字段或属性的名称。" version="" helpurl="fl.events:DataGridEvent:dataField:get" playername=""/>
						<string name="itemRenderer" object="[fl.events.DataGridEvent]" text=".itemRenderer" tiptext="获取正在编辑的项目的项目渲染器，或者正被单击或调整大小的标题渲染器。" version="" helpurl="fl.events:DataGridEvent:itemRenderer:get" playername=""/>
						<string name="reason" object="[fl.events.DataGridEvent]" text=".reason" tiptext="获取调度 itemEditEnd 事件的原因。" version="" helpurl="fl.events:DataGridEvent:reason:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataGridEventReason" id="[fl.events.DataGridEventReason]" sort="true" index="true" asAncestors="Object" tiptext="DataGridEventReason 类定义一些常量，当 DataGridEvent 对象的 type 属性值为 itemEditEnd 时这些常量用作该对象的 reason 属性值。" helpurl="fl.events:DataGridEventReason">
					<folder name="属性" id="Properties" tiptext="DataGridEventReason 类的属性" helpurl="fl.events:DataGridEventReason">
						<string name="CANCELLED" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.CANCELLED" constant="true" tiptext="用户已取消编辑操作，并且不想保存已编辑的数据。" version="" helpurl="fl.events:DataGridEventReason:CANCELLED" playername=""/>
						<string name="NEW_COLUMN" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.NEW_COLUMN" constant="true" tiptext="用户已将焦点移到同一行中新的一列。" version="" helpurl="fl.events:DataGridEventReason:NEW_COLUMN" playername=""/>
						<string name="NEW_ROW" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.NEW_ROW" constant="true" tiptext="指示用户已将焦点移到新的一行。" version="" helpurl="fl.events:DataGridEventReason:NEW_ROW" playername=""/>
						<string name="OTHER" object="[fl.events.DataGridEventReason]" text="DataGridEventReason.OTHER" constant="true" tiptext="该 List 组件已失去焦点、已滚动，或者处于不允许编辑的状态。" version="" helpurl="fl.events:DataGridEventReason:OTHER" playername=""/>
					</folder>
				</folder>
				<folder name="InteractionInputType" id="[fl.events.InteractionInputType]" sort="true" index="true" asAncestors="Object" tiptext="InteractionInputType 类定义用作 SliderEvent 对象的 triggerEvent 属性值的常量。" helpurl="fl.events:InteractionInputType">
					<folder name="属性" id="Properties" tiptext="InteractionInputType 类的属性" helpurl="fl.events:InteractionInputType">
						<string name="KEYBOARD" object="[fl.events.InteractionInputType]" text="InteractionInputType.KEYBOARD" constant="true" tiptext="InteractionInputType.KEYBOARD 常量定义 keyboard 事件对象的 type 属性值。" version="" helpurl="fl.events:InteractionInputType:KEYBOARD" playername=""/>
						<string name="MOUSE" object="[fl.events.InteractionInputType]" text="InteractionInputType.MOUSE" constant="true" tiptext="InteractionInputType.MOUSE 常量定义 mouse 事件对象的 type 属性值。" version="" helpurl="fl.events:InteractionInputType:MOUSE" playername=""/>
					</folder>
				</folder>
				<folder name="ListEvent" id="[fl.events.ListEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ListEvent 类为基于列表的组件(包括 List、DataGrid、TileList 和 ComboBox 组件)定义事件。" helpurl="fl.events:ListEvent">
					<folder name="方法" id="Methods" tiptext="ListEvent 类的方法" helpurl="fl.events:ListEvent">
						<string name="ListEvent" object="[fl.events.ListEvent]" text="new ListEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,列索引:int=-1,行索引:int=-1,索引:int=-1,项目:Object=null]%)" constructor="true" tiptext="使用指定的参数创建新的 ListEvent 对象。" version="1.0" helpurl="fl.events:ListEvent:ListEvent" playername=""/>
						<string name="clone" object="[fl.events.ListEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ListEvent 对象的副本，并设置每个参数的值以匹配原始参数值。" version="1.0" helpurl="fl.events:ListEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ListEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ListEvent 对象的所有属性。" version="1.0" helpurl="fl.events:ListEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ListEvent 类的属性" helpurl="fl.events:ListEvent">
						<string name="ITEM_CLICK" object="[fl.events.ListEvent]" text="ListEvent.ITEM_CLICK" constant="true" tiptext="定义 itemClick 事件对象的 type 属性值。" version="" helpurl="fl.events:ListEvent:ITEM_CLICK" playername=""/>
						<string name="ITEM_DOUBLE_CLICK" object="[fl.events.ListEvent]" text="ListEvent.ITEM_DOUBLE_CLICK" constant="true" tiptext="定义 itemDoubleClick 事件对象的 type 属性值。" version="" helpurl="fl.events:ListEvent:ITEM_DOUBLE_CLICK" playername=""/>
						<string name="ITEM_ROLL_OUT" object="[fl.events.ListEvent]" text="ListEvent.ITEM_ROLL_OUT" constant="true" tiptext="定义 itemRollOut 事件对象的 type 属性值。" version="" helpurl="fl.events:ListEvent:ITEM_ROLL_OUT" playername=""/>
						<string name="ITEM_ROLL_OVER" object="[fl.events.ListEvent]" text="ListEvent.ITEM_ROLL_OVER" constant="true" tiptext="定义 itemRollOver 事件对象的 type 属性值。" version="" helpurl="fl.events:ListEvent:ITEM_ROLL_OVER" playername=""/>
						<string name="columnIndex" object="[fl.events.ListEvent]" text=".columnIndex" tiptext="获取与此事件关联的项目的列索引。" version="" helpurl="fl.events:ListEvent:columnIndex:get" playername=""/>
						<string name="index" object="[fl.events.ListEvent]" text=".index" tiptext="获取包含渲染器的单元格的从零开始的索引。" version="" helpurl="fl.events:ListEvent:index:get" playername=""/>
						<string name="item" object="[fl.events.ListEvent]" text=".item" tiptext="获取属于当前单元格渲染器的数据。" version="" helpurl="fl.events:ListEvent:item:get" playername=""/>
						<string name="rowIndex" object="[fl.events.ListEvent]" text=".rowIndex" tiptext="获取与此事件关联的项目的行索引。" version="" helpurl="fl.events:ListEvent:rowIndex:get" playername=""/>
					</folder>
				</folder>
				<folder name="RSLErrorEvent" id="[fl.events.RSLErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="RSLErrorEvent 类定义由 RSLPreloader 调度的错误事件。" helpurl="fl.events:RSLErrorEvent">
					<folder name="方法" id="Methods" tiptext=" RSLErrorEvent 类的方法" helpurl="fl.events:RSLErrorEvent">
						<string name="RSLErrorEvent" object="[fl.events.RSLErrorEvent]" text="new RSLErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,已加载的rsl:int=0,已失败的rsl:int=0,总计rsl:int=0,已失败的URL:Array=null]%)" constructor="true" tiptext="创建一个 RSLErrorEvent 对象，其中包含有关 RSLError 事件的信息。" version="2" helpurl="fl.events:RSLErrorEvent:RSLErrorEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RSLErrorEvent 类的属性" helpurl="fl.events:RSLErrorEvent">
						<string name="RSL_LOAD_FAILED" object="[fl.events.RSLErrorEvent]" text="RSLErrorEvent.RSL_LOAD_FAILED" constant="true" tiptext="由 RSLPreloader 在已下载完所有 RSL（其中一个或多个 RSL 下载失败）时调度的错误。" version="" helpurl="fl.events:RSLErrorEvent:RSL_LOAD_FAILED" playername=""/>
						<string name="failedURLs" object="[fl.events.RSLErrorEvent]" text=".failedURLs" tiptext="返回下载失败的文件数组。" version="" helpurl="fl.events:RSLErrorEvent:failedURLs:get" playername=""/>
						<string name="rslsFailed" object="[fl.events.RSLErrorEvent]" text=".rslsFailed" tiptext="返回下载失败的文件数。" version="" helpurl="fl.events:RSLErrorEvent:rslsFailed:get" playername=""/>
						<string name="rslsLoaded" object="[fl.events.RSLErrorEvent]" text=".rslsLoaded" tiptext="返回已成功下载的文件数。" version="" helpurl="fl.events:RSLErrorEvent:rslsLoaded:get" playername=""/>
						<string name="rslsTotal" object="[fl.events.RSLErrorEvent]" text=".rslsTotal" tiptext="返回已下载（无论成功与否）的总文件数。" version="" helpurl="fl.events:RSLErrorEvent:rslsTotal:get" playername=""/>
					</folder>
				</folder>
				<folder name="RSLEvent" id="[fl.events.RSLEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="RSLEvent 类定义由 RSLPreloader 调度的事件。" helpurl="fl.events:RSLEvent">
					<folder name="方法" id="Methods" tiptext="RSLEvent 类的方法" helpurl="fl.events:RSLEvent">
						<string name="RSLEvent" object="[fl.events.RSLEvent]" text="new RSLEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,已加载的rsl:int=0,已失败的rsl:int=0,总计rsl:int=0,已加载的字节数:int=0,字节总数:int=0]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 RSL 事件的特定信息。" version="2" helpurl="fl.events:RSLEvent:RSLEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RSLEvent 类的属性" helpurl="fl.events:RSLEvent">
						<string name="RSL_LOAD_COMPLETE" object="[fl.events.RSLEvent]" text="RSLEvent.RSL_LOAD_COMPLETE" constant="true" tiptext="当所有 RSL 已完成下载时由 RSLPreloader 调度的事件。" version="" helpurl="fl.events:RSLEvent:RSL_LOAD_COMPLETE" playername=""/>
						<string name="RSL_PROGRESS" object="[fl.events.RSLEvent]" text="RSLEvent.RSL_PROGRESS" constant="true" tiptext="由 RSLPreloader 调度的事件，用于指示下载 RSL 文件的进度。" version="" helpurl="fl.events:RSLEvent:RSL_PROGRESS" playername=""/>
						<string name="bytesLoaded" object="[fl.events.RSLEvent]" text=".bytesLoaded" tiptext="返回已成功下载的文件中已下载的总字节数。" version="" helpurl="fl.events:RSLEvent:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.events.RSLEvent]" text=".bytesTotal" tiptext="返回已下载（无论成功与否）的文件中的总字节数。" version="" helpurl="fl.events:RSLEvent:bytesTotal:get" playername=""/>
						<string name="rslsFailed" object="[fl.events.RSLEvent]" text=".rslsFailed" tiptext="返回下载失败的文件数。" version="" helpurl="fl.events:RSLEvent:rslsFailed:get" playername=""/>
						<string name="rslsLoaded" object="[fl.events.RSLEvent]" text=".rslsLoaded" tiptext="返回已成功下载的文件数。" version="" helpurl="fl.events:RSLEvent:rslsLoaded:get" playername=""/>
						<string name="rslsTotal" object="[fl.events.RSLEvent]" text=".rslsTotal" tiptext="返回已下载（无论成功与否）的总文件数。" version="" helpurl="fl.events:RSLEvent:rslsTotal:get" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollEvent" id="[fl.events.ScrollEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="ScrollEvent 类定义与 ScrollBar 组件关联的滚动事件。" helpurl="fl.events:ScrollEvent">
					<folder name="方法" id="Methods" tiptext="ScrollEvent 类的方法" helpurl="fl.events:ScrollEvent">
						<string name="ScrollEvent" object="[fl.events.ScrollEvent]" text="new ScrollEvent(%方向:String,增量:Number,位置:Number%)" constructor="true" tiptext="使用指定的参数创建新的 ScrollEvent 对象。" version="1.0" helpurl="fl.events:ScrollEvent:ScrollEvent" playername=""/>
						<string name="clone" object="[fl.events.ScrollEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ScrollEvent 对象的副本，并设置每个参数的值以匹配原始参数值。" version="1.0" helpurl="fl.events:ScrollEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.ScrollEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ScrollEvent 对象的所有属性。" version="1.0" helpurl="fl.events:ScrollEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ScrollEvent 类的属性" helpurl="fl.events:ScrollEvent">
						<string name="SCROLL" object="[fl.events.ScrollEvent]" text="ScrollEvent.SCROLL" constant="true" tiptext="定义 scroll 事件对象的 type 属性值。" version="" helpurl="fl.events:ScrollEvent:SCROLL" playername=""/>
						<string name="delta" object="[fl.events.ScrollEvent]" text=".delta" tiptext="获取滚动位置的变化大小，以像素为单位。" version="" helpurl="fl.events:ScrollEvent:delta:get" playername=""/>
						<string name="direction" object="[fl.events.ScrollEvent]" text=".direction" tiptext="获取一个指示与事件关联的移动方向的常数值。" version="" helpurl="fl.events:ScrollEvent:direction:get" playername=""/>
						<string name="position" object="[fl.events.ScrollEvent]" text=".position" tiptext="获取当前的滚动位置，以像素为单位。" version="" helpurl="fl.events:ScrollEvent:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="SliderEvent" id="[fl.events.SliderEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="SliderEvent 类定义与 Slider 组件关联的事件。" helpurl="fl.events:SliderEvent">
					<folder name="方法" id="Methods" tiptext="SliderEvent 类的方法" helpurl="fl.events:SliderEvent">
						<string name="SliderEvent" object="[fl.events.SliderEvent]" text="new SliderEvent(%类型:String,值:Number,单击目标:String,触发事件:String[,键控代码:int=0]%)" constructor="true" tiptext="使用指定的参数创建新的 SliderEvent 对象。" version="1.0" helpurl="fl.events:SliderEvent:SliderEvent" playername=""/>
						<string name="clone" object="[fl.events.SliderEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SliderEvent 对象的副本，并设置每个参数的值以匹配原始参数值。" version="1.0" helpurl="fl.events:SliderEvent:clone" playername=""/>
						<string name="toString" object="[fl.events.SliderEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 SliderEvent 对象的所有属性。" version="1.0" helpurl="fl.events:SliderEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SliderEvent 类的属性" helpurl="fl.events:SliderEvent">
						<string name="CHANGE" object="[fl.events.SliderEvent]" text="SliderEvent.CHANGE" constant="true" tiptext="定义 change 事件对象的 type 属性值。" version="" helpurl="fl.events:SliderEvent:CHANGE" playername=""/>
						<string name="THUMB_DRAG" object="[fl.events.SliderEvent]" text="SliderEvent.THUMB_DRAG" constant="true" tiptext="定义 thumbDrag 事件对象的 type 属性值。" version="" helpurl="fl.events:SliderEvent:THUMB_DRAG" playername=""/>
						<string name="THUMB_PRESS" object="[fl.events.SliderEvent]" text="SliderEvent.THUMB_PRESS" constant="true" tiptext="定义 thumbPress 事件对象的 type 属性值。" version="" helpurl="fl.events:SliderEvent:THUMB_PRESS" playername=""/>
						<string name="THUMB_RELEASE" object="[fl.events.SliderEvent]" text="SliderEvent.THUMB_RELEASE" constant="true" tiptext="定义 thumbRelease 事件对象的 type 属性值。" version="" helpurl="fl.events:SliderEvent:THUMB_RELEASE" playername=""/>
						<string name="clickTarget" object="[fl.events.SliderEvent]" text=".clickTarget" tiptext="获取指示是否按下了滑块或滑块轨道的字符串。" version="" helpurl="fl.events:SliderEvent:clickTarget:get" playername=""/>
						<string name="keyCode" object="[fl.events.SliderEvent]" text=".keyCode" tiptext="对于按下后将触发该事件的键，获取其键控代码。" version="" helpurl="fl.events:SliderEvent:keyCode:get" playername=""/>
						<string name="triggerEvent" object="[fl.events.SliderEvent]" text=".triggerEvent" tiptext="获取用于发送输入的设备的类型。" version="" helpurl="fl.events:SliderEvent:triggerEvent:get" playername=""/>
						<string name="value" object="[fl.events.SliderEvent]" text=".value" tiptext="获取滑块的新值(基于其位置)。" version="" helpurl="fl.events:SliderEvent:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="SliderEventClickTarget" id="[fl.events.SliderEventClickTarget]" sort="true" index="true" asAncestors="Object" tiptext="SliderEventClickTarget 类定义用作 SliderEvent 类的 clickTarget 属性值的常量。" helpurl="fl.events:SliderEventClickTarget">
					<folder name="属性" id="Properties" tiptext="SliderEventClickTarget 类的属性" helpurl="fl.events:SliderEventClickTarget">
						<string name="THUMB" object="[fl.events.SliderEventClickTarget]" text="SliderEventClickTarget.THUMB" constant="true" tiptext="单击了滑块。" version="" helpurl="fl.events:SliderEventClickTarget:THUMB" playername=""/>
						<string name="TRACK" object="[fl.events.SliderEventClickTarget]" text="SliderEventClickTarget.TRACK" constant="true" tiptext="单击了滑块轨道。" version="" helpurl="fl.events:SliderEventClickTarget:TRACK" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.ik" id="fl.ik" sort="true" tiptext="fl.ik 包的类" helpurl="fl.ik">
				<folder name="IKArmature" id="[fl.ik.IKArmature]" sort="true" index="true" asAncestors="Object" tiptext="IKArmature 类说明反向运动 (IK) 骨架。" helpurl="fl.ik:IKArmature">
					<folder name="方法" id="Methods" tiptext="IKArmature 类的方法" helpurl="fl.ik:IKArmature">
						<string name="getBoneByName" object="[fl.ik.IKArmature]" text=".getBoneByName(%目标名称:String%):fl.ik:IKBone" tiptext="返回指定的骨骼。" version="1.5" helpurl="fl.ik:IKArmature:getBoneByName" playername=""/>
						<string name="registerElements" object="[fl.ik.IKArmature]" text=".registerElements(%容器:flash.display:DisplayObjectContainer%)" tiptext="为包含骨架的库元件实例激活反向运动 (IK)。" version="1.5" helpurl="fl.ik:IKArmature:registerElements" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IKArmature 类的属性" helpurl="fl.ik:IKArmature">
						<string name="container" object="[fl.ik.IKArmature]" text=".container" tiptext="返回传递到对 registerElements 的调用中的 DisplayObjectContainer。" version="" helpurl="fl.ik:IKArmature:container:get" playername=""/>
						<string name="name" object="[fl.ik.IKArmature]" text=".name" tiptext="骨架的名称。" version="" helpurl="fl.ik:IKArmature:name:get" playername=""/>
						<string name="rootJoint" object="[fl.ik.IKArmature]" text=".rootJoint" tiptext="骨架中的根连接。" version="" helpurl="fl.ik:IKArmature:rootJoint:get" playername=""/>
						<string name="springsEnabled" object="[fl.ik.IKArmature]" text=".springsEnabled" tiptext="指定是否为骨架启用了弹簧功能。" version="" helpurl="fl.ik:IKArmature:springsEnabled:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKBone" id="[fl.ik.IKBone]" sort="true" index="true" asAncestors="Object" tiptext="IKBone 类说明单个片段，而片段是反向运动 (IK) 骨架的基本组件。" helpurl="fl.ik:IKBone">
					<folder name="属性" id="Properties" tiptext="IKBone 类的属性" helpurl="fl.ik:IKBone">
						<string name="headJoint" object="[fl.ik.IKBone]" text=".headJoint" tiptext="骨骼的头部连接。" version="" helpurl="fl.ik:IKBone:headJoint:get" playername=""/>
						<string name="name" object="[fl.ik.IKBone]" text=".name" tiptext="骨骼的名称。" version="" helpurl="fl.ik:IKBone:name:get" playername=""/>
						<string name="tailJoint" object="[fl.ik.IKBone]" text=".tailJoint" tiptext="骨骼的尾部连接。" version="" helpurl="fl.ik:IKBone:tailJoint:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKEvent" id="[fl.ik.IKEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="IKEvent 类定义与包含反向运动 (IK) 骨架的对象相关的事件。" helpurl="fl.ik:IKEvent">
					<folder name="方法" id="Methods" tiptext="IKEvent 类的方法" helpurl="fl.ik:IKEvent">
						<string name="IKEvent" object="[fl.ik.IKEvent]" text="new IKEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="创建一个包含有关 IK 事件的信息的事件对象。" version="1.5" helpurl="fl.ik:IKEvent:IKEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IKEvent 类的属性" helpurl="fl.ik:IKEvent">
						<string name="DISTANCE_LIMIT" object="[fl.ik.IKEvent]" text="IKEvent.DISTANCE_LIMIT" constant="true" tiptext="定义 distanceLimit 事件对象的 type 属性值。" version="" helpurl="fl.ik:IKEvent:DISTANCE_LIMIT" playername=""/>
						<string name="ITERATION_LIMIT" object="[fl.ik.IKEvent]" text="IKEvent.ITERATION_LIMIT" constant="true" tiptext="定义 iterationLimit 事件对象的 type 属性值。" version="" helpurl="fl.ik:IKEvent:ITERATION_LIMIT" playername=""/>
						<string name="SINGLE_STEP" object="[fl.ik.IKEvent]" text="IKEvent.SINGLE_STEP" constant="true" tiptext="定义 singleStep 事件对象的 type 属性值。" version="" helpurl="fl.ik:IKEvent:SINGLE_STEP" playername=""/>
						<string name="TIME_LIMIT" object="[fl.ik.IKEvent]" text="IKEvent.TIME_LIMIT" constant="true" tiptext="定义 timeLimit 事件对象的 type 属性值。" version="" helpurl="fl.ik:IKEvent:TIME_LIMIT" playername=""/>
						<string name="distance" object="[fl.ik.IKEvent]" text=".distance" tiptext="距离连接原始位置的距离（以像素为单位）。" version="" helpurl="fl.ik:IKEvent:distance:get" playername=""/>
						<string name="iterationCount" object="[fl.ik.IKEvent]" text=".iterationCount" tiptext="已执行的 IK 移动迭代次数。" version="" helpurl="fl.ik:IKEvent:iterationCount:get" playername=""/>
						<string name="joint" object="[fl.ik.IKEvent]" text=".joint" tiptext="与该事件相关的连接。" version="" helpurl="fl.ik:IKEvent:joint:get" playername=""/>
						<string name="time" object="[fl.ik.IKEvent]" text=".time" tiptext="自上次调度 IKEvent 以来经过的时间（以毫秒为单位）。" version="" helpurl="fl.ik:IKEvent:time:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKJoint" id="[fl.ik.IKJoint]" sort="true" index="true" asAncestors="Object" tiptext="IKJoint 类定义两个骨骼之间的连接，这些骨骼是反向运动 (IK) 骨架必需的基本组件。" helpurl="fl.ik:IKJoint">
					<folder name="方法" id="Methods" tiptext="IKJoint 类的方法" helpurl="fl.ik:IKJoint">
						<string name="clearSpringAngle" object="[fl.ik.IKJoint]" text=".clearSpringAngle(%%):void" tiptext="清除当前弹簧角度。" version="1.5" helpurl="fl.ik:IKJoint:clearSpringAngle" playername=""/>
						<string name="clearSpringPoint" object="[fl.ik.IKJoint]" text=".clearSpringPoint(%%):void" tiptext="清除当前弹簧点。" version="1.5" helpurl="fl.ik:IKJoint:clearSpringPoint" playername=""/>
						<string name="getChildAt" object="[fl.ik.IKJoint]" text=".getChildAt(%为子级:int%):fl.ik:IKJoint" tiptext="返回指定索引值处的子级 IKJoint 对象。" version="1.5" helpurl="fl.ik:IKJoint:getChildAt" playername=""/>
						<string name="getChildIndex" object="[fl.ik.IKJoint]" text=".getChildIndex(%子级:fl.ik:IKJoint%):int" tiptext="返回指定 IKJoint 对象的索引值。" version="1.5" helpurl="fl.ik:IKJoint:getChildIndex" playername=""/>
						<string name="getJointValue" object="[fl.ik.IKJoint]" text=".getJointValue(%dof:int%):Number" tiptext="检索指定自由度类型的当前值。" version="1.5" helpurl="fl.ik:IKJoint:getJointValue" playername=""/>
						<string name="getSpringAngle" object="[fl.ik.IKJoint]" text=".getSpringAngle(%%):Number" tiptext="返回当前弹簧角度。" version="1.5" helpurl="fl.ik:IKJoint:getSpringAngle" playername=""/>
						<string name="getSpringPt" object="[fl.ik.IKJoint]" text=".getSpringPt(%%):flash.geom:Point" tiptext="返回当前弹簧点。" version="1.5" helpurl="fl.ik:IKJoint:getSpringPt" playername=""/>
						<string name="hasPhysics" object="[fl.ik.IKJoint]" text=".hasPhysics(%[递归:Boolean=true]%):Boolean" tiptext="返回物理引擎是否已应用联接的子树（子级）。" version="1.5" helpurl="fl.ik:IKJoint:hasPhysics" playername=""/>
						<string name="hasSpringAngle" object="[fl.ik.IKJoint]" text=".hasSpringAngle(%%):Boolean" tiptext="返回是否设置了当前弹簧角度。" version="1.5" helpurl="fl.ik:IKJoint:hasSpringAngle" playername=""/>
						<string name="hasSpringPoint" object="[fl.ik.IKJoint]" text=".hasSpringPoint(%%):Boolean" tiptext="返回是否设置了当前弹簧点。" version="1.5" helpurl="fl.ik:IKJoint:hasSpringPoint" playername=""/>
						<string name="isConstrained" object="[fl.ik.IKJoint]" text=".isConstrained(%dof:int%):Boolean" tiptext="返回是否限制自由度类型。" version="1.5" helpurl="fl.ik:IKJoint:isConstrained" playername=""/>
						<string name="isEnabled" object="[fl.ik.IKJoint]" text=".isEnabled(%dof:int%)" tiptext="返回是否启用指定的自由度类型的说明。" version="1.5" helpurl="fl.ik:IKJoint:isEnabled" playername=""/>
						<string name="setConstrained" object="[fl.ik.IKJoint]" text=".setConstrained(%dof:int,限制:Boolean%):void" tiptext="设置指定自由度类型的限制。" version="1.5" helpurl="fl.ik:IKJoint:setConstrained" playername=""/>
						<string name="setEnabled" object="[fl.ik.IKJoint]" text=".setEnabled(%dof:int,启用:Boolean%)" tiptext="启用或禁用指定的自由度类型。" version="1.5" helpurl="fl.ik:IKJoint:setEnabled" playername=""/>
						<string name="setSpringAngle" object="[fl.ik.IKJoint]" text=".setSpringAngle(%角度:Number%):void" tiptext="设置当前弹簧角度。" version="1.5" helpurl="fl.ik:IKJoint:setSpringAngle" playername=""/>
						<string name="setSpringPt" object="[fl.ik.IKJoint]" text=".setSpringPt(%点:flash.geom:Point%):void" tiptext="设置当前弹簧点。" version="1.5" helpurl="fl.ik:IKJoint:setSpringPt" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IKJoint 类的属性" helpurl="fl.ik:IKJoint">
						<string name="DOF_ROTATION" object="[fl.ik.IKJoint]" text=".DOF_ROTATION" tiptext="用于旋转自由度的静态常量。" version="" helpurl="fl.ik:IKJoint:DOF_ROTATION" playername=""/>
						<string name="DOF_XTRANS" object="[fl.ik.IKJoint]" text=".DOF_XTRANS" tiptext="用于 x 平移自由度的静态常量。" version="" helpurl="fl.ik:IKJoint:DOF_XTRANS" playername=""/>
						<string name="DOF_YTRANS" object="[fl.ik.IKJoint]" text=".DOF_YTRANS" tiptext="用于 y 平移自由度的静态常量。" version="" helpurl="fl.ik:IKJoint:DOF_YTRANS" playername=""/>
						<string name="bone" object="[fl.ik.IKJoint]" text=".bone" tiptext="与 IKJoint 对象相关联的头部骨骼。" version="" helpurl="fl.ik:IKJoint:bone:get" playername=""/>
						<string name="name" object="[fl.ik.IKJoint]" text=".name" tiptext="IKJoint 实例的名称。" version="" helpurl="fl.ik:IKJoint:name:get" playername=""/>
						<string name="numChildren" object="[fl.ik.IKJoint]" text=".numChildren" tiptext="返回从指定的 IKJoint 分支出来的 IKJoint 对象的数量。" version="" helpurl="fl.ik:IKJoint:numChildren:get" playername=""/>
						<string name="parent" object="[fl.ik.IKJoint]" text=".parent" tiptext="父 IKJoint 对象。" version="" helpurl="fl.ik:IKJoint:parent:get" playername=""/>
						<string name="position" object="[fl.ik.IKJoint]" text=".position" tiptext="IKJoint 的坐标。" version="" helpurl="fl.ik:IKJoint:position:get" playername=""/>
						<string name="rotationConstrained" object="[fl.ik.IKJoint]" text=".rotationConstrained" tiptext="返回是否限制旋转。" version="" helpurl="fl.ik:IKJoint:rotationConstrained:get" playername=""/>
						<string name="rotationEnabled" object="[fl.ik.IKJoint]" text=".rotationEnabled" tiptext="指定是否启用旋转。" version="" helpurl="fl.ik:IKJoint:rotationEnabled:get" playername=""/>
						<string name="rotationMax" object="[fl.ik.IKJoint]" text=".rotationMax" tiptext="最大旋转值。" version="" helpurl="fl.ik:IKJoint:rotationMax:get" playername=""/>
						<string name="rotationMin" object="[fl.ik.IKJoint]" text=".rotationMin" tiptext="最小旋转值。" version="" helpurl="fl.ik:IKJoint:rotationMin:get" playername=""/>
						<string name="rotation" object="[fl.ik.IKJoint]" text=".rotation" tiptext="当前旋转值。" version="" helpurl="fl.ik:IKJoint:rotation:get" playername=""/>
						<string name="speed" object="[fl.ik.IKJoint]" text=".speed" tiptext="旋转速度自由度：xTranslation 和 yTranslation 属性遵循相同的速度设置。" version="" helpurl="fl.ik:IKJoint:speed:get" playername=""/>
						<string name="springDamping" object="[fl.ik.IKJoint]" text=".springDamping" tiptext="弹簧阻尼值。" version="" helpurl="fl.ik:IKJoint:springDamping:get" playername=""/>
						<string name="springPosition" object="[fl.ik.IKJoint]" text=".springPosition" tiptext="弹簧位置（平移联接）或角度（旋转联接）。" version="" helpurl="fl.ik:IKJoint:springPosition:get" playername=""/>
						<string name="springStrength" object="[fl.ik.IKJoint]" text=".springStrength" tiptext="弹簧强度值。" version="" helpurl="fl.ik:IKJoint:springStrength:get" playername=""/>
						<string name="xTranslationConstrained" object="[fl.ik.IKJoint]" text=".xTranslationConstrained" tiptext="返回是否限制 x 平移。" version="" helpurl="fl.ik:IKJoint:xTranslationConstrained:get" playername=""/>
						<string name="xTranslationEnabled" object="[fl.ik.IKJoint]" text=".xTranslationEnabled" tiptext="指定是否启用 x 平移。" version="" helpurl="fl.ik:IKJoint:xTranslationEnabled:get" playername=""/>
						<string name="xTranslationMax" object="[fl.ik.IKJoint]" text=".xTranslationMax" tiptext="最大 x 平移值。" version="" helpurl="fl.ik:IKJoint:xTranslationMax:get" playername=""/>
						<string name="xTranslationMin" object="[fl.ik.IKJoint]" text=".xTranslationMin" tiptext="最小 x 平移值。" version="" helpurl="fl.ik:IKJoint:xTranslationMin:get" playername=""/>
						<string name="xTranslation" object="[fl.ik.IKJoint]" text=".xTranslation" tiptext="当前 x 平移值。" version="" helpurl="fl.ik:IKJoint:xTranslation:get" playername=""/>
						<string name="yTranslationConstrained" object="[fl.ik.IKJoint]" text=".yTranslationConstrained" tiptext="返回是否限制 y 平移。" version="" helpurl="fl.ik:IKJoint:yTranslationConstrained:get" playername=""/>
						<string name="yTranslationEnabled" object="[fl.ik.IKJoint]" text=".yTranslationEnabled" tiptext="指定是否启用 y 平移。" version="" helpurl="fl.ik:IKJoint:yTranslationEnabled:get" playername=""/>
						<string name="yTranslationMax" object="[fl.ik.IKJoint]" text=".yTranslationMax" tiptext="最大 y 平移值。" version="" helpurl="fl.ik:IKJoint:yTranslationMax:get" playername=""/>
						<string name="yTranslationMin" object="[fl.ik.IKJoint]" text=".yTranslationMin" tiptext="最小 y 平移值。" version="" helpurl="fl.ik:IKJoint:yTranslationMin:get" playername=""/>
						<string name="yTranslation" object="[fl.ik.IKJoint]" text=".yTranslation" tiptext="当前 y 平移值。" version="" helpurl="fl.ik:IKJoint:yTranslation:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKManager" id="[fl.ik.IKManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="IKManager 类是一个容器类，表示文档中定义的所有反向运动 (IK) 树（骨架），并允许在运行时管理这些骨架。" helpurl="fl.ik:IKManager">
					<folder name="方法" id="Methods" tiptext="IKManager 类的方法" helpurl="fl.ik:IKManager">
						<string name="getArmatureAt" object="[fl.ik.IKManager]" text="IKManager.getArmatureAt(%索引:int%):fl.ik:IKArmature" static="true" tiptext="返回指定索引处的骨架。" version="1.5" helpurl="fl.ik:IKManager:getArmatureAt" playername=""/>
						<string name="getArmatureByName" object="[fl.ik.IKManager]" text="IKManager.getArmatureByName(%名称:String%):fl.ik:IKArmature" static="true" tiptext="返回具有指定名称的骨架。" version="1.5" helpurl="fl.ik:IKManager:getArmatureByName" playername=""/>
						<string name="setStage" object="[fl.ik.IKManager]" text="IKManager.setStage(%舞台:flash.display:DisplayObjectContainer%):void" static="true" tiptext="使用此方法指示加载的 SWF 文件中的符号容器。" version="1.5" helpurl="fl.ik:IKManager:setStage" playername=""/>
						<string name="trackAllArmatures" object="[fl.ik.IKManager]" text="IKManager.trackAllArmatures(%[启用:Boolean=true]%):void" static="true" tiptext="启用或禁用所有骨架的实时跟踪。" version="1.5" helpurl="fl.ik:IKManager:trackAllArmatures" playername=""/>
						<string name="trackIKArmature" object="[fl.ik.IKManager]" text="IKManager.trackIKArmature(%树:fl.ik:IKArmature[,启用:Boolean=true]%):void" static="true" tiptext="启用或禁用指定 IKArmature 实例的实时跟踪。" version="1.5" helpurl="fl.ik:IKManager:trackIKArmature" playername=""/>
						<string name="trackIKObject" object="[fl.ik.IKManager]" text="IKManager.trackIKObject(%目标:flash.display:DisplayObject[,启用:Boolean=true]%)" static="true" tiptext="启用或禁用指定 IK 显示对象实例的实时跟踪。" version="1.5" helpurl="fl.ik:IKManager:trackIKObject" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IKManager 类的属性" helpurl="fl.ik:IKManager">
						<string name="numArmatures" object="[fl.ik.IKManager]" text=".numArmatures" tiptext="舞台上骨架的数量。" version="" helpurl="fl.ik:IKManager:numArmatures:get" playername=""/>
					</folder>
				</folder>
				<folder name="IKMover" id="[fl.ik.IKMover]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="IKMover 类可以启动并控制骨架的反向运动 (IK)。" helpurl="fl.ik:IKMover">
					<folder name="方法" id="Methods" tiptext="IKMover 类的方法" helpurl="fl.ik:IKMover">
						<string name="IKMover" object="[fl.ik.IKMover]" text="new IKMover(%末端效应器:fl.ik:IKJoint,目标位置:flash.geom:Point%)" constructor="true" tiptext="IKMover 对象的构造函数。" version="1.5" helpurl="fl.ik:IKMover:IKMover" playername=""/>
						<string name="moveTo" object="[fl.ik.IKMover]" text=".moveTo(%目标位置:flash.geom:Point%)" tiptext="将相关联的 IKJoint 对象移动到目标点，基于其 IK 限制更新所有相关的 IKJoint 对象。" version="1.5" helpurl="fl.ik:IKMover:moveTo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IKMover 类的属性" helpurl="fl.ik:IKMover">
						<string name="distanceLimit" object="[fl.ik.IKMover]" text=".distanceLimit" tiptext="IK 引擎应该对每次迭代移动的最大距离（以像素为单位）。" version="" helpurl="fl.ik:IKMover:distanceLimit:get" playername=""/>
						<string name="iterationLimit" object="[fl.ik.IKMover]" text=".iterationLimit" tiptext="指定 IK 引擎对每个运动执行的最大迭代次数。" version="" helpurl="fl.ik:IKMover:iterationLimit:get" playername=""/>
						<string name="limitByDistance" object="[fl.ik.IKMover]" text=".limitByDistance" tiptext="指定在超过 distanceLimit 值后 IK 引擎是否结束运动。" version="" helpurl="fl.ik:IKMover:limitByDistance:get" playername=""/>
						<string name="limitByIteration" object="[fl.ik.IKMover]" text=".limitByIteration" tiptext="指定在超过 iterationLimit 值后 IK 引擎是否结束运动。" version="" helpurl="fl.ik:IKMover:limitByIteration:get" playername=""/>
						<string name="limitByTime" object="[fl.ik.IKMover]" text=".limitByTime" tiptext="指定在超过指定的 timeLimit 后 IK 引擎是否结束运动。" version="" helpurl="fl.ik:IKMover:limitByTime:get" playername=""/>
						<string name="stepCount" object="[fl.ik.IKMover]" text=".stepCount" tiptext="IK 运动的迭代次数。" version="" helpurl="fl.ik:IKMover:stepCount:get" playername=""/>
						<string name="timeLimit" object="[fl.ik.IKMover]" text=".timeLimit" tiptext="指定 IK 引擎执行运动的最长时间（以毫秒为单位）。" version="" helpurl="fl.ik:IKMover:timeLimit:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.lang" id="fl.lang" sort="true" tiptext="fl.lang 包的类" helpurl="fl.lang">
				<folder name="Locale" id="[fl.lang.Locale]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 fl.lang.Locale 类，可以控制多语言文本在 SWF 文件中的显示方式。" helpurl="fl.lang:Locale">
					<folder name="方法" id="Methods" tiptext="Locale 类的方法" helpurl="fl.lang:Locale">
						<string name="addDelayedInstance" object="[fl.lang.Locale]" text="Locale.addDelayedInstance(%实例:Object,字符串ID:String%)" static="true" tiptext="将 {实例, 字符串 ID} 对添加到内部数组中，供以后使用。" version="1.0" helpurl="fl.lang:Locale:addDelayedInstance" playername=""/>
						<string name="addXMLPath" object="[fl.lang.Locale]" text="Locale.addXMLPath(%语言代码:String,路径:String%):void" static="true" tiptext="将 {语言代码和语言路径} 对添加到内部数组中，供以后使用。" version="1.0" helpurl="fl.lang:Locale:addXMLPath" playername=""/>
						<string name="checkXMLStatus" object="[fl.lang.Locale]" text="Locale.checkXMLStatus(%%):Boolean" static="true" tiptext="如果加载了 XML 文件，则返回 true；否则返回 false。" version="1.0" helpurl="fl.lang:Locale:checkXMLStatus" playername=""/>
						<string name="getDefaultLang" object="[fl.lang.Locale]" text="Locale.getDefaultLang(%%):String" static="true" tiptext="在&quot;字符串&quot;面板对话框中或通过调用 setDefaultLang() 方法设置的默认语言代码。" version="1.0" helpurl="fl.lang:Locale:getDefaultLang" playername=""/>
						<string name="initialize" object="[fl.lang.Locale]" text="Locale.initialize(%%):void" static="true" tiptext="自动确定要使用的语言并自动加载 XML 语言文件。" version="1.0" helpurl="fl.lang:Locale:initialize" playername=""/>
						<string name="loadLanguageXML" object="[fl.lang.Locale]" text="Locale.loadLanguageXML(%XML语言代码:String[,加载XML语言文件时调用的自定义回调函数:Function=null]%):void" static="true" tiptext="加载指定的 XML 语言文件。" version="1.0" helpurl="fl.lang:Locale:loadLanguageXML" playername=""/>
						<string name="loadStringEx" object="[fl.lang.Locale]" text="Locale.loadStringEx(%字符串ID:String,语言代码:String%):String" static="true" tiptext="返回与给定字符串 ID 和语言代码关联的字符串值。" version="1.0" helpurl="fl.lang:Locale:loadStringEx" playername=""/>
						<string name="loadString" object="[fl.lang.Locale]" text="Locale.loadString(%id:String%):String" static="true" tiptext="使用当前语言返回与给定字符串 ID 关联的字符串值。" version="1.0" helpurl="fl.lang:Locale:loadString" playername=""/>
						<string name="setDefaultLang" object="[fl.lang.Locale]" text="Locale.setDefaultLang(%语言代码:String%):void" static="true" tiptext="设置默认语言代码。" version="1.0" helpurl="fl.lang:Locale:setDefaultLang" playername=""/>
						<string name="setLoadCallback" object="[fl.lang.Locale]" text="Locale.setLoadCallback(%加载文件时调用的函数:Function%)" static="true" tiptext="设置在加载 XML 文件后调用的回调函数。" version="1.0" helpurl="fl.lang:Locale:setLoadCallback" playername=""/>
						<string name="setString" object="[fl.lang.Locale]" text="Locale.setString(%字符串ID:String,语言代码:String,字符串值:String%):void" static="true" tiptext="设置给定字符串 ID 和语言代码的新字符串值。" version="1.0" helpurl="fl.lang:Locale:setString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Locale 类的属性" helpurl="fl.lang:Locale">
						<string name="autoReplace" object="[fl.lang.Locale]" text=".autoReplace" tiptext="确定是否在加载 XML 文件后自动替换字符串。" version="" helpurl="fl.lang:Locale:autoReplace:get" playername=""/>
						<string name="languageCodeArray" object="[fl.lang.Locale]" text=".languageCodeArray" tiptext="包含语言代码的数组，这些代码对应着指定的语言或加载到 FLA 文件中的语言。" version="" helpurl="fl.lang:Locale:languageCodeArray:get" playername=""/>
						<string name="stringIDArray" object="[fl.lang.Locale]" text=".stringIDArray" tiptext="包含 FLA 文件中所有字符串 ID 的数组。" version="" helpurl="fl.lang:Locale:stringIDArray:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.livepreview" id="fl.livepreview" sort="true" tiptext="fl.livepreview 包的类" helpurl="fl.livepreview">
				<folder name="LivePreviewParent" id="[fl.livepreview.LivePreviewParent]" sort="true" index="true" asAncestors="flash.display:MovieClip,flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="LivePreviewParent 类为导出时选择了 ActionScript 3.0 的 SWC 文件或已编译剪辑提供时间轴。" helpurl="fl.livepreview:LivePreviewParent">
					<folder name="方法" id="Methods" tiptext="LivePreviewParent 类的方法" helpurl="fl.livepreview:LivePreviewParent">
						<string name="LivePreviewParent" object="[fl.livepreview.LivePreviewParent]" text="new LivePreviewParent(%%)" constructor="true" tiptext="初始化舞台的缩放比例和对齐模式，设置 myInstance 属性，将 myInstance 调整为适当的大小，并使用 ExternalInterface 类向 Flash 公开函数。" version="1.0" helpurl="fl.livepreview:LivePreviewParent:LivePreviewParent" playername=""/>
						<string name="onResize" object="[fl.livepreview.LivePreviewParent]" text=".onResize(%宽度:Number,高度:Number%):void" tiptext="通过调用用户定义的方法，或者分别设置宽度和高度属性，将舞台上的组件实例调整为指定的尺寸。" version="1.0" helpurl="fl.livepreview:LivePreviewParent:onResize" playername=""/>
						<string name="onUpdate" object="[fl.livepreview.LivePreviewParent]" text=".onUpdate(%更新数组:可变长度参数%):void" tiptext="更新组件实例的属性。" version="1.0" helpurl="fl.livepreview:LivePreviewParent:onUpdate" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LivePreviewParent 类的属性" helpurl="fl.livepreview:LivePreviewParent">
						<string name="myInstance" object="[fl.livepreview.LivePreviewParent]" text=".myInstance" tiptext="组件实例与实时预览相关联。" version="" helpurl="fl.livepreview:LivePreviewParent:myInstance" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.managers" id="fl.managers" sort="true" tiptext="fl.managers 包的类" helpurl="fl.managers">
				<folder name="FocusManager" id="[fl.managers.FocusManager]" sort="true" index="true" asAncestors="Object" tiptext="FocusManager 类管理使用鼠标或键盘以 Tab 键循环的方式导航的一组组件的焦点。" helpurl="fl.managers:FocusManager">
					<folder name="方法" id="Methods" tiptext="FocusManager 类的方法" helpurl="fl.managers:FocusManager">
						<string name="FocusManager" object="[fl.managers.FocusManager]" text="new FocusManager(%容器:flash.display:DisplayObjectContainer%)" constructor="true" tiptext="创建新的 FocusManager 实例。" version="1.0" helpurl="fl.managers:FocusManager:FocusManager" playername=""/>
						<string name="activate" object="[fl.managers.FocusManager]" text=".activate(%%):void" tiptext="激活 FocusManager 实例。" version="1.0" helpurl="fl.managers:FocusManager:activate" playername=""/>
						<string name="deactivate" object="[fl.managers.FocusManager]" text=".deactivate(%%):void" tiptext="取消激活 FocusManager。" version="1.0" helpurl="fl.managers:FocusManager:deactivate" playername=""/>
						<string name="findFocusManagerComponent" object="[fl.managers.FocusManager]" text=".findFocusManagerComponent(%组件:flash.display:InteractiveObject%):flash.display:InteractiveObject" tiptext="检索包含给定对象的交互式对象(如果有)。" version="1.0" helpurl="fl.managers:FocusManager:findFocusManagerComponent" playername=""/>
						<string name="getFocus" object="[fl.managers.FocusManager]" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="获取当前具有焦点的交互式对象。" version="1.0" helpurl="fl.managers:FocusManager:getFocus" playername=""/>
						<string name="getNextFocusManagerComponent" object="[fl.managers.FocusManager]" text=".getNextFocusManagerComponent(%[向后:Boolean=false]%):flash.display:InteractiveObject" tiptext="检索当用户按下 Tab 以定位到下一个对象时获得焦点的交互式对象。" version="1.0" helpurl="fl.managers:FocusManager:getNextFocusManagerComponent" playername=""/>
						<string name="hideFocus" object="[fl.managers.FocusManager]" text=".hideFocus(%%):void" tiptext="将 showFocusIndicator 值设置为 false，这将从具有焦点的对象(如果有)上删除可视的焦点指示符。" version="1.0" helpurl="fl.managers:FocusManager:hideFocus" playername=""/>
						<string name="setFocus" object="[fl.managers.FocusManager]" text=".setFocus(%组件:flash.display:InteractiveObject%):void" tiptext="将焦点设置在 IFocusManagerComponent 组件上。" version="1.0" helpurl="fl.managers:FocusManager:setFocus" playername=""/>
						<string name="showFocus" object="[fl.managers.FocusManager]" text=".showFocus(%%):void" tiptext="将 showFocusIndicator 值设置为 true，并在具有焦点的对象(如果有)上绘制可视的焦点指示符。" version="1.0" helpurl="fl.managers:FocusManager:showFocus" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FocusManager 类的属性" helpurl="fl.managers:FocusManager">
						<string name="defaultButtonEnabled" object="[fl.managers.FocusManager]" text=".defaultButtonEnabled" tiptext="获取或设置一个指示是否启用默认 Button 的值。" version="" helpurl="fl.managers:FocusManager:defaultButtonEnabled:get" playername=""/>
						<string name="defaultButton" object="[fl.managers.FocusManager]" text=".defaultButton" tiptext="获取或设置当前默认按钮。" version="" helpurl="fl.managers:FocusManager:defaultButton:get" playername=""/>
						<string name="nextTabIndex" object="[fl.managers.FocusManager]" text=".nextTabIndex" tiptext="获取要在此 Tab 键循环中使用的下一个唯一的 Tab 键索引。" version="" helpurl="fl.managers:FocusManager:nextTabIndex:get" playername=""/>
						<string name="showFocusIndicator" object="[fl.managers.FocusManager]" text=".showFocusIndicator" tiptext="获取或设置一个值，该值指示是否应用可视焦点指示符标记具有焦点的组件。" version="" helpurl="fl.managers:FocusManager:showFocusIndicator:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFocusManager" id="[fl.managers.IFocusManager]" sort="true" index="true" tiptext="实现 IFocusManager 接口以创建自定义的焦点管理器。" helpurl="fl.managers:IFocusManager">
					<folder name="方法" id="Methods" tiptext="IFocusManager 类的方法" helpurl="fl.managers:IFocusManager">
						<string name="activate" object="[fl.managers.IFocusManager]" text=".activate(%%):void" tiptext="激活焦点管理器。" version="1.0" helpurl="fl.managers:IFocusManager:activate" playername=""/>
						<string name="deactivate" object="[fl.managers.IFocusManager]" text=".deactivate(%%):void" tiptext="取消激活焦点管理器。" version="1.0" helpurl="fl.managers:IFocusManager:deactivate" playername=""/>
						<string name="findFocusManagerComponent" object="[fl.managers.IFocusManager]" text=".findFocusManagerComponent(%组件:flash.display:InteractiveObject%):flash.display:InteractiveObject" tiptext="检索包含指定对象的 IFocusManagerComponent 对象(如果有)。" version="1.0" helpurl="fl.managers:IFocusManager:findFocusManagerComponent" playername=""/>
						<string name="getFocus" object="[fl.managers.IFocusManager]" text=".getFocus(%%):flash.display:InteractiveObject" tiptext="检索当前具有焦点的 IFocusManagerComponent 组件。" version="1.0" helpurl="fl.managers:IFocusManager:getFocus" playername=""/>
						<string name="getNextFocusManagerComponent" object="[fl.managers.IFocusManager]" text=".getNextFocusManagerComponent(%[向后:Boolean=false]%):flash.display:InteractiveObject" tiptext="检索当用户使用 Tab 键使焦点发生移动时获得焦点的下一个组件。" version="1.0" helpurl="fl.managers:IFocusManager:getNextFocusManagerComponent" playername=""/>
						<string name="hideFocus" object="[fl.managers.IFocusManager]" text=".hideFocus(%%):void" tiptext="将 showFocusIndicator 属性设置为 false。" version="1.0" helpurl="fl.managers:IFocusManager:hideFocus" playername=""/>
						<string name="setFocus" object="[fl.managers.IFocusManager]" text=".setFocus(%o:flash.display:InteractiveObject%):void" tiptext="将焦点设置为 IFocusManagerComponent 组件。" version="1.0" helpurl="fl.managers:IFocusManager:setFocus" playername=""/>
						<string name="showFocus" object="[fl.managers.IFocusManager]" text=".showFocus(%%):void" tiptext="将 showFocusIndicator 属性设置为 true。" version="1.0" helpurl="fl.managers:IFocusManager:showFocus" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IFocusManager 类的属性" helpurl="fl.managers:IFocusManager">
						<string name="defaultButtonEnabled" object="[fl.managers.IFocusManager]" text=".defaultButtonEnabled" tiptext="获取或设置一个指示是否启用默认 Button 的值。" version="" helpurl="fl.managers:IFocusManager:defaultButtonEnabled:get" playername=""/>
						<string name="defaultButton" object="[fl.managers.IFocusManager]" text=".defaultButton" tiptext="获取或设置对默认按钮的引用。" version="" helpurl="fl.managers:IFocusManager:defaultButton:get" playername=""/>
						<string name="nextTabIndex" object="[fl.managers.IFocusManager]" text=".nextTabIndex" tiptext="获取要在当前 Tab 键循环中使用的下一个唯一 Tab 键索引。" version="" helpurl="fl.managers:IFocusManager:nextTabIndex:get" playername=""/>
						<string name="showFocusIndicator" object="[fl.managers.IFocusManager]" text=".showFocusIndicator" tiptext="获取或设置一个值，用于确定是否更改用户界面以指示特定组件具有焦点。" version="" helpurl="fl.managers:IFocusManager:showFocusIndicator:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFocusManagerComponent" id="[fl.managers.IFocusManagerComponent]" sort="true" index="true" tiptext="IFocusManagerComponent 接口提供的方法和属性能够使组件获得焦点。" helpurl="fl.managers:IFocusManagerComponent">
					<folder name="方法" id="Methods" tiptext="IFocusManagerComponent 类的方法" helpurl="fl.managers:IFocusManagerComponent">
						<string name="drawFocus" object="[fl.managers.IFocusManagerComponent]" text=".drawFocus(%绘制:Boolean%):void" tiptext="绘制可视焦点指示符。" version="1.0" helpurl="fl.managers:IFocusManagerComponent:drawFocus" playername=""/>
						<string name="setFocus" object="[fl.managers.IFocusManagerComponent]" text=".setFocus(%%):void" tiptext="为组件设置焦点。" version="1.0" helpurl="fl.managers:IFocusManagerComponent:setFocus" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IFocusManagerComponent 类的属性" helpurl="fl.managers:IFocusManagerComponent">
						<string name="focusEnabled" object="[fl.managers.IFocusManagerComponent]" text=".focusEnabled" tiptext="获取或设置一个布尔值，该值指示选择的组件是否能从焦点管理器获得焦点。" version="" helpurl="fl.managers:IFocusManagerComponent:focusEnabled:get" playername=""/>
						<string name="mouseFocusEnabled" object="[fl.managers.IFocusManagerComponent]" text=".mouseFocusEnabled" tiptext="获取一个布尔值，该值指示使用鼠标设备选择的组件是否可以获得焦点。" version="" helpurl="fl.managers:IFocusManagerComponent:mouseFocusEnabled:get" playername=""/>
						<string name="tabEnabled" object="[fl.managers.IFocusManagerComponent]" text=".tabEnabled" tiptext="获取一个布尔值，该值指示按下 Tab 键是否可以将焦点移动到此组件。" version="" helpurl="fl.managers:IFocusManagerComponent:tabEnabled:get" playername=""/>
						<string name="tabIndex" object="[fl.managers.IFocusManagerComponent]" text=".tabIndex" tiptext="获取组件获得焦点的顺序(如果 tabEnabled 设置为 true)。" version="" helpurl="fl.managers:IFocusManagerComponent:tabIndex:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFocusManagerGroup" id="[fl.managers.IFocusManagerGroup]" sort="true" index="true" tiptext="IFocusManagerGroup 接口提供用于管理组件组的属性，在该组中一次只能选择一个组件。" helpurl="fl.managers:IFocusManagerGroup">
					<folder name="属性" id="Properties" tiptext="IFocusManagerGroup 类的属性" helpurl="fl.managers:IFocusManagerGroup">
						<string name="groupName" object="[fl.managers.IFocusManagerGroup]" text=".groupName" tiptext="获取或设置该组件所属的组件组的名称。" version="" helpurl="fl.managers:IFocusManagerGroup:groupName:get" playername=""/>
						<string name="selected" object="[fl.managers.IFocusManagerGroup]" text=".selected" tiptext="获取或设置一个布尔值，该值指示是否已选择此组件。" version="" helpurl="fl.managers:IFocusManagerGroup:selected:get" playername=""/>
					</folder>
				</folder>
				<folder name="StyleManager" id="[fl.managers.StyleManager]" sort="true" index="true" asAncestors="Object" tiptext="StyleManager 类提供的静态方法可用于获取和设置组件实例、整个组件类型或 Flash 文档中的所有用户界面组件的样式。" helpurl="fl.managers:StyleManager">
					<folder name="方法" id="Methods" tiptext="StyleManager 类的方法" helpurl="fl.managers:StyleManager">
						<string name="StyleManager" object="[fl.managers.StyleManager]" text="new StyleManager(%%)" constructor="true" tiptext="创建新的 StyleManager 对象。" version="1.0" helpurl="fl.managers:StyleManager:StyleManager" playername=""/>
						<string name="clearComponentStyle" object="[fl.managers.StyleManager]" text="StyleManager.clearComponentStyle(%组件:Object,名称:String%):void" static="true" tiptext="从指定组件中删除样式。" version="1.0" helpurl="fl.managers:StyleManager:clearComponentStyle" playername=""/>
						<string name="clearStyle" object="[fl.managers.StyleManager]" text="StyleManager.clearStyle(%名称:String%):void" static="true" tiptext="删除文档中所有用户界面组件的全局样式。" version="1.0" helpurl="fl.managers:StyleManager:clearStyle" playername=""/>
						<string name="getComponentStyle" object="[fl.managers.StyleManager]" text="StyleManager.getComponentStyle(%组件:Object,名称:String%):Object" static="true" tiptext="获取在特定组件上存在的样式。" version="1.0" helpurl="fl.managers:StyleManager:getComponentStyle" playername=""/>
						<string name="getStyle" object="[fl.managers.StyleManager]" text="StyleManager.getStyle(%名称:String%):Object" static="true" tiptext="按名称获取全局样式。" version="1.0" helpurl="fl.managers:StyleManager:getStyle" playername=""/>
						<string name="registerInstance" object="[fl.managers.StyleManager]" text="StyleManager.registerInstance(%实例:fl.core:UIComponent%):void" static="true" tiptext="向样式管理器注册组件实例。" version="1.0" helpurl="fl.managers:StyleManager:registerInstance" playername=""/>
						<string name="setComponentStyle" object="[fl.managers.StyleManager]" text="StyleManager.setComponentStyle(%组件:Object,名称:String,样式:Object%):void" static="true" tiptext="对一种组件类型的所有实例设置样式，例如 Button 组件的所有实例或 ComboBox 组件的所有实例。" version="1.0" helpurl="fl.managers:StyleManager:setComponentStyle" playername=""/>
						<string name="setStyle" object="[fl.managers.StyleManager]" text="StyleManager.setStyle(%名称:String,样式:Object%):void" static="true" tiptext="对文档中所有用户界面组件设置全局样式。" version="1.0" helpurl="fl.managers:StyleManager:setStyle" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.motion" id="fl.motion" sort="true" tiptext="fl.motion 包的类" helpurl="fl.motion">
				<folder name="AdjustColor" id="[fl.motion.AdjustColor]" sort="true" index="true" asAncestors="Object" tiptext="AdjustColor 类定义各种颜色属性（例如 brightness、contrast、hue 和 saturation），以便支持 ColorMatrixFilter 类。" helpurl="fl.motion:AdjustColor">
					<folder name="方法" id="Methods" tiptext="AdjustColor 类的方法" helpurl="fl.motion:AdjustColor">
						<string name="AdjustColor" object="[fl.motion.AdjustColor]" text="new AdjustColor(%%)" constructor="true" tiptext="AdjustColor 类定义不同的颜色属性，以便支持 ColorMatrixFilter。" version="1.0" helpurl="fl.motion:AdjustColor:AdjustColor" playername=""/>
						<string name="AllValuesAreSet" object="[fl.motion.AdjustColor]" text=".AllValuesAreSet(%%):Boolean" tiptext="验证是否所有四个 AdjustColor 属性均已设置。" version="1.0" helpurl="fl.motion:AdjustColor:AllValuesAreSet" playername=""/>
						<string name="CalculateFinalFlatArray" object="[fl.motion.AdjustColor]" text=".CalculateFinalFlatArray(%%):Array" tiptext="返回包含所有四个属性的值的平面数组。" version="1.0" helpurl="fl.motion:AdjustColor:CalculateFinalFlatArray" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AdjustColor 类的属性" helpurl="fl.motion:AdjustColor">
						<string name="brightness" object="[fl.motion.AdjustColor]" text=".brightness" tiptext="设置 AdjustColor 滤镜的亮度。" version="" helpurl="fl.motion:AdjustColor:brightness:set" playername=""/>
						<string name="contrast" object="[fl.motion.AdjustColor]" text=".contrast" tiptext="设置 AdjustColor 滤镜的对比度。" version="" helpurl="fl.motion:AdjustColor:contrast:set" playername=""/>
						<string name="hue" object="[fl.motion.AdjustColor]" text=".hue" tiptext="设置 AdjustColor 滤镜的色相。" version="" helpurl="fl.motion:AdjustColor:hue:set" playername=""/>
						<string name="saturation" object="[fl.motion.AdjustColor]" text=".saturation" tiptext="设置 AdjustColor 滤镜的饱和度。" version="" helpurl="fl.motion:AdjustColor:saturation:set" playername=""/>
					</folder>
				</folder>
				<folder name="Animator" id="[fl.motion.Animator]" sort="true" index="true" asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" tiptext="Animator 类将补间动画的 XML 说明应用于显示对象。" helpurl="fl.motion:Animator">
					<folder name="方法" id="Methods" tiptext="Animator 类的方法" helpurl="fl.motion:Animator">
						<string name="Animator" object="[fl.motion.Animator]" text="new Animator(%[XML:XML=null,目标:flash.display:DisplayObject=null]%)" constructor="true" tiptext="创建 Animator 对象，将基于 XML 的补间动画说明应用于显示对象。" version="1.0" helpurl="fl.motion:Animator:Animator" playername=""/>
						<string name="fromXMLString" object="[fl.motion.Animator]" text="Animator.fromXMLString(%XML字符串:String[,目标:flash.display:DisplayObject=null]%):fl.motion:Animator" static="true" tiptext="从 XML 字符串创建 Animator 对象。" version="1.0" helpurl="fl.motion:Animator:fromXMLString" playername=""/>
						<string name="matricesEqual" object="[fl.motion.Animator]" text="Animator.matricesEqual(%a:flash.geom:Matrix,b:flash.geom:Matrix%):Boolean" static="true" tiptext="比较指定为参数的两个母体，如果相等则返回 true。" version="2" helpurl="fl.motion:Animator:matricesEqual" playername=""/>
					</folder>
				</folder>
				<folder name="Animator3D" id="[fl.motion.Animator3D]" sort="true" index="true" asAncestors="fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" tiptext="Animator3D 类将三维补间动画的 XML 说明应用于显示对象。" helpurl="fl.motion:Animator3D">
					<folder name="方法" id="Methods" tiptext="Animator3D 类的方法" helpurl="fl.motion:Animator3D">
						<string name="Animator3D" object="[fl.motion.Animator3D]" text="new Animator3D(%[xml:XML=null,目标:flash.display:DisplayObject=null]%)" constructor="true" tiptext="创建 Animator3D 对象，将基于 XML 的三维补间动画说明应用于显示对象。" version="1.0" helpurl="fl.motion:Animator3D:Animator3D" playername=""/>
						<string name="convertMatrixToMatrix3D" object="[fl.motion.Animator3D]" text="Animator3D.convertMatrixToMatrix3D(%二维矩阵:flash.geom:Matrix%):flash.geom:Matrix3D" static="true" tiptext="" version="" helpurl="fl.motion:Animator3D:convertMatrixToMatrix3D" playername=""/>
						<string name="matrices3DEqual" object="[fl.motion.Animator3D]" text="Animator3D.matrices3DEqual(%a:flash.geom:Matrix3D,b:flash.geom:Matrix3D%):Boolean" static="true" tiptext="" version="" helpurl="fl.motion:Animator3D:matrices3DEqual" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Animator3D 类的属性" helpurl="fl.motion:Animator3D">
						<string name="initialPosition" object="[fl.motion.Animator3D]" text=".initialPosition" tiptext="建立显示对象的 x、y 和 z 坐标。" version="" helpurl="fl.motion:Animator3D:initialPosition:set" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorBase" id="[fl.motion.AnimatorBase]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="AnimatorBase 类将补间动画的 XML 说明应用于显示对象。" helpurl="fl.motion:AnimatorBase">
					<folder name="方法" id="Methods" tiptext="AnimatorBase 类的方法" helpurl="fl.motion:AnimatorBase">
						<string name="AnimatorBase" object="[fl.motion.AnimatorBase]" text="new AnimatorBase(%[xml:XML=null,目标:flash.display:DisplayObject=null]%)" constructor="true" tiptext="创建 AnimatorBase 对象，将基于 XML 的补间动画说明应用于显示对象。" version="1.0" helpurl="fl.motion:AnimatorBase:AnimatorBase" playername=""/>
						<string name="end" object="[fl.motion.AnimatorBase]" text=".end(%[重置:Boolean=false,停止进入帧:Boolean=true,越过最后一帧:Boolean=false]%):void" tiptext="停止播放动画，Flash Player 会立即转到动画序列中的最后一帧。" version="1.0" helpurl="fl.motion:AnimatorBase:end" playername=""/>
						<string name="nextFrame" object="[fl.motion.AnimatorBase]" text=".nextFrame(%[重置:Boolean=false,停止进入帧:Boolean=true]%):void" tiptext="使 Flash Player 前进到动画序列中的下一帧。" version="1.0" helpurl="fl.motion:AnimatorBase:nextFrame" playername=""/>
						<string name="pause" object="[fl.motion.AnimatorBase]" text=".pause(%%):void" tiptext="暂停动画，直到调用 resume() 方法。" version="1.0" helpurl="fl.motion:AnimatorBase:pause" playername=""/>
						<string name="play" object="[fl.motion.AnimatorBase]" text=".play(%[起始时间:int=-1,开始进入帧:Boolean=true]%):void" tiptext="开始播放动画。" version="1.0" helpurl="fl.motion:AnimatorBase:play" playername=""/>
						<string name="processCurrentFrame" object="[fl.motion.AnimatorBase]" text="AnimatorBase.processCurrentFrame(%父级:flash.display:MovieClip,动画:fl.motion:AnimatorBase,开始进入帧:Boolean[,仅播放:Boolean=false]%):void" static="true" tiptext="" version="" helpurl="fl.motion:AnimatorBase:processCurrentFrame" playername=""/>
						<string name="registerParentFrameHandler" object="[fl.motion.AnimatorBase]" text="AnimatorBase.registerParentFrameHandler(%父级:flash.display:MovieClip,动画:fl.motion:AnimatorBase,范围起始位置:int[,重复计数:int=0,使用当前帧:Boolean=false]%):void" static="true" tiptext="注册给定 MovieClip 以及该 MovieClip 子级的 AnimatorBase 实例。" version="1.0" helpurl="fl.motion:AnimatorBase:registerParentFrameHandler" playername=""/>
						<string name="resume" object="[fl.motion.AnimatorBase]" text=".resume(%%):void" tiptext="在动画由 pause() 方法暂停后继续播放动画。" version="1.0" helpurl="fl.motion:AnimatorBase:resume" playername=""/>
						<string name="rewind" object="[fl.motion.AnimatorBase]" text=".rewind(%%):void" tiptext="将 Flash Player 设置到动画的第一帧。" version="1.0" helpurl="fl.motion:AnimatorBase:rewind" playername=""/>
						<string name="startFrameEvents" object="[fl.motion.AnimatorBase]" text=".startFrameEvents(%%):void" tiptext="启动帧事件。" version="1.0" helpurl="fl.motion:AnimatorBase:startFrameEvents" playername=""/>
						<string name="stop" object="[fl.motion.AnimatorBase]" text=".stop(%%):void" tiptext="停止播放动画，Flash Player 将返回到动画序列中的第一帧。" version="1.0" helpurl="fl.motion:AnimatorBase:stop" playername=""/>
						<string name="useCurrentFrame" object="[fl.motion.AnimatorBase]" text=".useCurrentFrame(%启用:Boolean,范围起始位置:int%):void" tiptext="设置每次进入新帧时的 currentFrame 属性，以及设置目标动画与其父级影片剪辑时间轴中的各帧是否同步。" version="1.0" helpurl="fl.motion:AnimatorBase:useCurrentFrame" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AnimatorBase 类的属性" helpurl="fl.motion:AnimatorBase">
						<string name="autoRewind" object="[fl.motion.AnimatorBase]" text=".autoRewind" tiptext="将动画设置为完成后重新开始播放。" version="" helpurl="fl.motion:AnimatorBase:autoRewind" playername=""/>
						<string name="orientToPath" object="[fl.motion.AnimatorBase]" text=".orientToPath" tiptext="沿运动路径设置显示对象的位置。" version="" helpurl="fl.motion:AnimatorBase:orientToPath" playername=""/>
						<string name="positionMatrix" object="[fl.motion.AnimatorBase]" text=".positionMatrix" tiptext="将整体变形应用于运动路径的 Matrix 对象。" version="" helpurl="fl.motion:AnimatorBase:positionMatrix" playername=""/>
						<string name="repeatCount" object="[fl.motion.AnimatorBase]" text=".repeatCount" tiptext="动画的重复次数。" version="" helpurl="fl.motion:AnimatorBase:repeatCount" playername=""/>
						<string name="transformationPointZ" object="[fl.motion.AnimatorBase]" text=".transformationPointZ" tiptext="用于旋转或缩放显示对象的参考 Z 坐标点。" version="" helpurl="fl.motion:AnimatorBase:transformationPointZ" playername=""/>
						<string name="transformationPoint" object="[fl.motion.AnimatorBase]" text=".transformationPoint" tiptext="用于旋转或缩放显示对象的参考点。" version="" helpurl="fl.motion:AnimatorBase:transformationPoint" playername=""/>
						<string name="frameEvent" object="[fl.motion.AnimatorBase]" text=".frameEvent" tiptext="Event.ENTER_FRAME 事件创建的事件对象的名称。" version="" helpurl="fl.motion:AnimatorBase:frameEvent:get" playername=""/>
						<string name="instanceFactoryClass" object="[fl.motion.AnimatorBase]" text=".instanceFactoryClass" tiptext="这是使用 ActionScript 创建实例时使用的类。" version="" helpurl="fl.motion:AnimatorBase:instanceFactoryClass:get" playername=""/>
						<string name="isPlaying" object="[fl.motion.AnimatorBase]" text=".isPlaying" tiptext="指示动画当前是否正在播放。" version="" helpurl="fl.motion:AnimatorBase:isPlaying:get" playername=""/>
						<string name="motionArray" object="[fl.motion.AnimatorBase]" text=".motionArray" tiptext="包含动画的动画属性的对象的数组。" version="" helpurl="fl.motion:AnimatorBase:motionArray:get" playername=""/>
						<string name="motion" object="[fl.motion.AnimatorBase]" text=".motion" tiptext="包含动画的补间动画属性的对象。" version="" helpurl="fl.motion:AnimatorBase:motion:get" playername=""/>
						<string name="placeholderName" object="[fl.motion.AnimatorBase]" text=".placeholderName" tiptext="这是在使用 ActionScript 创建实例时出现在我们将替换的舞台上的实例。" version="" helpurl="fl.motion:AnimatorBase:placeholderName:get" playername=""/>
						<string name="sceneName" object="[fl.motion.AnimatorBase]" text=".sceneName" tiptext="导出的场景的参考（针对 3D 动画），以便将场景加载到父时间轴。" version="" helpurl="fl.motion:AnimatorBase:sceneName:get" playername=""/>
						<string name="spanEnd" object="[fl.motion.AnimatorBase]" text=".spanEnd" tiptext="返回结束目标动画的目标父级的帧。" version="" helpurl="fl.motion:AnimatorBase:spanEnd:get" playername=""/>
						<string name="spanStart" object="[fl.motion.AnimatorBase]" text=".spanStart" tiptext="返回开始目标动画的目标父级的帧。" version="" helpurl="fl.motion:AnimatorBase:spanStart:get" playername=""/>
						<string name="targetName" object="[fl.motion.AnimatorBase]" text=".targetName" tiptext="依父级 DisplayObjectContainer 而定的目标对象的名称。" version="" helpurl="fl.motion:AnimatorBase:targetName:get" playername=""/>
						<string name="targetParentButton" object="[fl.motion.AnimatorBase]" text=".targetParentButton" tiptext="" version="" helpurl="fl.motion:AnimatorBase:targetParentButton:get" playername=""/>
						<string name="targetParent" object="[fl.motion.AnimatorBase]" text=".targetParent" tiptext="将呈现动画效果的目标父级 DisplayObjectContainer，可以与 targetName 配合使用，以便在删除目标对象并在时间轴上将其替换后检索该目标对象。" version="" helpurl="fl.motion:AnimatorBase:targetParent:get" playername=""/>
						<string name="targetState3D" object="[fl.motion.AnimatorBase]" text=".targetState3D" tiptext="目标对象的初始方向。" version="" helpurl="fl.motion:AnimatorBase:targetState3D:get" playername=""/>
						<string name="target" object="[fl.motion.AnimatorBase]" text=".target" tiptext="正呈现动画效果的显示对象。" version="" helpurl="fl.motion:AnimatorBase:target:get" playername=""/>
						<string name="time" object="[fl.motion.AnimatorBase]" text=".time" tiptext="从零开始的整数，指示和控制当前动画中的时间。" version="" helpurl="fl.motion:AnimatorBase:time:get" playername=""/>
						<string name="usingCurrentFrame" object="[fl.motion.AnimatorBase]" text=".usingCurrentFrame" tiptext="指示每次进入新帧时是否检查 currentFrame 属性，以及是将目标的动画与其父项时间轴中的帧同步，还是不管父项的当前帧如何都始终进入。" version="" helpurl="fl.motion:AnimatorBase:usingCurrentFrame:get" playername=""/>
						<string name="initialPosition" object="[fl.motion.AnimatorBase]" text=".initialPosition" tiptext="定义动画的起始位置的坐标数组。" version="" helpurl="fl.motion:AnimatorBase:initialPosition:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="AnimatorBase 类的事件" helpurl="fl.motion:AnimatorBase">
						<string name="timeChange" object="[fl.motion.AnimatorBase]" text=".addEventListener(%类型:String=MotionEvent.TIME_CHANGE{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="Animator 的时间值已发生更改但屏幕尚未更新（即未发生 motionUpdate 事件）时调度。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.TIME_CHANGE_timeChange" playername=""/>
						<string name="motionUpdate" object="[fl.motion.AnimatorBase]" text=".addEventListener(%类型:String=MotionEvent.MOTION_UPDATE{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当动画已更改并且屏幕已更新时调度。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_UPDATE_motionUpdate" playername=""/>
						<string name="motionStart" object="[fl.motion.AnimatorBase]" text=".addEventListener(%类型:String=MotionEvent.MOTION_START{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当动画开始播放时调度。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_START_motionStart" playername=""/>
						<string name="motionEnd" object="[fl.motion.AnimatorBase]" text=".addEventListener(%类型:String=MotionEvent.MOTION_END{MotionEvent.TIME_CHANGE,MotionEvent.MOTION_UPDATE,MotionEvent.MOTION_START,MotionEvent.MOTION_END},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="动画结束播放（到达末尾或由于调用 stop() 或 end() 方法而中断）时调度。" version="" helpurl="fl.motion:AnimatorBase_fl.motion.MotionEvent.MOTION_END_motionEnd" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactory" id="[fl.motion.AnimatorFactory]" sort="true" index="true" asAncestors="fl.motion:AnimatorFactoryBase,Object" tiptext="AnimatorFactory 类提供基于 ActionScript 的支持，以将一个 Motion 对象与多个显示对象相关联。" helpurl="fl.motion:AnimatorFactory">
					<folder name="方法" id="Methods" tiptext="AnimatorFactory 类的方法" helpurl="fl.motion:AnimatorFactory">
						<string name="AnimatorFactory" object="[fl.motion.AnimatorFactory]" text="new AnimatorFactory(%动画:fl.motion:MotionBase[,动画数组:Array=null]%)" constructor="true" tiptext="创建 AnimatorFactory 实例，可用于将 MotionBase 对象的属性分配给显示对象。" version="1.0" helpurl="fl.motion:AnimatorFactory:AnimatorFactory" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactory3D" id="[fl.motion.AnimatorFactory3D]" sort="true" index="true" asAncestors="fl.motion:AnimatorFactoryBase,Object" tiptext="AnimatorFactory3D 类提供基于 ActionScript 的支持，以将一个包含三维属性的 Motion 对象与多个显示对象相关联。" helpurl="fl.motion:AnimatorFactory3D">
					<folder name="方法" id="Methods" tiptext="AnimatorFactory3D 类的方法" helpurl="fl.motion:AnimatorFactory3D">
						<string name="AnimatorFactory3D" object="[fl.motion.AnimatorFactory3D]" text="new AnimatorFactory3D(%动画:fl.motion:MotionBase[,动画数组:Array=null]%)" constructor="true" tiptext="创建 AnimatorFactory3D 实例，可用于将 MotionBase 对象的属性分配给显示对象。" version="1.0" helpurl="fl.motion:AnimatorFactory3D:AnimatorFactory3D" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactoryBase" id="[fl.motion.AnimatorFactoryBase]" sort="true" index="true" asAncestors="Object" tiptext="AnimatorFactoryBase 类提供基于 ActionScript 的支持，以在运行时显示多个目标对象并用一个 Motion 动态地对它们进行补间。" helpurl="fl.motion:AnimatorFactoryBase">
					<folder name="方法" id="Methods" tiptext="AnimatorFactoryBase 类的方法" helpurl="fl.motion:AnimatorFactoryBase">
						<string name="AnimatorFactoryBase" object="[fl.motion.AnimatorFactoryBase]" text="new AnimatorFactoryBase(%动画:fl.motion:MotionBase[,动画数组:Array=null]%)" constructor="true" tiptext="创建 AnimatorFactoryBase 类的实例。" version="1.0" helpurl="fl.motion:AnimatorFactoryBase:AnimatorFactoryBase" playername=""/>
						<string name="addTargetInfo" object="[fl.motion.AnimatorFactoryBase]" text=".addTargetInfo(%目标父级:flash.display:DisplayObject,目标名称:String[,重复次数:int=0,自动播放:Boolean=true,起始帧:int=-1,使用当前帧:Boolean=false,初始位置:Array=null,z索引:int=-1,占位符名称:String=null,实例工厂类:Class=null]%):fl.motion:AnimatorBase" tiptext="引用父级 DisplayObjectContainer，然后创建并返回一个 AnimatorBase 实例，该实例的目标属性设置为 DisplayObject（如果适用），该 DisplayObject 是 targetParent 的 targetName 属性，其 Motion 属性在 AnimatorFactoryBase 实例创建之初便存储在该实例中。" version="1.0" helpurl="fl.motion:AnimatorFactoryBase:addTargetInfo" playername=""/>
						<string name="addTarget" object="[fl.motion.AnimatorFactoryBase]" text=".addTarget(%目标:flash.display:DisplayObject[,重复计数:int=0,自动播放:Boolean=true,起始帧:int=-1,使用当前帧:Boolean=false]%):fl.motion:AnimatorBase" tiptext="创建并返回一个 AnimatorBase 实例，该实例的 target 属性设置为 DisplayObject（如果适用），该 DisplayObject 是 targetParent 的 targetName 属性，该实例的 Motion 属性在 AnimatorFactoryBase 实例创建之初便存储在该实例中。" version="1.0" helpurl="fl.motion:AnimatorFactoryBase:addTarget" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AnimatorFactoryBase 类的属性" helpurl="fl.motion:AnimatorFactoryBase">
						<string name="motion" object="[fl.motion.AnimatorFactoryBase]" text=".motion" tiptext="与 AnimatorFactoryBase 实例及其目标对象关联的 MotionBase 实例。" version="" helpurl="fl.motion:AnimatorFactoryBase:motion:get" playername=""/>
						<string name="sceneName" object="[fl.motion.AnimatorFactoryBase]" text=".sceneName" tiptext="导出的场景的参考（针对 3D 动画），以便将场景加载到父时间轴。" version="" helpurl="fl.motion:AnimatorFactoryBase:sceneName:set" playername=""/>
						<string name="transformationPointZ" object="[fl.motion.AnimatorFactoryBase]" text=".transformationPointZ" tiptext="用于旋转或缩放显示对象的参考 Z 坐标点。" version="" helpurl="fl.motion:AnimatorFactoryBase:transformationPointZ:set" playername=""/>
						<string name="transformationPoint" object="[fl.motion.AnimatorFactoryBase]" text=".transformationPoint" tiptext="用于旋转或缩放显示对象的参考点。" version="" helpurl="fl.motion:AnimatorFactoryBase:transformationPoint:set" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorFactoryUniversal" id="[fl.motion.AnimatorFactoryUniversal]" sort="true" index="true" asAncestors="fl.motion:AnimatorFactoryBase,Object" tiptext="AnimatorFactoryUniversal 类提供基于 ActionScript 的支持，以将一个 Motion 对象与多个显示对象关联。" helpurl="fl.motion:AnimatorFactoryUniversal">
					<folder name="方法" id="Methods" tiptext="AnimatorFactoryUniversal 类的方法" helpurl="fl.motion:AnimatorFactoryUniversal">
						<string name="AnimatorFactoryUniversal" object="[fl.motion.AnimatorFactoryUniversal]" text="new AnimatorFactoryUniversal(%动画:fl.motion:MotionBase,动画数组:Array%)" constructor="true" tiptext="创建 AnimatorFactory 实例，可用于将 MotionBase 对象的属性分配给显示对象。" version="1.0" helpurl="fl.motion:AnimatorFactoryUniversal:AnimatorFactoryUniversal" playername=""/>
					</folder>
				</folder>
				<folder name="AnimatorUniversal" id="[fl.motion.AnimatorUniversal]" sort="true" index="true" asAncestors="fl.motion:Animator3D,fl.motion:AnimatorBase,flash.events:EventDispatcher,Object" tiptext="AnimatorUniversal 类将二维和三维动画的 ActionScript 说明应用于显示对象。" helpurl="fl.motion:AnimatorUniversal">
					<folder name="方法" id="Methods" tiptext="AnimatorUniversal 类的方法" helpurl="fl.motion:AnimatorUniversal">
						<string name="AnimatorUniversal" object="[fl.motion.AnimatorUniversal]" text="new AnimatorUniversal(%%)" constructor="true" tiptext="创建一个 AnimatorUniversal 对象动画以显示对象。" version="1.0" helpurl="fl.motion:AnimatorUniversal:AnimatorUniversal" playername=""/>
						<string name="setTargetState" object="[fl.motion.AnimatorUniversal]" text=".setTargetState(%%):void" tiptext="" version="" helpurl="fl.motion:AnimatorUniversal:setTargetState" playername=""/>
					</folder>
				</folder>
				<folder name="BezierEase" id="[fl.motion.BezierEase]" sort="true" index="true" asAncestors="Object" tiptext="BezierEase 类为两个关键帧之间的补间动画提供精确的缓动控制。" helpurl="fl.motion:BezierEase">
					<folder name="方法" id="Methods" tiptext="BezierEase 类的方法" helpurl="fl.motion:BezierEase">
						<string name="BezierEase" object="[fl.motion.BezierEase]" text="new BezierEase(%[xml:XML=null]%)" constructor="true" tiptext="BezierEase 实例的构造函数。" version="1.0" helpurl="fl.motion:BezierEase:BezierEase" playername=""/>
						<string name="getValue" object="[fl.motion.BezierEase]" text=".getValue(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" tiptext="使用贝塞尔缓动曲线计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:BezierEase:getValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BezierEase 类的属性" helpurl="fl.motion:BezierEase">
						<string name="points" object="[fl.motion.BezierEase]" text=".points" tiptext="自定义缓动曲线中的有序点集合。" version="" helpurl="fl.motion:BezierEase:points" playername=""/>
						<string name="target" object="[fl.motion.BezierEase]" text=".target" tiptext="要作为目标的动画属性的名称。" version="" helpurl="fl.motion:BezierEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="BezierSegment" id="[fl.motion.BezierSegment]" sort="true" index="true" asAncestors="Object" tiptext="贝赛尔曲线段包含定义单条三次贝赛尔曲线的四个 Point 对象。" helpurl="fl.motion:BezierSegment">
					<folder name="方法" id="Methods" tiptext="BezierSegment 类的方法" helpurl="fl.motion:BezierSegment">
						<string name="BezierSegment" object="[fl.motion.BezierSegment]" text="new BezierSegment(%a:flash.geom:Point,b:flash.geom:Point,c:flash.geom:Point,d:flash.geom:Point%)" constructor="true" tiptext="BezierSegment 实例的构造函数。" version="1.0" helpurl="fl.motion:BezierSegment:BezierSegment" playername=""/>
						<string name="getCubicCoefficients" object="[fl.motion.BezierSegment]" text="BezierSegment.getCubicCoefficients(%a:Number,b:Number,c:Number,d:Number%):Array" static="true" tiptext="在给定相应三次贝塞尔方程的值的情况下，计算三次多项式方程的系数。" version="1.0" helpurl="fl.motion:BezierSegment:getCubicCoefficients" playername=""/>
						<string name="getCubicRoots" object="[fl.motion.BezierSegment]" text="BezierSegment.getCubicRoots(%[a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Array" static="true" tiptext="找到 at^3 + bt^2 + ct + d 形式的三次多项式方程的实数解(如果存在)。" version="1.0" helpurl="fl.motion:BezierSegment:getCubicRoots" playername=""/>
						<string name="getQuadraticRoots" object="[fl.motion.BezierSegment]" text="BezierSegment.getQuadraticRoots(%a:Number,b:Number,c:Number%):Array" static="true" tiptext="找到 at^2 + bt + c 形式的二次方程的实数解(如果存在)。" version="1.0" helpurl="fl.motion:BezierSegment:getQuadraticRoots" playername=""/>
						<string name="getSingleValue" object="[fl.motion.BezierSegment]" text="BezierSegment.getSingleValue(%t:Number[,a:Number=0,b:Number=0,c:Number=0,d:Number=0]%):Number" static="true" tiptext="计算一维三次贝塞尔方程在特定时间的值。" version="1.0" helpurl="fl.motion:BezierSegment:getSingleValue" playername=""/>
						<string name="getValue" object="[fl.motion.BezierSegment]" text=".getValue(%t:Number%):flash.geom:Point" tiptext="计算二维三次贝塞尔曲线在特定时间的位置。" version="1.0" helpurl="fl.motion:BezierSegment:getValue" playername=""/>
						<string name="getYForX" object="[fl.motion.BezierSegment]" text=".getYForX(%x:Number[,系数:Array=null]%):Number" tiptext="找到三次贝塞尔曲线在给定 x 坐标处的 y 值。" version="1.0" helpurl="fl.motion:BezierSegment:getYForX" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BezierSegment 类的属性" helpurl="fl.motion:BezierSegment">
						<string name="a" object="[fl.motion.BezierSegment]" text=".a" tiptext="贝赛尔曲线的第一个点。" version="" helpurl="fl.motion:BezierSegment:a" playername=""/>
						<string name="b" object="[fl.motion.BezierSegment]" text=".b" tiptext="贝赛尔曲线的第二个点。" version="" helpurl="fl.motion:BezierSegment:b" playername=""/>
						<string name="c" object="[fl.motion.BezierSegment]" text=".c" tiptext="贝赛尔曲线的第三个点。" version="" helpurl="fl.motion:BezierSegment:c" playername=""/>
						<string name="d" object="[fl.motion.BezierSegment]" text=".d" tiptext="贝赛尔曲线的第四个点。" version="" helpurl="fl.motion:BezierSegment:d" playername=""/>
					</folder>
				</folder>
				<folder name="Color" id="[fl.motion.Color]" sort="true" index="true" asAncestors="flash.geom:ColorTransform,Object" tiptext="Color 类扩展了 Flash Player 的 ColorTransform 类，增加了控制亮度和色调的功能。" helpurl="fl.motion:Color">
					<folder name="方法" id="Methods" tiptext="Color 类的方法" helpurl="fl.motion:Color">
						<string name="Color" object="[fl.motion.Color]" text="new Color(%[红色乘数:Number=1.0,绿色乘数:Number=1.0,蓝色乘数:Number=1.0,Alpha乘数:Number=1.0,红色偏移:Number=0,绿色偏移:Number=0,蓝色偏移:Number=0,Alpha偏移:Number=0]%)" constructor="true" tiptext="Color 实例的构造函数。" version="1.0" helpurl="fl.motion:Color:Color" playername=""/>
						<string name="fromXML" object="[fl.motion.Color]" text="Color.fromXML(%xml:XML%):fl.motion:Color" static="true" tiptext="基于 XML 创建 Color 实例。" version="1.0" helpurl="fl.motion:Color:fromXML" playername=""/>
						<string name="interpolateColor" object="[fl.motion.Color]" text="Color.interpolateColor(%开始颜色:uint,最终颜色:uint,进度:Number%):uint" static="true" tiptext="从一个颜色值平滑地混合到另一个颜色值。" version="1.0" helpurl="fl.motion:Color:interpolateColor" playername=""/>
						<string name="interpolateTransform" object="[fl.motion.Color]" text="Color.interpolateTransform(%开始颜色:flash.geom:ColorTransform,最终颜色:flash.geom:ColorTransform,进度:Number%):flash.geom:ColorTransform" static="true" tiptext="从一个 ColorTransform 对象平滑地混合到另一个 ColorTransform 对象。" version="1.0" helpurl="fl.motion:Color:interpolateTransform" playername=""/>
						<string name="setTint" object="[fl.motion.Color]" text=".setTint(%着色颜色:uint,色调乘数:Number%):void" tiptext="同时设置着色颜色和色量。" version="1.0" helpurl="fl.motion:Color:setTint" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Color 类的属性" helpurl="fl.motion:Color">
						<string name="brightness" object="[fl.motion.Color]" text=".brightness" tiptext="亮度的百分比(-1 到 1 之间的小数)。" version="" helpurl="fl.motion:Color:brightness:get" playername=""/>
						<string name="tintColor" object="[fl.motion.Color]" text=".tintColor" tiptext="0xRRGGBB 形式的着色颜色值。" version="" helpurl="fl.motion:Color:tintColor:get" playername=""/>
						<string name="tintMultiplier" object="[fl.motion.Color]" text=".tintMultiplier" tiptext="应用着色颜色的百分比(0 到 1 之间的小数值)。" version="" helpurl="fl.motion:Color:tintMultiplier:get" playername=""/>
					</folder>
				</folder>
				<folder name="ColorMatrix" id="[fl.motion.ColorMatrix]" sort="true" index="true" asAncestors="fl.motion:DynamicMatrix,Object" tiptext="ColorMatrix 类根据给定的值计算和存储颜色矩阵。" helpurl="fl.motion:ColorMatrix">
					<folder name="方法" id="Methods" tiptext="ColorMatrix 类的方法" helpurl="fl.motion:ColorMatrix">
						<string name="ColorMatrix" object="[fl.motion.ColorMatrix]" text="new ColorMatrix(%%)" constructor="true" tiptext="根据给定的值计算和存储颜色矩阵。" version="1.0" helpurl="fl.motion:ColorMatrix:ColorMatrix" playername=""/>
						<string name="GetFlatArray" object="[fl.motion.ColorMatrix]" text=".GetFlatArray(%%):Array" tiptext="计算并返回一个包含 20 个数值（表示在此对象中设置的四个矩阵）的平面数组。" version="1.0" helpurl="fl.motion:ColorMatrix:GetFlatArray" playername=""/>
						<string name="SetBrightnessMatrix" object="[fl.motion.ColorMatrix]" text=".SetBrightnessMatrix(%值:Number%):void" tiptext="根据给定的值计算和存储亮度矩阵。" version="1.0" helpurl="fl.motion:ColorMatrix:SetBrightnessMatrix" playername=""/>
						<string name="SetContrastMatrix" object="[fl.motion.ColorMatrix]" text=".SetContrastMatrix(%值:Number%):void" tiptext="根据给定的值计算和存储对比度矩阵。" version="1.0" helpurl="fl.motion:ColorMatrix:SetContrastMatrix" playername=""/>
						<string name="SetHueMatrix" object="[fl.motion.ColorMatrix]" text=".SetHueMatrix(%角度:Number%):void" tiptext="根据给定的值计算和存储色相矩阵。" version="1.0" helpurl="fl.motion:ColorMatrix:SetHueMatrix" playername=""/>
						<string name="SetSaturationMatrix" object="[fl.motion.ColorMatrix]" text=".SetSaturationMatrix(%值:Number%):void" tiptext="根据给定的值计算和存储饱和度矩阵。" version="1.0" helpurl="fl.motion:ColorMatrix:SetSaturationMatrix" playername=""/>
					</folder>
				</folder>
				<folder name="CustomEase" id="[fl.motion.CustomEase]" sort="true" index="true" asAncestors="Object" tiptext="CustomEase类用于随着补间进度的进行，修改补间动画缓动行为的特定属性。" helpurl="fl.motion:CustomEase">
					<folder name="方法" id="Methods" tiptext="CustomEase 类的方法" helpurl="fl.motion:CustomEase">
						<string name="CustomEase" object="[fl.motion.CustomEase]" text="new CustomEase(%[xml:XML=null]%)" constructor="true" tiptext="CustomEase 实例的构造函数。" version="1.0" helpurl="fl.motion:CustomEase:CustomEase" playername=""/>
						<string name="getValue" object="[fl.motion.CustomEase]" text=".getValue(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" tiptext="使用自定义缓动曲线计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:CustomEase:getValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CustomEase 类的属性" helpurl="fl.motion:CustomEase">
						<string name="points" object="[fl.motion.CustomEase]" text=".points" tiptext="自定义缓动曲线中的有序点集合。" version="" helpurl="fl.motion:CustomEase:points" playername=""/>
						<string name="target" object="[fl.motion.CustomEase]" text=".target" tiptext="要作为目标的动画属性的名称。" version="" helpurl="fl.motion:CustomEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="DynamicMatrix" id="[fl.motion.DynamicMatrix]" sort="true" index="true" asAncestors="Object" tiptext="DynamicMatrix 类根据给定的值计算和存储一个矩阵。" helpurl="fl.motion:DynamicMatrix">
					<folder name="方法" id="Methods" tiptext="DynamicMatrix 类的方法" helpurl="fl.motion:DynamicMatrix">
						<string name="DynamicMatrix" object="[fl.motion.DynamicMatrix]" text="new DynamicMatrix(%宽度:int,高度:int%)" constructor="true" tiptext="构造一个具有给定的行数和列数的矩阵。" version="1.0" helpurl="fl.motion:DynamicMatrix:DynamicMatrix" playername=""/>
						<string name="Add" object="[fl.motion.DynamicMatrix]" text=".Add(%矩阵位置:fl.motion:DynamicMatrix%):Boolean" tiptext="将当前矩阵与指定的矩阵相加。" version="1.0" helpurl="fl.motion:DynamicMatrix:Add" playername=""/>
						<string name="GetHeight" object="[fl.motion.DynamicMatrix]" text=".GetHeight(%%):Number" tiptext="返回当前矩阵中的行数。" version="1.0" helpurl="fl.motion:DynamicMatrix:GetHeight" playername=""/>
						<string name="GetValue" object="[fl.motion.DynamicMatrix]" text=".GetValue(%行:int,列:int%):Number" tiptext="返回当前矩阵中指定的行和列（从零开始）处的值。" version="1.0" helpurl="fl.motion:DynamicMatrix:GetValue" playername=""/>
						<string name="GetWidth" object="[fl.motion.DynamicMatrix]" text=".GetWidth(%%):Number" tiptext="返回当前矩阵中的列数。" version="1.0" helpurl="fl.motion:DynamicMatrix:GetWidth" playername=""/>
						<string name="LoadIdentity" object="[fl.motion.DynamicMatrix]" text=".LoadIdentity(%%):void" tiptext="将当前矩阵设置为单位矩阵。" version="1.0" helpurl="fl.motion:DynamicMatrix:LoadIdentity" playername=""/>
						<string name="LoadZeros" object="[fl.motion.DynamicMatrix]" text=".LoadZeros(%%):void" tiptext="将当前矩阵中的所有值设置为零。" version="1.0" helpurl="fl.motion:DynamicMatrix:LoadZeros" playername=""/>
						<string name="MultiplyNumber" object="[fl.motion.DynamicMatrix]" text=".MultiplyNumber(%值:Number%):Boolean" tiptext="将一个数字与矩阵中的每一项相乘，并将结果存储在当前矩阵中。" version="1.0" helpurl="fl.motion:DynamicMatrix:MultiplyNumber" playername=""/>
						<string name="Multiply" object="[fl.motion.DynamicMatrix]" text=".Multiply(%矩阵位置:fl.motion:DynamicMatrix[,顺序:int=unknown]%):Boolean" tiptext="将当前矩阵与一个指定的矩阵相乘；并且后置或前置指定的矩阵。" version="1.0" helpurl="fl.motion:DynamicMatrix:Multiply" playername=""/>
						<string name="SetValue" object="[fl.motion.DynamicMatrix]" text=".SetValue(%行:int,列:int,值:Number%):void" tiptext="设置当前矩阵中指定的行和列（从零开始）处的值。" version="1.0" helpurl="fl.motion:DynamicMatrix:SetValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DynamicMatrix 类的属性" helpurl="fl.motion:DynamicMatrix">
						<string name="MATRIX_ORDER_APPEND" object="[fl.motion.DynamicMatrix]" text="DynamicMatrix.MATRIX_ORDER_APPEND" constant="true" tiptext="指定在连接中后置矩阵。" version="" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_APPEND" playername=""/>
						<string name="MATRIX_ORDER_PREPEND" object="[fl.motion.DynamicMatrix]" text="DynamicMatrix.MATRIX_ORDER_PREPEND" constant="true" tiptext="指定在连接中前置矩阵。" version="" helpurl="fl.motion:DynamicMatrix:MATRIX_ORDER_PREPEND" playername=""/>
					</folder>
				</folder>
				<folder name="FunctionEase" id="[fl.motion.FunctionEase]" sort="true" index="true" asAncestors="Object" tiptext="FunctionEase 类允许将自定义插值函数用于 fl.motion 框架，替代其它插值(如 SimpleEase 和 CustomEase)。" helpurl="fl.motion:FunctionEase">
					<folder name="方法" id="Methods" tiptext="FunctionEase 类的方法" helpurl="fl.motion:FunctionEase">
						<string name="FunctionEase" object="[fl.motion.FunctionEase]" text="new FunctionEase(%[xml:XML=null]%)" constructor="true" tiptext="FunctionEase 实例的构造函数。" version="1.0" helpurl="fl.motion:FunctionEase:FunctionEase" playername=""/>
						<string name="getValue" object="[fl.motion.FunctionEase]" text=".getValue(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" tiptext="使用指定的缓动函数计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:FunctionEase:getValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FunctionEase 类的属性" helpurl="fl.motion:FunctionEase">
						<string name="easingFunction" object="[fl.motion.FunctionEase]" text=".easingFunction" tiptext="对具有(t、b、c、d)签名的函数(类似 fl.motion.easing 类中的方法)的引用。" version="" helpurl="fl.motion:FunctionEase:easingFunction" playername=""/>
						<string name="parameters" object="[fl.motion.FunctionEase]" text=".parameters" tiptext="要作为附加参数传递给缓动函数的可选值数组。" version="" helpurl="fl.motion:FunctionEase:parameters" playername=""/>
						<string name="functionName" object="[fl.motion.FunctionEase]" text=".functionName" tiptext="缓动函数的完全限定名称，如 fl.motion.easing.Bounce.easeOut()。" version="" helpurl="fl.motion:FunctionEase:functionName:get" playername=""/>
						<string name="target" object="[fl.motion.FunctionEase]" text=".target" tiptext="要作为目标的动画属性的名称。" version="" helpurl="fl.motion:FunctionEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="ITween" id="[fl.motion.ITween]" sort="true" index="true" tiptext="ITween 接口定义插值类为便与 fl.motion 类一起使用而实现的应用程序编程接口(API)。" helpurl="fl.motion:ITween">
					<folder name="方法" id="Methods" tiptext="ITween 类的方法" helpurl="fl.motion:ITween">
						<string name="getValue" object="[fl.motion.ITween]" text=".getValue(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" tiptext="计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:ITween:getValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ITween 类的属性" helpurl="fl.motion:ITween">
						<string name="target" object="[fl.motion.ITween]" text=".target" tiptext="要作为目标的动画属性的名称。" version="" helpurl="fl.motion:ITween:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="Keyframe" id="[fl.motion.Keyframe]" sort="true" index="true" asAncestors="fl.motion:KeyframeBase,Object" tiptext="Keyframe 类定义补间动画中特定时间点的可视状态。" helpurl="fl.motion:Keyframe">
					<folder name="方法" id="Methods" tiptext="Keyframe 类的方法" helpurl="fl.motion:Keyframe">
						<string name="Keyframe" object="[fl.motion.Keyframe]" text="new Keyframe(%[xml:XML=null]%)" constructor="true" tiptext="关键帧实例的构造函数。" version="1.0" helpurl="fl.motion:Keyframe:Keyframe" playername=""/>
						<string name="getTween" object="[fl.motion.Keyframe]" text=".getTween(%目标:String%):fl.motion:ITween" tiptext="检索特定动画属性的 ITween 对象。" version="1.0" helpurl="fl.motion:Keyframe:getTween" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Keyframe 类的属性" helpurl="fl.motion:Keyframe">
						<string name="tweenScale" object="[fl.motion.Keyframe]" text=".tweenScale" tiptext="一个标志，它控制是否在补间期间插入缩放比例。" version="" helpurl="fl.motion:Keyframe:tweenScale" playername=""/>
						<string name="tweenSnap" object="[fl.motion.Keyframe]" text=".tweenSnap" tiptext="存储补间动画的&quot;贴紧&quot;复选框的值，它将对象贴紧到运动引导层。" version="" helpurl="fl.motion:Keyframe:tweenSnap" playername=""/>
						<string name="tweenSync" object="[fl.motion.Keyframe]" text=".tweenSync" tiptext="存储补间动画的&quot;同步&quot;复选框的值，它只影响图形元件。" version="" helpurl="fl.motion:Keyframe:tweenSync" playername=""/>
						<string name="tweens" object="[fl.motion.Keyframe]" text=".tweens" tiptext="一个数组，其中包含要在某个特定关键帧应用到目标对象的所有补间对象。" version="" helpurl="fl.motion:Keyframe:tweens" playername=""/>
						<string name="tweensLength" object="[fl.motion.Keyframe]" text=".tweensLength" tiptext="补间的帧数。" version="" helpurl="fl.motion:Keyframe:tweensLength:get" playername=""/>
					</folder>
				</folder>
				<folder name="KeyframeBase" id="[fl.motion.KeyframeBase]" sort="true" index="true" asAncestors="Object" tiptext="KeyframeBase 类定义补间动画中特定时间的可视状态。" helpurl="fl.motion:KeyframeBase">
					<folder name="方法" id="Methods" tiptext="KeyframeBase 类的方法" helpurl="fl.motion:KeyframeBase">
						<string name="KeyframeBase" object="[fl.motion.KeyframeBase]" text="new KeyframeBase(%[xml:XML=null]%)" constructor="true" tiptext="关键帧实例的构造函数。" version="1.0" helpurl="fl.motion:KeyframeBase:KeyframeBase" playername=""/>
						<string name="affectsTweenable" object="[fl.motion.KeyframeBase]" text=".affectsTweenable(%可补间属性名称:String%):Boolean" tiptext="指示关键帧对特定的动画属性是否有影响。" version="1.0" helpurl="fl.motion:KeyframeBase:affectsTweenable" playername=""/>
						<string name="getValue" object="[fl.motion.KeyframeBase]" text=".getValue(%可补间属性名称:String%):Number" tiptext="检索关键帧上特定可补间属性的值。" version="1.0" helpurl="fl.motion:KeyframeBase:getValue" playername=""/>
						<string name="setAdjustColorProperty" object="[fl.motion.KeyframeBase]" text=".setAdjustColorProperty(%滤镜索引:int,属性名称:String,值:*%):void" tiptext="将四个 AdjustColor 属性之一设置为给定的滤镜索引的 AdjustColor 对象。" version="1.0" helpurl="fl.motion:KeyframeBase:setAdjustColorProperty" playername=""/>
						<string name="setValue" object="[fl.motion.KeyframeBase]" text=".setValue(%可补间属性名称:String,新值:Number%):void" tiptext="更改关键帧上特定可补间属性的值。" version="1.0" helpurl="fl.motion:KeyframeBase:setValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="KeyframeBase 类的属性" helpurl="fl.motion:KeyframeBase">
						<string name="adjustColorObjects" object="[fl.motion.KeyframeBase]" text=".adjustColorObjects" tiptext="存储 AdjustColor 实例（映射到它们在此关键帧的滤镜数组中的对应索引）。" version="" helpurl="fl.motion:KeyframeBase:adjustColorObjects" playername=""/>
						<string name="blank" object="[fl.motion.KeyframeBase]" text=".blank" tiptext="指示目标对象不应显示在该关键帧上。" version="" helpurl="fl.motion:KeyframeBase:blank" playername=""/>
						<string name="blendMode" object="[fl.motion.KeyframeBase]" text=".blendMode" tiptext="BlendMode 类中的一个值，它指定 Flash Player 混合显示对象的颜色和底层图形的方式。" version="" helpurl="fl.motion:KeyframeBase:blendMode" playername=""/>
						<string name="cacheAsBitmap" object="[fl.motion.KeyframeBase]" text=".cacheAsBitmap" tiptext="如果设置为 true，则 Flash Player 将缓存显示对象的内部位图表示形式。" version="" helpurl="fl.motion:KeyframeBase:cacheAsBitmap" playername=""/>
						<string name="color" object="[fl.motion.KeyframeBase]" text=".color" tiptext="调整目标对象中的颜色转换的 Color 对象。" version="" helpurl="fl.motion:KeyframeBase:color" playername=""/>
						<string name="filters" object="[fl.motion.KeyframeBase]" text=".filters" tiptext="一个数组，其中包含要在某个特定关键帧应用到目标对象的所有滤镜对象。" version="" helpurl="fl.motion:KeyframeBase:filters" playername=""/>
						<string name="firstFrame" object="[fl.motion.KeyframeBase]" text=".firstFrame" tiptext="存储补间动画第一帧的名称，它只影响图形元件。" version="" helpurl="fl.motion:KeyframeBase:firstFrame" playername=""/>
						<string name="label" object="[fl.motion.KeyframeBase]" text=".label" tiptext="用于描述关键帧的字符串。" version="" helpurl="fl.motion:KeyframeBase:label" playername=""/>
						<string name="loop" object="[fl.motion.KeyframeBase]" text=".loop" tiptext="存储补间动画&amp;#x201c;循环&amp;#x201d;复选框的值，它只影响图形元件。" version="" helpurl="fl.motion:KeyframeBase:loop" playername=""/>
						<string name="matrix3D" object="[fl.motion.KeyframeBase]" text=".matrix3D" tiptext="如果对于此关键帧存在一个 matrix3d 属性，则存储此属性。" version="" helpurl="fl.motion:KeyframeBase:matrix3D" playername=""/>
						<string name="matrix" object="[fl.motion.KeyframeBase]" text=".matrix" tiptext="如果存在一个针对此关键帧的矩阵属性，则存储此矩阵属性。" version="" helpurl="fl.motion:KeyframeBase:matrix" playername=""/>
						<string name="opaqueBackground" object="[fl.motion.KeyframeBase]" text=".opaqueBackground" tiptext="控制目标对象是否具有不透明背景。" version="" helpurl="fl.motion:KeyframeBase:opaqueBackground" playername=""/>
						<string name="orientToPath" object="[fl.motion.KeyframeBase]" text=".orientToPath" tiptext="如果设置为 true，此属性将使目标对象自动跟随其路径的角度进行旋转。" version="" helpurl="fl.motion:KeyframeBase:orientToPath" playername=""/>
						<string name="rotateDirection" object="[fl.motion.KeyframeBase]" text=".rotateDirection" tiptext="带有 RotateDirection 类的一个值，可以控制目标对象在补间动画期间的旋转方式。" version="" helpurl="fl.motion:KeyframeBase:rotateDirection" playername=""/>
						<string name="rotateTimes" object="[fl.motion.KeyframeBase]" text=".rotateTimes" tiptext="除了任何现有旋转以外，在补间动画期间向目标对象添加旋转。" version="" helpurl="fl.motion:KeyframeBase:rotateTimes" playername=""/>
						<string name="rotationConcat" object="[fl.motion.KeyframeBase]" text=".rotationConcat" tiptext="动画中的目标对象的旋转（z 轴）值，相对于前一个方向且从变形点开始应用；与绝对旋转值相对，并且与 skewY 值相分离。" version="" helpurl="fl.motion:KeyframeBase:rotationConcat" playername=""/>
						<string name="rotationX" object="[fl.motion.KeyframeBase]" text=".rotationX" tiptext="存储此关键帧的 rotationX 属性。" version="" helpurl="fl.motion:KeyframeBase:rotationX" playername=""/>
						<string name="rotationY" object="[fl.motion.KeyframeBase]" text=".rotationY" tiptext="存储此关键帧的 rotationY 属性。" version="" helpurl="fl.motion:KeyframeBase:rotationY" playername=""/>
						<string name="scaleX" object="[fl.motion.KeyframeBase]" text=".scaleX" tiptext="指示从变形点开始应用的对象的水平缩放比例（百分比）。" version="" helpurl="fl.motion:KeyframeBase:scaleX" playername=""/>
						<string name="scaleY" object="[fl.motion.KeyframeBase]" text=".scaleY" tiptext="指示从变形点开始应用的对象的垂直缩放比例（百分比）。" version="" helpurl="fl.motion:KeyframeBase:scaleY" playername=""/>
						<string name="skewX" object="[fl.motion.KeyframeBase]" text=".skewX" tiptext="指示从变形点开始应用的目标对象的水平倾斜角（以度为单位）。" version="" helpurl="fl.motion:KeyframeBase:skewX" playername=""/>
						<string name="skewY" object="[fl.motion.KeyframeBase]" text=".skewY" tiptext="指示从变形点开始应用的目标对象的垂直倾斜角（以度为单位）。" version="" helpurl="fl.motion:KeyframeBase:skewY" playername=""/>
						<string name="useRotationConcat" object="[fl.motion.KeyframeBase]" text=".useRotationConcat" tiptext="如果将此属性设置为 true，则它会在 addpropertyarray 提供动画的数据时导致目标对象旋转。" version="" helpurl="fl.motion:KeyframeBase:useRotationConcat" playername=""/>
						<string name="visible" object="[fl.motion.KeyframeBase]" text=".visible" tiptext="控制目标对象是否可见。" version="" helpurl="fl.motion:KeyframeBase:visible" playername=""/>
						<string name="x" object="[fl.motion.KeyframeBase]" text=".x" tiptext="目标对象的变形点在其父级的坐标空间中的水平位置。" version="" helpurl="fl.motion:KeyframeBase:x" playername=""/>
						<string name="y" object="[fl.motion.KeyframeBase]" text=".y" tiptext="目标对象的变形点在其父级的坐标空间中的垂直位置。" version="" helpurl="fl.motion:KeyframeBase:y" playername=""/>
						<string name="z" object="[fl.motion.KeyframeBase]" text=".z" tiptext="目标对象的变形点在其父级坐标空间中的深度（z 轴）位置。" version="" helpurl="fl.motion:KeyframeBase:z" playername=""/>
						<string name="index" object="[fl.motion.KeyframeBase]" text=".index" tiptext="关键帧在补间动画中的唯一时间值。" version="" helpurl="fl.motion:KeyframeBase:index:get" playername=""/>
						<string name="rotation" object="[fl.motion.KeyframeBase]" text=".rotation" tiptext="指示从变形点开始应用的目标对象相对于其原始方向的旋转角度（以度为单位）。" version="" helpurl="fl.motion:KeyframeBase:rotation:get" playername=""/>
						<string name="tweensLength" object="[fl.motion.KeyframeBase]" text=".tweensLength" tiptext="补间的帧数。" version="" helpurl="fl.motion:KeyframeBase:tweensLength:get" playername=""/>
					</folder>
				</folder>
				<folder name="MatrixTransformer" id="[fl.motion.MatrixTransformer]" sort="true" index="true" asAncestors="Object" tiptext="MatrixTransformer 类包含用于修改转换矩阵的以下各个属性的方法: 水平缩放比例和垂直缩放比例、水平倾斜角度和垂直倾斜角度以及旋转角度。" helpurl="fl.motion:MatrixTransformer">
					<folder name="方法" id="Methods" tiptext="MatrixTransformer 类的方法" helpurl="fl.motion:MatrixTransformer">
						<string name="getRotationRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getRotationRadians(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的旋转角度(以弧度为单位)。" version="1.0" helpurl="fl.motion:MatrixTransformer:getRotationRadians" playername=""/>
						<string name="getRotation" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getRotation(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的旋转角度(以度为单位)。" version="1.0" helpurl="fl.motion:MatrixTransformer:getRotation" playername=""/>
						<string name="getScaleX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getScaleX(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的水平缩放比例。" version="1.0" helpurl="fl.motion:MatrixTransformer:getScaleX" playername=""/>
						<string name="getScaleY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getScaleY(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的垂直缩放比例。" version="1.0" helpurl="fl.motion:MatrixTransformer:getScaleY" playername=""/>
						<string name="getSkewXRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewXRadians(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的水平倾斜角度(以弧度为单位)。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewXRadians" playername=""/>
						<string name="getSkewX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewX(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的水平倾斜角度(以度为单位)。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewX" playername=""/>
						<string name="getSkewYRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewYRadians(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的垂直倾斜角度(以弧度为单位)。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewYRadians" playername=""/>
						<string name="getSkewY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.getSkewY(%m:flash.geom:Matrix%):Number" static="true" tiptext="计算矩阵中的垂直倾斜角度(以度为单位)。" version="1.0" helpurl="fl.motion:MatrixTransformer:getSkewY" playername=""/>
						<string name="matchInternalPointWithExternal" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.matchInternalPointWithExternal(%m:flash.geom:Matrix,内部点:flash.geom:Point,外部点:flash.geom:Point%):void" static="true" tiptext="根据需要移动矩阵，将内部点与外部点对齐。" version="1.0" helpurl="fl.motion:MatrixTransformer:matchInternalPointWithExternal" playername=""/>
						<string name="rotateAroundExternalPoint" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.rotateAroundExternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" static="true" tiptext="围绕在矩阵转换空间外定义的点旋转矩阵。" version="1.0" helpurl="fl.motion:MatrixTransformer:rotateAroundExternalPoint" playername=""/>
						<string name="rotateAroundInternalPoint" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.rotateAroundInternalPoint(%m:flash.geom:Matrix,x:Number,y:Number,角度:Number%):void" static="true" tiptext="围绕在矩阵转换空间内定义的点旋转矩阵。" version="1.0" helpurl="fl.motion:MatrixTransformer:rotateAroundInternalPoint" playername=""/>
						<string name="setRotationRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setRotationRadians(%m:flash.geom:Matrix,旋转:Number%):void" static="true" tiptext="更改矩阵中的旋转角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setRotationRadians" playername=""/>
						<string name="setRotation" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setRotation(%m:flash.geom:Matrix,旋转:Number%):void" static="true" tiptext="更改矩阵中的旋转角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setRotation" playername=""/>
						<string name="setScaleX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setScaleX(%m:flash.geom:Matrix,缩放X:Number%):void" static="true" tiptext="更改矩阵中的水平缩放比例。" version="1.0" helpurl="fl.motion:MatrixTransformer:setScaleX" playername=""/>
						<string name="setScaleY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setScaleY(%m:flash.geom:Matrix,缩放Y:Number%):void" static="true" tiptext="更改矩阵中的垂直缩放比例。" version="1.0" helpurl="fl.motion:MatrixTransformer:setScaleY" playername=""/>
						<string name="setSkewXRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewXRadians(%m:flash.geom:Matrix,倾斜X:Number%):void" static="true" tiptext="更改矩阵中的水平倾斜角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewXRadians" playername=""/>
						<string name="setSkewX" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewX(%m:flash.geom:Matrix,倾斜X:Number%):void" static="true" tiptext="更改矩阵中的水平倾斜角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewX" playername=""/>
						<string name="setSkewYRadians" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewYRadians(%m:flash.geom:Matrix,倾斜Y:Number%):void" static="true" tiptext="更改矩阵中的垂直倾斜角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewYRadians" playername=""/>
						<string name="setSkewY" object="[fl.motion.MatrixTransformer]" text="MatrixTransformer.setSkewY(%m:flash.geom:Matrix,倾斜Y:Number%):void" static="true" tiptext="更改矩阵中的垂直倾斜角度。" version="1.0" helpurl="fl.motion:MatrixTransformer:setSkewY" playername=""/>
					</folder>
				</folder>
				<folder name="Motion" id="[fl.motion.Motion]" sort="true" index="true" asAncestors="fl.motion:MotionBase,Object" tiptext="Motion 类存储可应用于可视对象的关键帧动画序列。" helpurl="fl.motion:Motion">
					<folder name="方法" id="Methods" tiptext="Motion 类的方法" helpurl="fl.motion:Motion">
						<string name="Motion" object="[fl.motion.Motion]" text="new Motion(%[xml:XML=null]%)" constructor="true" tiptext="Motion 实例的构造函数。" version="1.0" helpurl="fl.motion:Motion:Motion" playername=""/>
						<string name="fromXMLString" object="[fl.motion.Motion]" text="Motion.fromXMLString(%xml字符串:String%):fl.motion:Motion" static="true" tiptext="基于 XML 字符串创建 Motion 实例所需的方法。" version="1.0" helpurl="fl.motion:Motion:fromXMLString" playername=""/>
						<string name="getColorTransform" object="[fl.motion.Motion]" text=".getColorTransform(%索引:int%):flash.geom:ColorTransform" tiptext="检索 Motion 实例中特定时间索引处的插补 ColorTransform 对象。" version="1.0" helpurl="fl.motion:Motion:getColorTransform" playername=""/>
						<string name="getFilters" object="[fl.motion.Motion]" text=".getFilters(%索引:Number%):Array" tiptext="检索 Motion 实例中特定时间索引处的插补滤镜数组。" version="1.0" helpurl="fl.motion:Motion:getFilters" playername=""/>
						<string name="interpolateFilters" object="[fl.motion.Motion]" text="Motion.interpolateFilters(%开始滤镜:Array,最终滤镜:Array,进度:Number%):Array" static="true" tiptext="从一个 Filter 对象数组平滑混合到另一个 Filter 对象数组。" version="1.0" helpurl="fl.motion:Motion:interpolateFilters" playername=""/>
						<string name="interpolateFilter" object="[fl.motion.Motion]" text="Motion.interpolateFilter(%开始滤镜:flash.filters:BitmapFilter,最终滤镜:flash.filters:BitmapFilter,进度:Number%):flash.filters:BitmapFilter" static="true" tiptext="从一个 Filter 对象平滑混合到另一个 Filter 对象。" version="1.0" helpurl="fl.motion:Motion:interpolateFilter" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Motion 类的属性" helpurl="fl.motion:Motion">
						<string name="source" object="[fl.motion.Motion]" text=".source" tiptext="一个对象，存储有关创建动作的上下文的信息，例如帧速率、维数、变形点以及起始位置、缩放比例、旋转角度与倾斜角度。" version="" helpurl="fl.motion:Motion:source" playername=""/>
						<string name="keyframesCompact" object="[fl.motion.Motion]" text=".keyframesCompact" tiptext="一个关键帧的紧凑数组，其中每个关键帧占用一个索引。" version="" helpurl="fl.motion:Motion:keyframesCompact:get" playername=""/>
					</folder>
				</folder>
				<folder name="MotionBase" id="[fl.motion.MotionBase]" sort="true" index="true" asAncestors="Object" tiptext="MotionBase 类存储可应用于可视对象的关键帧动画序列。" helpurl="fl.motion:MotionBase">
					<folder name="方法" id="Methods" tiptext="MotionBase 类的方法" helpurl="fl.motion:MotionBase">
						<string name="MotionBase" object="[fl.motion.MotionBase]" text="new MotionBase(%[xml:XML=null]%)" constructor="true" tiptext="MotionBase 实例的构造函数。" version="1.0" helpurl="fl.motion:MotionBase:MotionBase" playername=""/>
						<string name="addFilterPropertyArray" object="[fl.motion.MotionBase]" text=".addFilterPropertyArray(%索引:int,名称:String,值:Array[,起始帧:int=-1,结束帧:int=-1]%):void" tiptext="修改 Motion 对象的所有对应关键帧中的滤镜属性。" version="1.0" helpurl="fl.motion:MotionBase:addFilterPropertyArray" playername=""/>
						<string name="addKeyframe" object="[fl.motion.MotionBase]" text=".addKeyframe(%新关键帧:fl.motion:KeyframeBase%):void" tiptext="向 Motion 实例添加关键帧对象。" version="1.0" helpurl="fl.motion:MotionBase:addKeyframe" playername=""/>
						<string name="addPropertyArray" object="[fl.motion.MotionBase]" text=".addPropertyArray(%名称:String,值:Array[,起始帧:int=-1,结束帧:int=-1]%):void" tiptext="将值数组存储在与 Motion 类声明的属性对应的关键帧中。" version="1.0" helpurl="fl.motion:MotionBase:addPropertyArray" playername=""/>
						<string name="getColorTransform" object="[fl.motion.MotionBase]" text=".getColorTransform(%索引:int%):flash.geom:ColorTransform" tiptext="检索 Motion 实例中特定时间索引处的插补 ColorTransform 对象。" version="1.0" helpurl="fl.motion:MotionBase:getColorTransform" playername=""/>
						<string name="getCurrentKeyframe" object="[fl.motion.MotionBase]" text=".getCurrentKeyframe(%索引:int,可补间属性名称:String%):fl.motion:KeyframeBase" tiptext="检索 Motion 实例中特定帧位置处当前处于活动状态的关键帧。" version="1.0" helpurl="fl.motion:MotionBase:getCurrentKeyframe" playername=""/>
						<string name="getFilters" object="[fl.motion.MotionBase]" text=".getFilters(%索引:Number%):Array" tiptext="检索 Motion 实例中特定时间索引处的插补滤镜数组。" version="1.0" helpurl="fl.motion:MotionBase:getFilters" playername=""/>
						<string name="getMatrix3D" object="[fl.motion.MotionBase]" text=".getMatrix3D(%索引:int%):Object" tiptext="返回动画帧指定索引位置的 Matrix3D 对象。" version="1.0" helpurl="fl.motion:MotionBase:getMatrix3D" playername=""/>
						<string name="getMatrix" object="[fl.motion.MotionBase]" text=".getMatrix(%索引:int%):flash.geom:Matrix" tiptext="在动画帧指定的索引位置返回 Matrix 对象。" version="1.0" helpurl="fl.motion:MotionBase:getMatrix" playername=""/>
						<string name="getNextKeyframe" object="[fl.motion.MotionBase]" text=".getNextKeyframe(%索引:int,可补间属性名称:String%):fl.motion:KeyframeBase" tiptext="检索 Motion 实例中位于特定帧之后的下一个关键帧。" version="1.0" helpurl="fl.motion:MotionBase:getNextKeyframe" playername=""/>
						<string name="getValue" object="[fl.motion.MotionBase]" text=".getValue(%索引:Number,可补间属性名称:String%):Number" tiptext="检索某个时间点处的动画属性值。" version="1.0" helpurl="fl.motion:MotionBase:getValue" playername=""/>
						<string name="initFilters" object="[fl.motion.MotionBase]" text=".initFilters(%滤镜类:Array,渐变子数组长度:Array[,起始帧:int=-1,结束帧:int=-1]%):void" tiptext="初始化目标对象的滤镜列表并将滤镜列表复制到 Motion 对象的每个 Keyframe 实例。" version="1.0" helpurl="fl.motion:MotionBase:initFilters" playername=""/>
						<string name="overrideTargetTransform" object="[fl.motion.MotionBase]" text=".overrideTargetTransform(%[缩放:Boolean=true,倾斜:Boolean=true,旋转:Boolean=true]%):void" tiptext="" version="" helpurl="fl.motion:MotionBase:overrideTargetTransform" playername=""/>
						<string name="setValue" object="[fl.motion.MotionBase]" text=".setValue(%索引:int,可补间属性名称:String,值:Number%):void" tiptext="设置特定可补间属性在 Motion 实例中给定时间索引处的值。" version="1.0" helpurl="fl.motion:MotionBase:setValue" playername=""/>
						<string name="useRotationConcat" object="[fl.motion.MotionBase]" text=".useRotationConcat(%索引:int%):Boolean" tiptext="在 addPropertyArray() 方法提供动画的数据时，旋转目标对象。" version="1.0" helpurl="fl.motion:MotionBase:useRotationConcat" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MotionBase 类的属性" helpurl="fl.motion:MotionBase">
						<string name="keyframes" object="[fl.motion.MotionBase]" text=".keyframes" tiptext="一个关键帧数组，定义动作行为随时间的变化。" version="" helpurl="fl.motion:MotionBase:keyframes" playername=""/>
						<string name="duration" object="[fl.motion.MotionBase]" text=".duration" tiptext="控制 Motion 实例的时间长度（按帧计算）。" version="" helpurl="fl.motion:MotionBase:duration:get" playername=""/>
						<string name="is3D" object="[fl.motion.MotionBase]" text=".is3D" tiptext="指定此动画是否包含 3D 属性的更改。" version="" helpurl="fl.motion:MotionBase:is3D:get" playername=""/>
						<string name="initialMatrix" object="[fl.motion.MotionBase]" text=".initialMatrix" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version="" helpurl="fl.motion:MotionBase:initialMatrix:set" playername=""/>
						<string name="initialPosition" object="[fl.motion.MotionBase]" text=".initialPosition" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version="" helpurl="fl.motion:MotionBase:initialPosition:set" playername=""/>
						<string name="spanStart" object="[fl.motion.MotionBase]" text=".spanStart" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version="" helpurl="fl.motion:MotionBase:spanStart:set" playername=""/>
						<string name="transformationPointZ" object="[fl.motion.MotionBase]" text=".transformationPointZ" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version="" helpurl="fl.motion:MotionBase:transformationPointZ:set" playername=""/>
						<string name="transformationPoint" object="[fl.motion.MotionBase]" text=".transformationPoint" tiptext="将 MotionBase 实例数组传递到 AnimatorBase 子类时使用。" version="" helpurl="fl.motion:MotionBase:transformationPoint:set" playername=""/>
					</folder>
				</folder>
				<folder name="MotionEvent" id="[fl.motion.MotionEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="MotionEvent 类表示 fl.motion.Animator 类广播的事件。" helpurl="fl.motion:MotionEvent">
					<folder name="方法" id="Methods" tiptext="MotionEvent 类的方法" helpurl="fl.motion:MotionEvent">
						<string name="MotionEvent" object="[fl.motion.MotionEvent]" text="new MotionEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="构造函数。" version="1.0" helpurl="fl.motion:MotionEvent:MotionEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MotionEvent 类的属性" helpurl="fl.motion:MotionEvent">
						<string name="MOTION_END" object="[fl.motion.MotionEvent]" text="MotionEvent.MOTION_END" constant="true" tiptext="指示动画已结束，无论是通过显式调用 Animator.stop() 或 Animator.end()，还是通过到达 Motion 实例的末尾。" version="" helpurl="fl.motion:MotionEvent:MOTION_END" playername=""/>
						<string name="MOTION_START" object="[fl.motion.MotionEvent]" text="MotionEvent.MOTION_START" constant="true" tiptext="指示 Motion 实例已经开始播放。" version="" helpurl="fl.motion:MotionEvent:MOTION_START" playername=""/>
						<string name="MOTION_UPDATE" object="[fl.motion.MotionEvent]" text="MotionEvent.MOTION_UPDATE" constant="true" tiptext="指示 Motion 实例已更改并且屏幕已更新。" version="" helpurl="fl.motion:MotionEvent:MOTION_UPDATE" playername=""/>
						<string name="TIME_CHANGE" object="[fl.motion.MotionEvent]" text="MotionEvent.TIME_CHANGE" constant="true" tiptext="指示 Animator 实例的时间值已更改，但屏幕尚未更新(Flash Player 尚未调度 motionUpdate 事件)。" version="" helpurl="fl.motion:MotionEvent:TIME_CHANGE" playername=""/>
					</folder>
				</folder>
				<folder name="RotateDirection" id="[fl.motion.RotateDirection]" sort="true" index="true" asAncestors="Object" tiptext="RotateDirection 类在补间期间为旋转行为提供常数值。" helpurl="fl.motion:RotateDirection">
					<folder name="属性" id="Properties" tiptext="RotateDirection 类的属性" helpurl="fl.motion:RotateDirection">
						<string name="AUTO" object="[fl.motion.RotateDirection]" text="RotateDirection.AUTO" constant="true" tiptext="选择一个需要最少转动量的旋转方向。" version="" helpurl="fl.motion:RotateDirection:AUTO" playername=""/>
						<string name="CCW" object="[fl.motion.RotateDirection]" text="RotateDirection.CCW" constant="true" tiptext="确保对象在补间期间逆时针旋转，以便与对象在后续关键帧中的旋转相匹配。" version="" helpurl="fl.motion:RotateDirection:CCW" playername=""/>
						<string name="CW" object="[fl.motion.RotateDirection]" text="RotateDirection.CW" constant="true" tiptext="确保对象在补间期间顺时针旋转，以便与对象在后续关键帧中的旋转相匹配。" version="" helpurl="fl.motion:RotateDirection:CW" playername=""/>
						<string name="NONE" object="[fl.motion.RotateDirection]" text="RotateDirection.NONE" constant="true" tiptext="防止对象在到达下一个关键帧之前在补间期间旋转。" version="" helpurl="fl.motion:RotateDirection:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="SimpleEase" id="[fl.motion.SimpleEase]" sort="true" index="true" asAncestors="Object" tiptext="SimpleEase 类允许使用 Flash 时间轴中使用的百分比缓动种类来控制动画。" helpurl="fl.motion:SimpleEase">
					<folder name="方法" id="Methods" tiptext="SimpleEase 类的方法" helpurl="fl.motion:SimpleEase">
						<string name="SimpleEase" object="[fl.motion.SimpleEase]" text="new SimpleEase(%[xml:XML=null]%)" constructor="true" tiptext="SimpleEase 实例的构造函数。" version="1.0" helpurl="fl.motion:SimpleEase:SimpleEase" playername=""/>
						<string name="easeNone" object="[fl.motion.SimpleEase]" text="SimpleEase.easeNone(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" static="true" tiptext="使用恒定速率的线性补间计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:SimpleEase:easeNone" playername=""/>
						<string name="easeQuadPercent" object="[fl.motion.SimpleEase]" text="SimpleEase.easeQuadPercent(%时间:Number,开始:Number,更改:Number,持续时间:Number,百分比:Number%):Number" static="true" tiptext="使用二次缓动的百分比计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:SimpleEase:easeQuadPercent" playername=""/>
						<string name="getValue" object="[fl.motion.SimpleEase]" text=".getValue(%时间:Number,开始:Number,更改:Number,持续时间:Number%):Number" tiptext="使用二次缓动的百分比计算动画数值属性的插补值。" version="1.0" helpurl="fl.motion:SimpleEase:getValue" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SimpleEase 类的属性" helpurl="fl.motion:SimpleEase">
						<string name="ease" object="[fl.motion.SimpleEase]" text=".ease" tiptext="介于 -1 (100% 缓入或加速)和 1 (100% 缓出或减速)之间的百分比。" version="" helpurl="fl.motion:SimpleEase:ease:get" playername=""/>
						<string name="target" object="[fl.motion.SimpleEase]" text=".target" tiptext="要作为目标的动画属性的名称。" version="" helpurl="fl.motion:SimpleEase:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="Source" id="[fl.motion.Source]" sort="true" index="true" asAncestors="Object" tiptext="Source 类存储有关生成 Motion 实例的上下文的信息。" helpurl="fl.motion:Source">
					<folder name="方法" id="Methods" tiptext="Source 类的方法" helpurl="fl.motion:Source">
						<string name="Source" object="[fl.motion.Source]" text="new Source(%[xml:XML=null]%)" constructor="true" tiptext="Source 实例的构造函数。" version="1.0" helpurl="fl.motion:Source:Source" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Source 类的属性" helpurl="fl.motion:Source">
						<string name="dimensions" object="[fl.motion.Source]" text=".dimensions" tiptext="指示生成 Motion 实例的对象的边框的位置和大小。" version="" helpurl="fl.motion:Source:dimensions" playername=""/>
						<string name="elementType" object="[fl.motion.Source]" text=".elementType" tiptext="指示生成 Motion 实例的对象的类型。" version="" helpurl="fl.motion:Source:elementType" playername=""/>
						<string name="frameRate" object="[fl.motion.Source]" text=".frameRate" tiptext="指示生成 Motion 实例的影片的每秒帧数。" version="" helpurl="fl.motion:Source:frameRate" playername=""/>
						<string name="instanceName" object="[fl.motion.Source]" text=".instanceName" tiptext="指示为生成 Motion 实例的影片剪辑指定的实例名称。" version="" helpurl="fl.motion:Source:instanceName" playername=""/>
						<string name="linkageID" object="[fl.motion.Source]" text=".linkageID" tiptext="指示生成 Motion 实例的元件的库链接标识符。" version="" helpurl="fl.motion:Source:linkageID" playername=""/>
						<string name="rotation" object="[fl.motion.Source]" text=".rotation" tiptext="指示原始对象的旋转值。" version="" helpurl="fl.motion:Source:rotation" playername=""/>
						<string name="scaleX" object="[fl.motion.Source]" text=".scaleX" tiptext="指示原始对象的 scaleX 值。" version="" helpurl="fl.motion:Source:scaleX" playername=""/>
						<string name="scaleY" object="[fl.motion.Source]" text=".scaleY" tiptext="指示原始对象的 scaleY 值。" version="" helpurl="fl.motion:Source:scaleY" playername=""/>
						<string name="skewX" object="[fl.motion.Source]" text=".skewX" tiptext="指示原始对象的 skewX 值。" version="" helpurl="fl.motion:Source:skewX" playername=""/>
						<string name="skewY" object="[fl.motion.Source]" text=".skewY" tiptext="指示原始对象的 skewY 值。" version="" helpurl="fl.motion:Source:skewY" playername=""/>
						<string name="symbolName" object="[fl.motion.Source]" text=".symbolName" tiptext="指示生成 Motion 实例的元件的名称。" version="" helpurl="fl.motion:Source:symbolName" playername=""/>
						<string name="transformationPoint" object="[fl.motion.Source]" text=".transformationPoint" tiptext="指定原始对象中开始应用变形的变形位置或&quot;轴&quot;点位置。" version="" helpurl="fl.motion:Source:transformationPoint" playername=""/>
						<string name="x" object="[fl.motion.Source]" text=".x" tiptext="指示原始对象的 x 值。" version="" helpurl="fl.motion:Source:x" playername=""/>
						<string name="y" object="[fl.motion.Source]" text=".y" tiptext="指示原始对象的 y 值。" version="" helpurl="fl.motion:Source:y" playername=""/>
					</folder>
				</folder>
				<folder name="Tweenables" id="[fl.motion.Tweenables]" sort="true" index="true" asAncestors="Object" tiptext="Tweenables 类为 MotionBase 和 KeyframeBase 类中使用的动画属性的名称提供常数值。" helpurl="fl.motion:Tweenables">
					<folder name="属性" id="Properties" tiptext="Tweenables 类的属性" helpurl="fl.motion:Tweenables">
						<string name="ROTATION_CONCAT" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION_CONCAT" constant="true" tiptext="rotationConcat 属性的常量。" version="" helpurl="fl.motion:Tweenables:ROTATION_CONCAT" playername=""/>
						<string name="ROTATION_X" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION_X" constant="true" tiptext="rotationX 属性的常量。" version="" helpurl="fl.motion:Tweenables:ROTATION_X" playername=""/>
						<string name="ROTATION_Y" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION_Y" constant="true" tiptext="rotationY 属性的常量。" version="" helpurl="fl.motion:Tweenables:ROTATION_Y" playername=""/>
						<string name="ROTATION" object="[fl.motion.Tweenables]" text="Tweenables.ROTATION" constant="true" tiptext="rotation 属性的常量。" version="" helpurl="fl.motion:Tweenables:ROTATION" playername=""/>
						<string name="SCALE_X" object="[fl.motion.Tweenables]" text="Tweenables.SCALE_X" constant="true" tiptext="scaleX 属性的常量。" version="" helpurl="fl.motion:Tweenables:SCALE_X" playername=""/>
						<string name="SCALE_Y" object="[fl.motion.Tweenables]" text="Tweenables.SCALE_Y" constant="true" tiptext="scaleY 属性的常量。" version="" helpurl="fl.motion:Tweenables:SCALE_Y" playername=""/>
						<string name="SKEW_X" object="[fl.motion.Tweenables]" text="Tweenables.SKEW_X" constant="true" tiptext="skewX 属性的常量。" version="" helpurl="fl.motion:Tweenables:SKEW_X" playername=""/>
						<string name="SKEW_Y" object="[fl.motion.Tweenables]" text="Tweenables.SKEW_Y" constant="true" tiptext="skewY 属性的常量。" version="" helpurl="fl.motion:Tweenables:SKEW_Y" playername=""/>
						<string name="X" object="[fl.motion.Tweenables]" text="Tweenables.X" constant="true" tiptext="x 属性的常量。" version="" helpurl="fl.motion:Tweenables:X" playername=""/>
						<string name="Y" object="[fl.motion.Tweenables]" text="Tweenables.Y" constant="true" tiptext="y 属性的常量。" version="" helpurl="fl.motion:Tweenables:Y" playername=""/>
						<string name="Z" object="[fl.motion.Tweenables]" text="Tweenables.Z" constant="true" tiptext="z 属性的常量。" version="" helpurl="fl.motion:Tweenables:Z" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.motion.easing" id="fl.motion.easing" sort="true" tiptext="fl.motion.easing 包的类" helpurl="fl.motion.easing">
				<folder name="Back" id="[fl.motion.easing.Back]" sort="true" index="true" asAncestors="Object" tiptext="Back 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Back">
					<folder name="方法" id="Methods" tiptext="Back 类的方法" helpurl="fl.motion.easing:Back">
						<string name="easeInOut" object="[fl.motion.easing.Back]" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 和 easeOut() 方法的运动，开始运动时是向后跟踪，再倒转方向并朝目标移动，稍微过冲目标，然后再次倒转方向，回来朝目标移动。" version="1.0" helpurl="fl.motion.easing:Back:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Back]" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeIn() 方法开始运动时是向后跟踪，然后再倒转方向并朝目标移动。" version="1.0" helpurl="fl.motion.easing:Back:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Back]" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeOut() 方法开始运动时是朝目标移动，稍微过冲，再倒转方向回来朝向目标。" version="1.0" helpurl="fl.motion.easing:Back:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Bounce" id="[fl.motion.easing.Bounce]" sort="true" index="true" asAncestors="Object" tiptext="Bounce 类定义三个缓动函数，以实现具有 ActionScript 动画的弹跳动作，该动作类似于球落到地板上，并由强到弱回弹几次的情况。" helpurl="fl.motion.easing:Bounce">
					<folder name="方法" id="Methods" tiptext="Bounce 类的方法" helpurl="fl.motion.easing:Bounce">
						<string name="easeInOut" object="[fl.motion.easing.Bounce]" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 和 easeOut() 方法的运动，缓慢地开始跳动，再加快运动速度，然后再减慢运动速度。" version="1.0" helpurl="fl.motion.easing:Bounce:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Bounce]" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法慢速开始跳动，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Bounce:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Bounce]" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法快速开始跳动，然后在其执行过程中不断减慢运动速度。" version="1.0" helpurl="fl.motion.easing:Bounce:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Circular" id="[fl.motion.easing.Circular]" sort="true" index="true" asAncestors="Object" tiptext="Circular 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Circular">
					<folder name="方法" id="Methods" tiptext="Circular 类的方法" helpurl="fl.motion.easing:Circular">
						<string name="easeInOut" object="[fl.motion.easing.Circular]" text="Circular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Circular:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Circular]" text="Circular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Circular:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Circular]" text="Circular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Circular:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Cubic" id="[fl.motion.easing.Cubic]" sort="true" index="true" asAncestors="Object" tiptext="Cubic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Cubic">
					<folder name="方法" id="Methods" tiptext="Cubic 类的方法" helpurl="fl.motion.easing:Cubic">
						<string name="easeInOut" object="[fl.motion.easing.Cubic]" text="Cubic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Cubic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Cubic]" text="Cubic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Cubic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Cubic]" text="Cubic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Cubic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Elastic" id="[fl.motion.easing.Elastic]" sort="true" index="true" asAncestors="Object" tiptext="Elastic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作，其中动作由指数衰减正弦波定义。" helpurl="fl.motion.easing:Elastic">
					<folder name="方法" id="Methods" tiptext="Elastic 类的方法" helpurl="fl.motion.easing:Elastic">
						<string name="easeInOut" object="[fl.motion.easing.Elastic]" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 和 easeOut() 方法的运动，缓慢地开始运动，再加快运动速度，然后再减慢运动速度。" version="1.0" helpurl="fl.motion.easing:Elastic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Elastic]" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeIn() 方法开始时运动速度较慢，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Elastic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Elastic]" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度。" version="1.0" helpurl="fl.motion.easing:Elastic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Exponential" id="[fl.motion.easing.Exponential]" sort="true" index="true" asAncestors="Object" tiptext="Exponential 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Exponential">
					<folder name="方法" id="Methods" tiptext="Exponential 类的方法" helpurl="fl.motion.easing:Exponential">
						<string name="easeInOut" object="[fl.motion.easing.Exponential]" text="Exponential.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Exponential:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Exponential]" text="Exponential.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始时运动速度较慢，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Exponential:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Exponential]" text="Exponential.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Exponential:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Linear" id="[fl.motion.easing.Linear]" sort="true" index="true" asAncestors="Object" tiptext="Linear 类定义缓动函数，以实现具有 ActionScript 动画的非加速动作。" helpurl="fl.motion.easing:Linear">
					<folder name="方法" id="Methods" tiptext="Linear 类的方法" helpurl="fl.motion.easing:Linear">
						<string name="easeInOut" object="[fl.motion.easing.Linear]" text="Linear.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.motion.easing:Linear:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Linear]" text="Linear.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.motion.easing:Linear:easeIn" playername=""/>
						<string name="easeNone" object="[fl.motion.easing.Linear]" text="Linear.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeNone() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.motion.easing:Linear:easeNone" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Linear]" text="Linear.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.motion.easing:Linear:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Quadratic" id="[fl.motion.easing.Quadratic]" sort="true" index="true" asAncestors="Object" tiptext="Quadratic 类定义三个缓动函数，以实现具有 ActionScript 动画的加速动作。" helpurl="fl.motion.easing:Quadratic">
					<folder name="方法" id="Methods" tiptext="Quadratic 类的方法" helpurl="fl.motion.easing:Quadratic">
						<string name="easeInOut" object="[fl.motion.easing.Quadratic]" text="Quadratic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Quadratic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Quadratic]" text="Quadratic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Quadratic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Quadratic]" text="Quadratic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Quadratic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Quartic" id="[fl.motion.easing.Quartic]" sort="true" index="true" asAncestors="Object" tiptext="Quartic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Quartic">
					<folder name="方法" id="Methods" tiptext="Quartic 类的方法" helpurl="fl.motion.easing:Quartic">
						<string name="easeInOut" object="[fl.motion.easing.Quartic]" text="Quartic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Quartic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Quartic]" text="Quartic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Quartic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Quartic]" text="Quartic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Quartic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Quintic" id="[fl.motion.easing.Quintic]" sort="true" index="true" asAncestors="Object" tiptext="Quintic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Quintic">
					<folder name="方法" id="Methods" tiptext="Quintic 类的方法" helpurl="fl.motion.easing:Quintic">
						<string name="easeInOut" object="[fl.motion.easing.Quintic]" text="Quintic.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Quintic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Quintic]" text="Quintic.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Quintic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Quintic]" text="Quintic.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Quintic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Sine" id="[fl.motion.easing.Sine]" sort="true" index="true" asAncestors="Object" tiptext="Sine 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.motion.easing:Sine">
					<folder name="方法" id="Methods" tiptext="Sine 类的方法" helpurl="fl.motion.easing:Sine">
						<string name="easeInOut" object="[fl.motion.easing.Sine]" text="Sine.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.motion.easing:Sine:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.motion.easing.Sine]" text="Sine.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.motion.easing:Sine:easeIn" playername=""/>
						<string name="easeOut" object="[fl.motion.easing.Sine]" text="Sine.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.motion.easing:Sine:easeOut" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.rsl" id="fl.rsl" sort="true" tiptext="fl.rsl 包的类" helpurl="fl.rsl">
				<folder name="RSLInfo" id="[fl.rsl.RSLInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="RSLInfo 类允许您指定 RSL（运行时共享库）文件的用途。" helpurl="fl.rsl:RSLInfo">
					<folder name="方法" id="Methods" tiptext="RSLInfo 类的方法" helpurl="fl.rsl:RSLInfo">
						<string name="RSLInfo" object="[fl.rsl.RSLInfo]" text="new RSLInfo(%%)" constructor="true" tiptext="构造函数。" version="2" helpurl="fl.rsl:RSLInfo:RSLInfo" playername=""/>
						<string name="addEntry" object="[fl.rsl.RSLInfo]" text=".addEntry(%url:String[,策略文件URL:String=null]%):void" tiptext="添加一系列 URL（RSL 文件和策略文件）。" version="2" helpurl="fl.rsl:RSLInfo:addEntry" playername=""/>
						<string name="load" object="[fl.rsl.RSLInfo]" text=".load(%%):void" tiptext="开始下载 RSL。" version="2" helpurl="fl.rsl:RSLInfo:load" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RSLInfo 类的属性" helpurl="fl.rsl:RSLInfo">
						<string name="bytesLoaded" object="[fl.rsl.RSLInfo]" text=".bytesLoaded" tiptext="指示对于要加载的所有文件，当前已加载的字节数。" version="" helpurl="fl.rsl:RSLInfo:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.rsl.RSLInfo]" text=".bytesTotal" tiptext="指示对于要加载的所有文件，当前已加载的总字节数。" version="" helpurl="fl.rsl:RSLInfo:bytesTotal:get" playername=""/>
						<string name="complete" object="[fl.rsl.RSLInfo]" text=".complete" tiptext="如果成功完成下载，则返回值 true；如果尚未完成下载或下载失败，则返回值 false。" version="" helpurl="fl.rsl:RSLInfo:complete:get" playername=""/>
						<string name="currentAttemptIndex" object="[fl.rsl.RSLInfo]" text=".currentAttemptIndex" tiptext="返回当前尝试下载的 URL 的索引。" version="" helpurl="fl.rsl:RSLInfo:currentAttemptIndex:get" playername=""/>
						<string name="failed" object="[fl.rsl.RSLInfo]" text=".failed" tiptext="如果下载失败，则返回值 true；如果尚未完成下载或下载失败，则返回 false。" version="" helpurl="fl.rsl:RSLInfo:failed:get" playername=""/>
						<string name="loader" object="[fl.rsl.RSLInfo]" text=".loader" tiptext="返回用于下载 RSL 的加载程序。" version="" helpurl="fl.rsl:RSLInfo:loader:get" playername=""/>
						<string name="policyFileURLs" object="[fl.rsl.RSLInfo]" text=".policyFileURLs" tiptext="返回已通过 addEntry() 添加的策略文件 URL 的数组。" version="" helpurl="fl.rsl:RSLInfo:policyFileURLs:get" playername=""/>
						<string name="rslURLs" object="[fl.rsl.RSLInfo]" text=".rslURLs" tiptext="返回通过 addEntry() 添加的 RSL URL 的数组。" version="" helpurl="fl.rsl:RSLInfo:rslURLs:get" playername=""/>
					</folder>
				</folder>
				<folder name="RSLPreloader" id="[fl.rsl.RSLPreloader]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="RSLPreloader 类在播放其他内容之前管理 RSL（运行时共享库）的预加载。" helpurl="fl.rsl:RSLPreloader">
					<folder name="方法" id="Methods" tiptext="RSLPreloader 类的方法" helpurl="fl.rsl:RSLPreloader">
						<string name="RSLPreloader" object="[fl.rsl.RSLPreloader]" text="new RSLPreloader(%[主时间轴:flash.display:MovieClip=null]%)" constructor="true" tiptext="构造函数。" version="2" helpurl="fl.rsl:RSLPreloader:RSLPreloader" playername=""/>
						<string name="addRSLInfo" object="[fl.rsl.RSLPreloader]" text=".addRSLInfo(%信息:fl.rsl:RSLInfo%):void" tiptext="将描述性 RSLInfo 记录添加到正在下载的 SWF 或 SWZ 文件。" version="2" helpurl="fl.rsl:RSLPreloader:addRSLInfo" playername=""/>
						<string name="getRSLInfoAt" object="[fl.rsl.RSLPreloader]" text=".getRSLInfoAt(%索引:int%):fl.rsl:RSLInfo" tiptext="获取通过 addRSLInfo() 在指定的索引处添加的 RSLInfo 记录。" version="2" helpurl="fl.rsl:RSLPreloader:getRSLInfoAt" playername=""/>
						<string name="loadContent" object="[fl.rsl.RSLPreloader]" text=".loadContent(%%):void" tiptext="向 start() 方法提供内容类名称时，将从包装 SWF 的第 2 帧调用 loadContent 方法。" version="2" helpurl="fl.rsl:RSLPreloader:loadContent" playername=""/>
						<string name="start" object="[fl.rsl.RSLPreloader]" text=".start(%[预加载器Anim类:Class=null,Content类名称:String=null]%):void" tiptext="开始下载 RSL 文件。" version="2" helpurl="fl.rsl:RSLPreloader:start" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RSLPreloader 类的属性" helpurl="fl.rsl:RSLPreloader">
						<string name="debugWaitTime" object="[fl.rsl.RSLPreloader]" text=".debugWaitTime" tiptext="将此值设置为下载第一个 RSL 文件之前等待的毫秒数。" version="" helpurl="fl.rsl:RSLPreloader:debugWaitTime:get" playername=""/>
						<string name="numRSLInfos" object="[fl.rsl.RSLPreloader]" text=".numRSLInfos" tiptext="通过 addRSLInfo() 添加的 RSLInfo 实例数。" version="" helpurl="fl.rsl:RSLPreloader:numRSLInfos:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="RSLPreloader 类的事件" helpurl="fl.rsl:RSLPreloader">
						<string name="rslLoadFailed" object="[fl.rsl.RSLPreloader]" text=".addEventListener(%类型:String=RSLErrorEvent.RSL_LOAD_FAILED{RSLErrorEvent.RSL_LOAD_FAILED,RSLEvent.RSL_PROGRESS,RSLEvent.RSL_LOAD_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当所有 RSL 已完成下载并且其中一个或多个 RSL 下载失败时由 RSLPreloader 调度。" version="" helpurl="fl.rsl:RSLPreloader__rslLoadFailed" playername=""/>
						<string name="rslProgress" object="[fl.rsl.RSLPreloader]" text=".addEventListener(%类型:String=RSLEvent.RSL_PROGRESS{RSLErrorEvent.RSL_LOAD_FAILED,RSLEvent.RSL_PROGRESS,RSLEvent.RSL_LOAD_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由 RSLPreloader 调度，指示 RSL 文件的下载进度。" version="" helpurl="fl.rsl:RSLPreloader__rslProgress" playername=""/>
						<string name="rslLoadComplete" object="[fl.rsl.RSLPreloader]" text=".addEventListener(%类型:String=RSLEvent.RSL_LOAD_COMPLETE{RSLErrorEvent.RSL_LOAD_FAILED,RSLEvent.RSL_PROGRESS,RSLEvent.RSL_LOAD_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当所有 RSL 已完成加载时由 RSLPreloader 调度。" version="" helpurl="fl.rsl:RSLPreloader__rslLoadComplete" playername=""/>
					</folder>
				</folder>
				<folder name="SWZInfo" id="[fl.rsl.SWZInfo]" sort="true" index="true" asAncestors="fl.rsl:RSLInfo,flash.events:EventDispatcher,Object" tiptext="SWZInfo 类指示如何下载 SWZ 文件，此文件是已签名的运行时共享库 (RSL)。" helpurl="fl.rsl:SWZInfo">
					<folder name="方法" id="Methods" tiptext="SWZInfo 类的方法" helpurl="fl.rsl:SWZInfo">
						<string name="SWZInfo" object="[fl.rsl.SWZInfo]" text="new SWZInfo(%摘要:String%)" constructor="true" tiptext="构造函数。" version="2" helpurl="fl.rsl:SWZInfo:SWZInfo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SWZInfo 类的属性" helpurl="fl.rsl:SWZInfo">
						<string name="digest" object="[fl.rsl.SWZInfo]" text=".digest" tiptext="返回在构造函数中设置的只读摘要。" version="" helpurl="fl.rsl:SWZInfo:digest:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.text" id="fl.text" sort="true" tiptext="fl.text 包的类" helpurl="fl.text">
				<folder name="TLFTextField" id="[fl.text.TLFTextField]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="使用 TLFTextField 类创建使用文本布局框架 (TLF) 高级文本显示功能的文本字段。" helpurl="fl.text:TLFTextField">
					<folder name="方法" id="Methods" tiptext="TLFTextField 类的方法" helpurl="fl.text:TLFTextField">
						<string name="TLFTextField" object="[fl.text.TLFTextField]" text="new TLFTextField(%%)" constructor="true" tiptext="TLFTextField 对象的构造函数。" version="1.5" helpurl="fl.text:TLFTextField:TLFTextField" playername=""/>
						<string name="appendText" object="[fl.text.TLFTextField]" text=".appendText(%新文本:String%):void" tiptext="将文本追加到 TextField 现有文本的末尾。" version="1.5" helpurl="fl.text:TLFTextField:appendText" playername=""/>
						<string name="getCharBoundaries" object="[fl.text.TLFTextField]" text=".getCharBoundaries(%字符索引:int%):flash.geom:Rectangle" tiptext="返回一个矩形，该矩形是字符的边框。" version="1.5" helpurl="fl.text:TLFTextField:getCharBoundaries" playername=""/>
						<string name="getCharIndexAtPoint" object="[fl.text.TLFTextField]" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="返回从零开始的字符索引值。" version="1.5" helpurl="fl.text:TLFTextField:getCharIndexAtPoint" playername=""/>
						<string name="getFirstCharInParagraph" object="[fl.text.TLFTextField]" text=".getFirstCharInParagraph(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="1.5" helpurl="fl.text:TLFTextField:getFirstCharInParagraph" playername=""/>
						<string name="getImageReference" object="[fl.text.TLFTextField]" text=".getImageReference(%id:String%):flash.display:DisplayObject" tiptext="返回给定 id 或已使用 &amp;lt;img&amp;gt; 标签添加到 HTML 格式文本字段中的图像或 SWF 文件的 DisplayObject 引用。" version="1.5" helpurl="fl.text:TLFTextField:getImageReference" playername=""/>
						<string name="getLineIndexAtPoint" object="[fl.text.TLFTextField]" text=".getLineIndexAtPoint(%x:Number,y:Number%):int" tiptext="指定点处行的索引值(从零开始)。" version="1.5" helpurl="fl.text:TLFTextField:getLineIndexAtPoint" playername=""/>
						<string name="getLineIndexOfChar" object="[fl.text.TLFTextField]" text=".getLineIndexOfChar(%字符索引:int%):int" tiptext="charIndex 参数指定的字符所在的行的索引值（从零开始）。" version="1.5" helpurl="fl.text:TLFTextField:getLineIndexOfChar" playername=""/>
						<string name="getLineLength" object="[fl.text.TLFTextField]" text=".getLineLength(%行索引:int%):int" tiptext="返回特定文本行中的字符数。" version="1.5" helpurl="fl.text:TLFTextField:getLineLength" playername=""/>
						<string name="getLineMetrics" object="[fl.text.TLFTextField]" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="返回给定文本行的度量信息。" version="1.5" helpurl="fl.text:TLFTextField:getLineMetrics" playername=""/>
						<string name="getLineOffset" object="[fl.text.TLFTextField]" text=".getLineOffset(%行索引:int%):int" tiptext="行中第一个字符的索引值(从零开始)。" version="1.5" helpurl="fl.text:TLFTextField:getLineOffset" playername=""/>
						<string name="getLineText" object="[fl.text.TLFTextField]" text=".getLineText(%行索引:int%):String" tiptext="指定行中包含的文本字符串。" version="1.5" helpurl="fl.text:TLFTextField:getLineText" playername=""/>
						<string name="getParagraphLength" object="[fl.text.TLFTextField]" text=".getParagraphLength(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="1.5" helpurl="fl.text:TLFTextField:getParagraphLength" playername=""/>
						<string name="getTextFormat" object="[fl.text.TLFTextField]" text=".getTextFormat(%[起始索引:int=-1,结束索引:int=-1]%):flash.text:TextFormat" tiptext="返回一个 TextFormat 对象。" version="1.5" helpurl="fl.text:TLFTextField:getTextFormat" playername=""/>
						<string name="isFontCompatible" object="[fl.text.TLFTextField]" text=".isFontCompatible(%字体名称:String,字体样式:String%):Boolean" tiptext="如果具有指定的 fontName 和 fontStyle（其中的 Font.fontType 为 flash.text.FontType.EMBEDDED_CFF）的嵌入字体可用，则将返回 true。" version="1.5" helpurl="fl.text:TLFTextField:isFontCompatible" playername=""/>
						<string name="replaceSelectedText" object="[fl.text.TLFTextField]" text=".replaceSelectedText(%值:String%):void" tiptext="使用值参数的内容替换当前所选内容。" version="1.5" helpurl="fl.text:TLFTextField:replaceSelectedText" playername=""/>
						<string name="replaceText" object="[fl.text.TLFTextField]" text=".replaceText(%起始索引:int,结束索引:int,新文本:String%):void" tiptext="替换某范围内的字符。" version="1.5" helpurl="fl.text:TLFTextField:replaceText" playername=""/>
						<string name="setSelection" object="[fl.text.TLFTextField]" text=".setSelection(%起始索引:int,结束索引:int%):void" tiptext="设置新的文本选择。" version="1.5" helpurl="fl.text:TLFTextField:setSelection" playername=""/>
						<string name="setTextFormat" object="[fl.text.TLFTextField]" text=".setTextFormat(%格式:flash.text:TextFormat[,起始索引:int=-1,结束索引:int=-1]%):void" tiptext="应用文本格式设置。" version="1.5" helpurl="fl.text:TLFTextField:setTextFormat" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TLFTextField 类的属性" helpurl="fl.text:TLFTextField">
						<string name="alwaysShowSelection" object="[fl.text.TLFTextField]" text=".alwaysShowSelection" tiptext="如果设置为 true 且文本字段没有焦点，Flash Player 将以淡蓝色突出显示文本字段中的所选内容。" version="" helpurl="fl.text:TLFTextField:alwaysShowSelection:get" playername=""/>
						<string name="antiAliasType" object="[fl.text.TLFTextField]" text=".antiAliasType" tiptext="用于此文本字段的消除锯齿类型。" version="" helpurl="fl.text:TLFTextField:antiAliasType:get" playername=""/>
						<string name="autoSize" object="[fl.text.TLFTextField]" text=".autoSize" tiptext="控制文本字段的自动大小调整和对齐。" version="" helpurl="fl.text:TLFTextField:autoSize:get" playername=""/>
						<string name="backgroundAlpha" object="[fl.text.TLFTextField]" text=".backgroundAlpha" tiptext="指定文本字段背景的 Alpha 值。" version="" helpurl="fl.text:TLFTextField:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[fl.text.TLFTextField]" text=".backgroundColor" tiptext="指定文本字段背景的颜色。" version="" helpurl="fl.text:TLFTextField:backgroundColor:get" playername=""/>
						<string name="background" object="[fl.text.TLFTextField]" text=".background" tiptext="指定文本字段是否具有背景填充。" version="" helpurl="fl.text:TLFTextField:background:get" playername=""/>
						<string name="blockProgression" object="[fl.text.TLFTextField]" text=".blockProgression" tiptext="指定线位置的垂直或水平行进。" version="" helpurl="fl.text:TLFTextField:blockProgression:get" playername=""/>
						<string name="borderAlpha" object="[fl.text.TLFTextField]" text=".borderAlpha" tiptext="指定边框的 Alpha 值。" version="" helpurl="fl.text:TLFTextField:borderAlpha:get" playername=""/>
						<string name="borderColor" object="[fl.text.TLFTextField]" text=".borderColor" tiptext="指定文本字段边框的颜色。" version="" helpurl="fl.text:TLFTextField:borderColor:get" playername=""/>
						<string name="borderWidth" object="[fl.text.TLFTextField]" text=".borderWidth" tiptext="指定边框的宽度。" version="" helpurl="fl.text:TLFTextField:borderWidth:get" playername=""/>
						<string name="border" object="[fl.text.TLFTextField]" text=".border" tiptext="指定文本字段是否具有边框。" version="" helpurl="fl.text:TLFTextField:border:get" playername=""/>
						<string name="bottomScrollV" object="[fl.text.TLFTextField]" text=".bottomScrollV" tiptext="一个整数(从 1 开始的索引)，指示指定文本字段中当前可以看到的最后一行。" version="" helpurl="fl.text:TLFTextField:bottomScrollV:get" playername=""/>
						<string name="caretIndex" object="[fl.text.TLFTextField]" text=".caretIndex" tiptext="插入点(尖号)位置的索引。" version="" helpurl="fl.text:TLFTextField:caretIndex:get" playername=""/>
						<string name="columnCount" object="[fl.text.TLFTextField]" text=".columnCount" tiptext="文本列数（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:columnCount:get" playername=""/>
						<string name="columnGap" object="[fl.text.TLFTextField]" text=".columnGap" tiptext="指定要在列之间留出的装订线空间量（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:columnGap:get" playername=""/>
						<string name="columnWidth" object="[fl.text.TLFTextField]" text=".columnWidth" tiptext="列宽（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:columnWidth:get" playername=""/>
						<string name="condenseWhite" object="[fl.text.TLFTextField]" text=".condenseWhite" tiptext="一个布尔值，指定是否删除具有 HTML 文本或 TLF 标记的文本字段中的额外空白（空格、换行符等等）。" version="" helpurl="fl.text:TLFTextField:condenseWhite:get" playername=""/>
						<string name="defaultTextFormat" object="[fl.text.TLFTextField]" text=".defaultTextFormat" tiptext="指定应用于新插入文本（例如，用户输入的文本或使用 replaceSelectedText() 方法插入的文本）的格式。" version="" helpurl="fl.text:TLFTextField:defaultTextFormat:get" playername=""/>
						<string name="direction" object="[fl.text.TLFTextField]" text=".direction" tiptext="指定文本在文本块中的默认双向嵌入级别。" version="" helpurl="fl.text:TLFTextField:direction:get" playername=""/>
						<string name="displayAsPassword" object="[fl.text.TLFTextField]" text=".displayAsPassword" tiptext="指定文本字段是否是密码文本字段。" version="" helpurl="fl.text:TLFTextField:displayAsPassword:get" playername=""/>
						<string name="embedFonts" object="[fl.text.TLFTextField]" text=".embedFonts" tiptext="指定是否使用嵌入字体轮廓进行呈现。" version="" helpurl="fl.text:TLFTextField:embedFonts:get" playername=""/>
						<string name="firstBaselineOffset" object="[fl.text.TLFTextField]" text=".firstBaselineOffset" tiptext="指定容器中第一行的基线位置。" version="" helpurl="fl.text:TLFTextField:firstBaselineOffset:get" playername=""/>
						<string name="gridFitType" object="[fl.text.TLFTextField]" text=".gridFitType" tiptext="用于此文本字段的网格固定类型。" version="" helpurl="fl.text:TLFTextField:gridFitType:get" playername=""/>
						<string name="htmlText" object="[fl.text.TLFTextField]" text=".htmlText" tiptext="包含文本字段内容的 HTML 表示形式。" version="" helpurl="fl.text:TLFTextField:htmlText:get" playername=""/>
						<string name="length" object="[fl.text.TLFTextField]" text=".length" tiptext="文本字段中的字符数。" version="" helpurl="fl.text:TLFTextField:length:get" playername=""/>
						<string name="maxChars" object="[fl.text.TLFTextField]" text=".maxChars" tiptext="文本字段可以包含的最多字符数(即用户输入的字符数)。" version="" helpurl="fl.text:TLFTextField:maxChars:get" playername=""/>
						<string name="maxScrollH" object="[fl.text.TLFTextField]" text=".maxScrollH" tiptext="scrollH 的最大值。" version="" helpurl="fl.text:TLFTextField:maxScrollH:get" playername=""/>
						<string name="maxScrollV" object="[fl.text.TLFTextField]" text=".maxScrollV" tiptext="scrollV 的最大值。" version="" helpurl="fl.text:TLFTextField:maxScrollV:get" playername=""/>
						<string name="mouseWheelEnabled" object="[fl.text.TLFTextField]" text=".mouseWheelEnabled" tiptext="一个布尔值，指示当用户单击文本字段并滚动鼠标滚轮时，Flash Player 是否自动滚动多行文本字段。" version="" helpurl="fl.text:TLFTextField:mouseWheelEnabled:get" playername=""/>
						<string name="multiline" object="[fl.text.TLFTextField]" text=".multiline" tiptext="指示文本字段是否为多行文本字段。" version="" helpurl="fl.text:TLFTextField:multiline:get" playername=""/>
						<string name="numLines" object="[fl.text.TLFTextField]" text=".numLines" tiptext="定义多行文本字段中的文本行数。" version="" helpurl="fl.text:TLFTextField:numLines:get" playername=""/>
						<string name="paddingBottom" object="[fl.text.TLFTextField]" text=".paddingBottom" tiptext="底部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[fl.text.TLFTextField]" text=".paddingLeft" tiptext="左边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[fl.text.TLFTextField]" text=".paddingRight" tiptext="右边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[fl.text.TLFTextField]" text=".paddingTop" tiptext="顶部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:paddingTop:get" playername=""/>
						<string name="restrict" object="[fl.text.TLFTextField]" text=".restrict" tiptext="指示用户可输入到文本字段中的字符集。" version="" helpurl="fl.text:TLFTextField:restrict:get" playername=""/>
						<string name="scrollH" object="[fl.text.TLFTextField]" text=".scrollH" tiptext="当前水平滚动位置。" version="" helpurl="fl.text:TLFTextField:scrollH:get" playername=""/>
						<string name="scrollV" object="[fl.text.TLFTextField]" text=".scrollV" tiptext="文本在文本字段中的垂直位置。" version="" helpurl="fl.text:TLFTextField:scrollV:get" playername=""/>
						<string name="selectable" object="[fl.text.TLFTextField]" text=".selectable" tiptext="一个布尔值，指示文本字段是否可选。" version="" helpurl="fl.text:TLFTextField:selectable:get" playername=""/>
						<string name="selectionBeginIndex" object="[fl.text.TLFTextField]" text=".selectionBeginIndex" tiptext="当前所选内容中第一个字符从零开始的字符索引值。" version="" helpurl="fl.text:TLFTextField:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[fl.text.TLFTextField]" text=".selectionEndIndex" tiptext="当前所选内容中最后一个字符从零开始的字符索引值。" version="" helpurl="fl.text:TLFTextField:selectionEndIndex:get" playername=""/>
						<string name="sharpness" object="[fl.text.TLFTextField]" text=".sharpness" tiptext="清晰度不适用于 TLF 文本字段。" version="" helpurl="fl.text:TLFTextField:sharpness:get" playername=""/>
						<string name="styleSheet" object="[fl.text.TLFTextField]" text=".styleSheet" tiptext="TLF 文本字段不支持样式表。" version="" helpurl="fl.text:TLFTextField:styleSheet:get" playername=""/>
						<string name="textColor" object="[fl.text.TLFTextField]" text=".textColor" tiptext="文本字段中文本的颜色(采用十六进制格式)。" version="" helpurl="fl.text:TLFTextField:textColor:get" playername=""/>
						<string name="textFlow" object="[fl.text.TLFTextField]" text=".textFlow" tiptext="使用此属性将 flashx 包中 TLF 类中的格式设置分配给 TLFTextField 实例。" version="" helpurl="fl.text:TLFTextField:textFlow:get" playername=""/>
						<string name="textHeight" object="[fl.text.TLFTextField]" text=".textHeight" tiptext="文本的高度，以像素为单位。" version="" helpurl="fl.text:TLFTextField:textHeight:get" playername=""/>
						<string name="textWidth" object="[fl.text.TLFTextField]" text=".textWidth" tiptext="文本的宽度，以像素为单位。" version="" helpurl="fl.text:TLFTextField:textWidth:get" playername=""/>
						<string name="text" object="[fl.text.TLFTextField]" text=".text" tiptext="作为文本字段中当前文本的字符串。" version="" helpurl="fl.text:TLFTextField:text:get" playername=""/>
						<string name="thickness" object="[fl.text.TLFTextField]" text=".thickness" tiptext="thickness 属性不适用于 TLF 文本字段。" version="" helpurl="fl.text:TLFTextField:thickness:get" playername=""/>
						<string name="tlfMarkup" object="[fl.text.TLFTextField]" text=".tlfMarkup" tiptext="设置或获取 TLF 文本字段中文本的 TLF 标记。" version="" helpurl="fl.text:TLFTextField:tlfMarkup:get" playername=""/>
						<string name="type" object="[fl.text.TLFTextField]" text=".type" tiptext="文本字段的类型。" version="" helpurl="fl.text:TLFTextField:type:get" playername=""/>
						<string name="useRichTextClipboard" object="[fl.text.TLFTextField]" text=".useRichTextClipboard" tiptext="指定是否将文本格式随文本一起复制到剪贴板。" version="" helpurl="fl.text:TLFTextField:useRichTextClipboard:get" playername=""/>
						<string name="verticalAlign" object="[fl.text.TLFTextField]" text=".verticalAlign" tiptext="垂直对齐或两端对齐（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="fl.text:TLFTextField:verticalAlign:get" playername=""/>
						<string name="wordWrap" object="[fl.text.TLFTextField]" text=".wordWrap" tiptext="一个布尔值，指示文本字段是否自动换行。" version="" helpurl="fl.text:TLFTextField:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TLFTextField 类的事件" helpurl="fl.text:TLFTextField">
						<string name="textInput" object="[fl.text.TLFTextField]" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户输入一个或多个文本字符时，Flash Player 将调度 textInput 事件。" version="" helpurl="fl.text:TLFTextField_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="scroll" object="[fl.text.TLFTextField]" text=".addEventListener(%类型:String=Event.SCROLL{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户滚动后由 TextField 对象调度。" version="" helpurl="fl.text:TLFTextField_flash.events.Event.SCROLL_scroll" playername=""/>
						<string name="link" object="[fl.text.TLFTextField]" text=".addEventListener(%类型:String=TextEvent.LINK{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户单击启用 HTML 的文本字段中的超链接(其中的 URL 以&quot;event:&quot;开头)时调度。" version="" helpurl="fl.text:TLFTextField_flash.events.TextEvent.LINK_link" playername=""/>
						<string name="change" object="[fl.text.TLFTextField]" text=".addEventListener(%类型:String=Event.CHANGE{TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在修改控件值之后调度，不同于 textInput 事件（在修改控件值之前调度）。" version="" helpurl="fl.text:TLFTextField_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.transitions" id="fl.transitions" sort="true" tiptext="fl.transitions 包的类" helpurl="fl.transitions">
				<folder name="Iris" id="[fl.transitions.Iris]" sort="true" index="true" asAncestors="fl.transitions:Transition,flash.events:EventDispatcher,Object" tiptext="Iris 类使用可以缩放的方形或圆形动画遮罩来显示影片剪辑对象。" helpurl="fl.transitions:Iris">
					<folder name="属性" id="Properties" tiptext="Iris 类的属性" helpurl="fl.transitions:Iris">
						<string name="CIRCLE" object="[fl.transitions.Iris]" text="Iris.CIRCLE" constant="true" tiptext="用于为过渡效果指定圆形遮罩。" version="" helpurl="fl.transitions:Iris:CIRCLE" playername=""/>
						<string name="SQUARE" object="[fl.transitions.Iris]" text="Iris.SQUARE" constant="true" tiptext="用于为过渡效果指定方形遮罩。" version="" helpurl="fl.transitions:Iris:SQUARE" playername=""/>
					</folder>
				</folder>
				<folder name="Transition" id="[fl.transitions.Transition]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Transition 类是所有过渡类的基类。" helpurl="fl.transitions:Transition">
					<folder name="属性" id="Properties" tiptext="Transition 类的属性" helpurl="fl.transitions:Transition">
						<string name="IN" object="[fl.transitions.Transition]" text="Transition.IN" constant="true" tiptext="确定缓动类型的 direction 属性的常量。" version="" helpurl="fl.transitions:Transition:IN" playername=""/>
						<string name="OUT" object="[fl.transitions.Transition]" text="Transition.OUT" constant="true" tiptext="确定缓动类型的 direction 属性的常量。" version="" helpurl="fl.transitions:Transition:OUT" playername=""/>
						<string name="direction" object="[fl.transitions.Transition]" text=".direction" tiptext="确定补间实例的缓动方向。" version="" helpurl="fl.transitions:Transition:direction:get" playername=""/>
						<string name="duration" object="[fl.transitions.Transition]" text=".duration" tiptext="确定补间实例的时间长度。" version="" helpurl="fl.transitions:Transition:duration:get" playername=""/>
						<string name="easing" object="[fl.transitions.Transition]" text=".easing" tiptext="设置动画的补间效果。" version="" helpurl="fl.transitions:Transition:easing:get" playername=""/>
					</folder>
				</folder>
				<folder name="TransitionManager" id="[fl.transitions.TransitionManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="TransitionManager 类定义动画效果。" helpurl="fl.transitions:TransitionManager">
					<folder name="方法" id="Methods" tiptext="TransitionManager 类的方法" helpurl="fl.transitions:TransitionManager">
						<string name="TransitionManager" object="[fl.transitions.TransitionManager]" text="new TransitionManager(%内容:flash.display:MovieClip%)" constructor="true" tiptext="用于创建新 TransitionManager 实例的构造函数。" version="1.0" helpurl="fl.transitions:TransitionManager:TransitionManager" playername=""/>
						<string name="startTransition" object="[fl.transitions.TransitionManager]" text=".startTransition(%过渡参数:Object%):fl.transitions:Transition" tiptext="创建过渡实例，然后启动该实例。" version="1.0" helpurl="fl.transitions:TransitionManager:startTransition" playername=""/>
						<string name="start" object="[fl.transitions.TransitionManager]" text="TransitionManager.start(%内容:flash.display:MovieClip,过渡参数:Object%):fl.transitions:Transition" static="true" tiptext="创建新的 TransitionManager 实例，指定目标对象，应用过渡并启动该过渡。" version="1.0" helpurl="fl.transitions:TransitionManager:start" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TransitionManager 类的属性" helpurl="fl.transitions:TransitionManager">
						<string name="contentAppearance" object="[fl.transitions.TransitionManager]" text=".contentAppearance" tiptext="包含将应用过渡的内容(目标影片剪辑)的已保存可视属性的对象。" version="" helpurl="fl.transitions:TransitionManager:contentAppearance:get" playername=""/>
						<string name="content" object="[fl.transitions.TransitionManager]" text=".content" tiptext="TransitionManager 要对其应用过渡的影片剪辑实例。" version="" helpurl="fl.transitions:TransitionManager:content:get" playername=""/>
					</folder>
				</folder>
				<folder name="Tween" id="[fl.transitions.Tween]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Tween 类允许您通过使用 ActionScript 指定目标影片剪辑的属性来移动、缩放影片剪辑和为其创建淡入淡出效果，从而制作持续许多帧或许多秒的动画。" helpurl="fl.transitions:Tween">
					<folder name="方法" id="Methods" tiptext="Tween 类的方法" helpurl="fl.transitions:Tween">
						<string name="Tween" object="[fl.transitions.Tween]" text="new Tween(%对象:Object,比例:String,函数:Function,开始:Number,完成:Number,持续时间:Number[,使用秒:Boolean=false]%)" constructor="true" tiptext="创建 Tween 类的实例。" version="1.0" helpurl="fl.transitions:Tween:Tween" playername=""/>
						<string name="continueTo" object="[fl.transitions.Tween]" text=".continueTo(%完成:Number,持续时间:Number%):void" tiptext="指示补间动画从当前动画点继续补间到一个新的结束和持续时间点。" version="1.0" helpurl="fl.transitions:Tween:continueTo" playername=""/>
						<string name="fforward" object="[fl.transitions.Tween]" text=".fforward(%%):void" tiptext="将补间动画直接快进到补间动画的最终值。" version="1.0" helpurl="fl.transitions:Tween:fforward" playername=""/>
						<string name="nextFrame" object="[fl.transitions.Tween]" text=".nextFrame(%%):void" tiptext="将补间动画快进到已停止的动画的下一帧。" version="1.0" helpurl="fl.transitions:Tween:nextFrame" playername=""/>
						<string name="prevFrame" object="[fl.transitions.Tween]" text=".prevFrame(%%):void" tiptext="从已停止动画的当前停止点播放补间动画的前一帧。" version="1.0" helpurl="fl.transitions:Tween:prevFrame" playername=""/>
						<string name="resume" object="[fl.transitions.Tween]" text=".resume(%%):void" tiptext="继续播放已停止的补间动画。" version="1.0" helpurl="fl.transitions:Tween:resume" playername=""/>
						<string name="rewind" object="[fl.transitions.Tween]" text=".rewind(%[t:Number=0]%):void" tiptext="使补间动画的播放后退到其开始值。" version="1.0" helpurl="fl.transitions:Tween:rewind" playername=""/>
						<string name="start" object="[fl.transitions.Tween]" text=".start(%%):void" tiptext="从开始点开始播放补间动画。" version="1.0" helpurl="fl.transitions:Tween:start" playername=""/>
						<string name="stop" object="[fl.transitions.Tween]" text=".stop(%%):void" tiptext="在当前值停止播放补间动画。" version="1.0" helpurl="fl.transitions:Tween:stop" playername=""/>
						<string name="yoyo" object="[fl.transitions.Tween]" text=".yoyo(%%):void" tiptext="指示补间动画按与其补间属性最后一次增加的方向相反的方向播放。" version="1.0" helpurl="fl.transitions:Tween:yoyo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Tween 类的属性" helpurl="fl.transitions:Tween">
						<string name="begin" object="[fl.transitions.Tween]" text=".begin" tiptext="补间开始前目标对象的指定属性的初始值。" version="" helpurl="fl.transitions:Tween:begin" playername=""/>
						<string name="func" object="[fl.transitions.Tween]" text=".func" tiptext="用于补间的缓动函数。" version="" helpurl="fl.transitions:Tween:func" playername=""/>
						<string name="isPlaying" object="[fl.transitions.Tween]" text=".isPlaying" tiptext="指示当前是否正在播放补间动画。" version="" helpurl="fl.transitions:Tween:isPlaying" playername=""/>
						<string name="looping" object="[fl.transitions.Tween]" text=".looping" tiptext="指示补间是否将循环。" version="" helpurl="fl.transitions:Tween:looping" playername=""/>
						<string name="obj" object="[fl.transitions.Tween]" text=".obj" tiptext="正在进行补间的目标对象。" version="" helpurl="fl.transitions:Tween:obj" playername=""/>
						<string name="prop" object="[fl.transitions.Tween]" text=".prop" tiptext="受目标对象的补间影响的属性的名称。" version="" helpurl="fl.transitions:Tween:prop" playername=""/>
						<string name="useSeconds" object="[fl.transitions.Tween]" text=".useSeconds" tiptext="指示补间是否播放一段时间或帧数。" version="" helpurl="fl.transitions:Tween:useSeconds" playername=""/>
						<string name="FPS" object="[fl.transitions.Tween]" text=".FPS" tiptext="计算到补间动画中的每秒帧数。" version="" helpurl="fl.transitions:Tween:FPS:get" playername=""/>
						<string name="duration" object="[fl.transitions.Tween]" text=".duration" tiptext="补间动画的持续时间，以帧或秒为单位。" version="" helpurl="fl.transitions:Tween:duration:get" playername=""/>
						<string name="finish" object="[fl.transitions.Tween]" text=".finish" tiptext="一个数字，指示要补间的目标对象属性的结束值。" version="" helpurl="fl.transitions:Tween:finish:get" playername=""/>
						<string name="position" object="[fl.transitions.Tween]" text=".position" tiptext="要补间的目标对象属性的当前值。" version="" helpurl="fl.transitions:Tween:position:get" playername=""/>
						<string name="time" object="[fl.transitions.Tween]" text=".time" tiptext="动画持续时间内的当前时间。" version="" helpurl="fl.transitions:Tween:time:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Tween 类的事件" helpurl="fl.transitions:Tween">
						<string name="motionStop" object="[fl.transitions.Tween]" text=".addEventListener(%类型:String=TweenEvent.MOTION_STOP{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示已通过对 Tween.stop() 的显式调用停止 Tween。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_STOP_motionStop" playername=""/>
						<string name="motionStart" object="[fl.transitions.Tween]" text=".addEventListener(%类型:String=TweenEvent.MOTION_START{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示动作已开始播放。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_START_motionStart" playername=""/>
						<string name="motionResume" object="[fl.transitions.Tween]" text=".addEventListener(%类型:String=TweenEvent.MOTION_RESUME{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示 Tween 已在暂停之后继续播放。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_RESUME_motionResume" playername=""/>
						<string name="motionLoop" object="[fl.transitions.Tween]" text=".addEventListener(%类型:String=TweenEvent.MOTION_LOOP{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示 Tween 已在循环模式下从头开始重新播放。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_LOOP_motionLoop" playername=""/>
						<string name="motionFinish" object="[fl.transitions.Tween]" text=".addEventListener(%类型:String=TweenEvent.MOTION_FINISH{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示 Tween 已到达末尾并已完成。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_FINISH_motionFinish" playername=""/>
						<string name="motionChange" object="[fl.transitions.Tween]" text=".addEventListener(%类型:String=TweenEvent.MOTION_CHANGE{TweenEvent.MOTION_STOP,TweenEvent.MOTION_START,TweenEvent.MOTION_RESUME,TweenEvent.MOTION_LOOP,TweenEvent.MOTION_FINISH,TweenEvent.MOTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示 Tween 已发生更改并且屏幕已更新。" version="" helpurl="fl.transitions:Tween_fl.transitions.TweenEvent.MOTION_CHANGE_motionChange" playername=""/>
					</folder>
				</folder>
				<folder name="TweenEvent" id="[fl.transitions.TweenEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TweenEvent 类表示 fl.transitions.Tween 类广播的事件。" helpurl="fl.transitions:TweenEvent">
					<folder name="方法" id="Methods" tiptext="TweenEvent 类的方法" helpurl="fl.transitions:TweenEvent">
						<string name="TweenEvent" object="[fl.transitions.TweenEvent]" text="new TweenEvent(%类型:String,时间:Number,位置:Number[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="TweenEvent 对象的构造函数。" version="1.0" helpurl="fl.transitions:TweenEvent:TweenEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TweenEvent 类的属性" helpurl="fl.transitions:TweenEvent">
						<string name="MOTION_CHANGE" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_CHANGE" constant="true" tiptext="指示 Tween 已发生更改并且屏幕已更新。" version="" helpurl="fl.transitions:TweenEvent:MOTION_CHANGE" playername=""/>
						<string name="MOTION_FINISH" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_FINISH" constant="true" tiptext="指示 Tween 已到达末尾并已完成。" version="" helpurl="fl.transitions:TweenEvent:MOTION_FINISH" playername=""/>
						<string name="MOTION_LOOP" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_LOOP" constant="true" tiptext="指示 Tween 已在循环模式下从头开始重新播放。" version="" helpurl="fl.transitions:TweenEvent:MOTION_LOOP" playername=""/>
						<string name="MOTION_RESUME" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_RESUME" constant="true" tiptext="指示 Tween 已在暂停之后继续播放。" version="" helpurl="fl.transitions:TweenEvent:MOTION_RESUME" playername=""/>
						<string name="MOTION_START" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_START" constant="true" tiptext="指示动作已开始播放。" version="" helpurl="fl.transitions:TweenEvent:MOTION_START" playername=""/>
						<string name="MOTION_STOP" object="[fl.transitions.TweenEvent]" text="TweenEvent.MOTION_STOP" constant="true" tiptext="指示已通过对 Tween.stop() 的显式调用停止 Tween。" version="" helpurl="fl.transitions:TweenEvent:MOTION_STOP" playername=""/>
						<string name="position" object="[fl.transitions.TweenEvent]" text=".position" tiptext="当事件发生时，Tween 控制的属性的值。" version="" helpurl="fl.transitions:TweenEvent:position" playername=""/>
						<string name="time" object="[fl.transitions.TweenEvent]" text=".time" tiptext="事件发生时 Tween 的时间。" version="" helpurl="fl.transitions:TweenEvent:time" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.transitions.easing" id="fl.transitions.easing" sort="true" tiptext="fl.transitions.easing 包的类" helpurl="fl.transitions.easing">
				<folder name="Back" id="[fl.transitions.easing.Back]" sort="true" index="true" asAncestors="Object" tiptext="Back 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.transitions.easing:Back">
					<folder name="方法" id="Methods" tiptext="Back 类的方法" helpurl="fl.transitions.easing:Back">
						<string name="easeInOut" object="[fl.transitions.easing.Back]" text="Back.easeInOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 和 easeOut() 方法的运动，开始运动时是向后跟踪，再倒转方向并朝目标移动，稍微过冲目标，然后再次倒转方向，回来朝目标移动。" version="1.0" helpurl="fl.transitions.easing:Back:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Back]" text="Back.easeIn(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeIn() 方法开始运动时是向后跟踪，然后再倒转方向并朝目标移动。" version="1.0" helpurl="fl.transitions.easing:Back:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Back]" text="Back.easeOut(%t:Number,b:Number,c:Number,d:Number[,s:Number=0]%):Number" static="true" tiptext="easeOut() 方法开始运动时是朝目标移动，稍微过冲，再倒转方向回来朝向目标。" version="1.0" helpurl="fl.transitions.easing:Back:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Bounce" id="[fl.transitions.easing.Bounce]" sort="true" index="true" asAncestors="Object" tiptext="Bounce 类定义三个缓动函数，以实现具有 ActionScript 动画的弹跳动作，该动作类似于球落到地板上，并由强到弱回弹几次的情况。" helpurl="fl.transitions.easing:Bounce">
					<folder name="方法" id="Methods" tiptext="Bounce 类的方法" helpurl="fl.transitions.easing:Bounce">
						<string name="easeInOut" object="[fl.transitions.easing.Bounce]" text="Bounce.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 和 easeOut() 方法的运动，缓慢地开始跳动，再加快运动速度，然后再减慢运动速度。" version="1.0" helpurl="fl.transitions.easing:Bounce:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Bounce]" text="Bounce.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法慢速开始跳动，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.transitions.easing:Bounce:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Bounce]" text="Bounce.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法快速开始跳动，然后在其执行过程中不断减慢运动速度。" version="1.0" helpurl="fl.transitions.easing:Bounce:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Elastic" id="[fl.transitions.easing.Elastic]" sort="true" index="true" asAncestors="Object" tiptext="Elastic 类定义三个缓动函数，以实现具有 ActionScript 动画的动作，其中动作由指数衰减正弦波定义。" helpurl="fl.transitions.easing:Elastic">
					<folder name="方法" id="Methods" tiptext="Elastic 类的方法" helpurl="fl.transitions.easing:Elastic">
						<string name="easeInOut" object="[fl.transitions.easing.Elastic]" text="Elastic.easeInOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 和 easeOut() 方法的运动，缓慢地开始运动，再加快运动速度，然后再减慢运动速度。" version="1.0" helpurl="fl.transitions.easing:Elastic:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Elastic]" text="Elastic.easeIn(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeIn() 方法开始时运动速度较慢，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.transitions.easing:Elastic:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Elastic]" text="Elastic.easeOut(%t:Number,b:Number,c:Number,d:Number[,a:Number=0,p:Number=0]%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度。" version="1.0" helpurl="fl.transitions.easing:Elastic:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="None" id="[fl.transitions.easing.None]" sort="true" index="true" asAncestors="Object" tiptext="None 类定义缓动函数，以实现具有 ActionScript 动画的非加速动作。" helpurl="fl.transitions.easing:None">
					<folder name="方法" id="Methods" tiptext="None 类的方法" helpurl="fl.transitions.easing:None">
						<string name="easeInOut" object="[fl.transitions.easing.None]" text="None.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.transitions.easing:None:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.None]" text="None.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.transitions.easing:None:easeIn" playername=""/>
						<string name="easeNone" object="[fl.transitions.easing.None]" text="None.easeNone(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeNone() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.transitions.easing:None:easeNone" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.None]" text="None.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法定义一种没有加速的持续运动。" version="1.0" helpurl="fl.transitions.easing:None:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Regular" id="[fl.transitions.easing.Regular]" sort="true" index="true" asAncestors="Object" tiptext="Regular 类定义三个缓动函数，以实现具有 ActionScript 动画的加速动作。" helpurl="fl.transitions.easing:Regular">
					<folder name="方法" id="Methods" tiptext="Regular 类的方法" helpurl="fl.transitions.easing:Regular">
						<string name="easeInOut" object="[fl.transitions.easing.Regular]" text="Regular.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.transitions.easing:Regular:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Regular]" text="Regular.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.transitions.easing:Regular:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Regular]" text="Regular.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.transitions.easing:Regular:easeOut" playername=""/>
					</folder>
				</folder>
				<folder name="Strong" id="[fl.transitions.easing.Strong]" sort="true" index="true" asAncestors="Object" tiptext="Strong 类定义三个缓动函数，以实现具有 ActionScript 动画的动作。" helpurl="fl.transitions.easing:Strong">
					<folder name="方法" id="Methods" tiptext="Strong 类的方法" helpurl="fl.transitions.easing:Strong">
						<string name="easeInOut" object="[fl.transitions.easing.Strong]" text="Strong.easeInOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeInOut() 方法结合了 easeIn() 方法和 easeOut() 方法的运动，开始运动时速率为零，先加快运动速度，再减速直到速率为零。" version="1.0" helpurl="fl.transitions.easing:Strong:easeInOut" playername=""/>
						<string name="easeIn" object="[fl.transitions.easing.Strong]" text="Strong.easeIn(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeIn() 方法开始运动时速率为零，然后在其执行过程中不断加快运动速度。" version="1.0" helpurl="fl.transitions.easing:Strong:easeIn" playername=""/>
						<string name="easeOut" object="[fl.transitions.easing.Strong]" text="Strong.easeOut(%t:Number,b:Number,c:Number,d:Number%):Number" static="true" tiptext="easeOut() 方法开始时运动速度较快，然后在其执行过程中不断减慢运动速度，直到速率为零。" version="1.0" helpurl="fl.transitions.easing:Strong:easeOut" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="fl.video" id="fl.video" sort="true" tiptext="fl.video 包的类" helpurl="fl.video">
				<folder name="AutoLayoutEvent" id="[fl.video.AutoLayoutEvent]" sort="true" index="true" asAncestors="fl.video:LayoutEvent,flash.events:Event,Object" tiptext="在自动调整视频播放器大小和布置视频播放器时，Flash&amp;#xAE; Player 调度一个 AutoLayoutEvent 对象。" helpurl="fl.video:AutoLayoutEvent">
					<folder name="方法" id="Methods" tiptext="AutoLayoutEvent 类的方法" helpurl="fl.video:AutoLayoutEvent">
						<string name="AutoLayoutEvent" object="[fl.video.AutoLayoutEvent]" text="new AutoLayoutEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,旧范围:flash.geom:Rectangle=null,旧注册范围:flash.geom:Rectangle=null,vp:uint=0]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 autoLayout 事件的信息。" version="1.0" helpurl="fl.video:AutoLayoutEvent:AutoLayoutEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AutoLayoutEvent 类的属性" helpurl="fl.video:AutoLayoutEvent">
						<string name="AUTO_LAYOUT" object="[fl.video.AutoLayoutEvent]" text="AutoLayoutEvent.AUTO_LAYOUT" constant="true" tiptext="定义 autoLayout 事件对象的 type 属性值。" version="" helpurl="fl.video:AutoLayoutEvent:AUTO_LAYOUT" playername=""/>
						<string name="vp" object="[fl.video.AutoLayoutEvent]" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version="" helpurl="fl.video:AutoLayoutEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="CaptionChangeEvent" id="[fl.video.CaptionChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每当添加字幕或从字幕目标文本字段中删除字幕时调度 CaptionChangeEvent 事件。" helpurl="fl.video:CaptionChangeEvent">
					<folder name="方法" id="Methods" tiptext="CaptionChangeEvent 类的方法" helpurl="fl.video:CaptionChangeEvent">
						<string name="CaptionChangeEvent" object="[fl.video.CaptionChangeEvent]" text="new CaptionChangeEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,已添加:Boolean=true,字幕提示点对象:Object=null]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 captionChange 事件的信息。" version="9.0.28.0" helpurl="fl.video:CaptionChangeEvent:CaptionChangeEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CaptionChangeEvent 类的属性" helpurl="fl.video:CaptionChangeEvent">
						<string name="CAPTION_CHANGE" object="[fl.video.CaptionChangeEvent]" text="CaptionChangeEvent.CAPTION_CHANGE" constant="true" tiptext="定义 captionChange 事件对象的 type 属性值。" version="" helpurl="fl.video:CaptionChangeEvent:CAPTION_CHANGE" playername=""/>
						<string name="added" object="[fl.video.CaptionChangeEvent]" text=".added" tiptext="一个布尔值，确定是添加了字幕还是删除了字幕。" version="" helpurl="fl.video:CaptionChangeEvent:added:get" playername=""/>
						<string name="captionCuePointObject" object="[fl.video.CaptionChangeEvent]" text=".captionCuePointObject" tiptext="已添加或删除的字幕的提示点对象。" version="" helpurl="fl.video:CaptionChangeEvent:captionCuePointObject:get" playername=""/>
					</folder>
				</folder>
				<folder name="CaptionTargetEvent" id="[fl.video.CaptionTargetEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="captionTargetCreated 事件的类型，在自动创建 captionTargetCreated 事件之后、向该事件添加任何字幕之前调度。" helpurl="fl.video:CaptionTargetEvent">
					<folder name="方法" id="Methods" tiptext="CaptionTargetEvent 类的方法" helpurl="fl.video:CaptionTargetEvent">
						<string name="CaptionTargetEvent" object="[fl.video.CaptionTargetEvent]" text="new CaptionTargetEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,字幕目标:flash.display:DisplayObject=null]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关字幕目标事件的信息。" version="9.0.28.0" helpurl="fl.video:CaptionTargetEvent:CaptionTargetEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CaptionTargetEvent 类的属性" helpurl="fl.video:CaptionTargetEvent">
						<string name="CAPTION_TARGET_CREATED" object="[fl.video.CaptionTargetEvent]" text="CaptionTargetEvent.CAPTION_TARGET_CREATED" constant="true" tiptext="CaptionTargetEvent.CAPTION_TARGET_CREATED 常量定义 captionTargetCreated 事件对象的 type 属性值。" version="" helpurl="fl.video:CaptionTargetEvent:CAPTION_TARGET_CREATED" playername=""/>
						<string name="captionTarget" object="[fl.video.CaptionTargetEvent]" text=".captionTarget" tiptext="来自同名的 FLVPlaybackCaptioning 实例属性的字幕目标。" version="" helpurl="fl.video:CaptionTargetEvent:captionTarget:get" playername=""/>
					</folder>
				</folder>
				<folder name="CuePointType" id="[fl.video.CuePointType]" sort="true" index="true" asAncestors="Object" tiptext="CuePointType 类为 CUE_POINT 类型的 MetadataEvent 实例的 info 对象的 type 属性提供常量值。" helpurl="fl.video:CuePointType">
					<folder name="属性" id="Properties" tiptext="CuePointType 类的属性" helpurl="fl.video:CuePointType">
						<string name="ACTIONSCRIPT" object="[fl.video.CuePointType]" text="CuePointType.ACTIONSCRIPT" constant="true" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version="" helpurl="fl.video:CuePointType:ACTIONSCRIPT" playername=""/>
						<string name="ALL" object="[fl.video.CuePointType]" text="CuePointType.ALL" constant="true" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version="" helpurl="fl.video:CuePointType:ALL" playername=""/>
						<string name="EVENT" object="[fl.video.CuePointType]" text="CuePointType.EVENT" constant="true" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version="" helpurl="fl.video:CuePointType:EVENT" playername=""/>
						<string name="FLV" object="[fl.video.CuePointType]" text="CuePointType.FLV" constant="true" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version="" helpurl="fl.video:CuePointType:FLV" playername=""/>
						<string name="NAVIGATION" object="[fl.video.CuePointType]" text="CuePointType.NAVIGATION" constant="true" tiptext="定义 findCuePoint() 和 findNearestCuePoint() 方法的 type 参数值。" version="" helpurl="fl.video:CuePointType:NAVIGATION" playername=""/>
					</folder>
				</folder>
				<folder name="FLVPlayback" id="[fl.video.FLVPlayback]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="FLVPlayback 扩展 Sprite 类并包装 VideoPlayer 对象。" helpurl="fl.video:FLVPlayback">
					<folder name="方法" id="Methods" tiptext="FLVPlayback 类的方法" helpurl="fl.video:FLVPlayback">
						<string name="FLVPlayback" object="[fl.video.FLVPlayback]" text="new FLVPlayback(%%)" constructor="true" tiptext="FLVPlayback 构造函数" version="1.0" helpurl="fl.video:FLVPlayback:FLVPlayback" playername=""/>
						<string name="addASCuePoint" object="[fl.video.FLVPlayback]" text=".addASCuePoint(%时间或提示点:*[,名称:String=null,参数:Object=null]%):Object" tiptext="添加 ActionScript 提示点，与使用&quot;提示点&quot;对话框添加 ActionScript 提示点具有几乎相同的效果，只是前者在应用程序执行时出现，而不是在应用程序开发期间出现。" version="1.0" helpurl="fl.video:FLVPlayback:addASCuePoint" playername=""/>
						<string name="assignTabIndexes" object="[fl.video.FLVPlayback]" text=".assignTabIndexes(%起始 TabIndex:int%):int" tiptext="按照 FLVPlayback 控件的位置从左向右水平排序，将一个 tabIndex 值赋给所有控件。" version="1.0" helpurl="fl.video:FLVPlayback:assignTabIndexes" playername=""/>
						<string name="bringVideoPlayerToFront" object="[fl.video.FLVPlayback]" text=".bringVideoPlayerToFront(%索引:uint%):void" tiptext="将一个视频播放器置于堆叠的视频播放器的前面。" version="1.0" helpurl="fl.video:FLVPlayback:bringVideoPlayerToFront" playername=""/>
						<string name="closeVideoPlayer" object="[fl.video.FLVPlayback]" text=".closeVideoPlayer(%索引:uint%):void" tiptext="关闭 NetStream 并删除由 index 参数指定的视频播放器。" version="1.0" helpurl="fl.video:FLVPlayback:closeVideoPlayer" playername=""/>
						<string name="enterFullScreenDisplayState" object="[fl.video.FLVPlayback]" text=".enterFullScreenDisplayState(%%):void" tiptext="将 FLVPlayback 视频播放器设置为全屏。" version="9.0.115.0" helpurl="fl.video:FLVPlayback:enterFullScreenDisplayState" playername=""/>
						<string name="findCuePoint" object="[fl.video.FLVPlayback]" text=".findCuePoint(%时间名称或提示点:*[,类型:String=unknown]%):Object" tiptext="查找属于 type 参数所指定类型并且具有您通过这些参数指定的时间、名称或二者组合的提示点。" version="1.0" helpurl="fl.video:FLVPlayback:findCuePoint" playername=""/>
						<string name="findNearestCuePoint" object="[fl.video.FLVPlayback]" text=".findNearestCuePoint(%时间名称或提示点:*[,类型:String=unknown]%):Object" tiptext="查找与指定类型匹配或早于指定时间的提示点。" version="1.0" helpurl="fl.video:FLVPlayback:findNearestCuePoint" playername=""/>
						<string name="findNextCuePointWithName" object="[fl.video.FLVPlayback]" text=".findNextCuePointWithName(%提示点:Object%):Object" tiptext="在 my_cuePoint.array 中查找与 my_cuePoint.name 同名的下一个提示点。" version="1.0" helpurl="fl.video:FLVPlayback:findNextCuePointWithName" playername=""/>
						<string name="getVideoPlayer" object="[fl.video.FLVPlayback]" text=".getVideoPlayer(%索引:Number%):fl.video:VideoPlayer" tiptext="获取由 index 参数指定的视频播放器。" version="1.0" helpurl="fl.video:FLVPlayback:getVideoPlayer" playername=""/>
						<string name="isFLVCuePointEnabled" object="[fl.video.FLVPlayback]" text=".isFLVCuePointEnabled(%时间名称或提示点:*%):Boolean" tiptext="如果禁用 FLV 文件嵌入式提示点，则返回 false。" version="1.0" helpurl="fl.video:FLVPlayback:isFLVCuePointEnabled" playername=""/>
						<string name="load" object="[fl.video.FLVPlayback]" text=".load(%源:String[,总时间:Number=unknown,实时:Boolean=false]%):void" tiptext="load 方法" version="1.0" helpurl="fl.video:FLVPlayback:load" playername=""/>
						<string name="pause" object="[fl.video.FLVPlayback]" text=".pause(%%):void" tiptext="pause 方法" version="1.0" helpurl="fl.video:FLVPlayback:pause" playername=""/>
						<string name="playWhenEnoughDownloaded" object="[fl.video.FLVPlayback]" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0" helpurl="fl.video:FLVPlayback:playWhenEnoughDownloaded" playername=""/>
						<string name="play" object="[fl.video.FLVPlayback]" text=".play(%[源:String=null,总时间:Number=unknown,实时:Boolean=false]%):void" tiptext="play 方法" version="1.0" helpurl="fl.video:FLVPlayback:play" playername=""/>
						<string name="removeASCuePoint" object="[fl.video.FLVPlayback]" text=".removeASCuePoint(%时间名称或提示点:*%):Object" tiptext="从当前已加载的 FLV 文件中删除 ActionScript 提示点。" version="1.0" helpurl="fl.video:FLVPlayback:removeASCuePoint" playername=""/>
						<string name="seekPercent" object="[fl.video.FLVPlayback]" text=".seekPercent(%百分比:Number%):void" tiptext="seekPercent 方法" version="1.0" helpurl="fl.video:FLVPlayback:seekPercent" playername=""/>
						<string name="seekSeconds" object="[fl.video.FLVPlayback]" text=".seekSeconds(%时间:Number%):void" tiptext="seekSeconds 方法" version="1.0" helpurl="fl.video:FLVPlayback:seekSeconds" playername=""/>
						<string name="seekToNavCuePoint" object="[fl.video.FLVPlayback]" text=".seekToNavCuePoint(%时间名称或提示点:*%):void" tiptext="搜索到与指定时间、名称或时间和名称匹配的导航提示点。" version="1.0" helpurl="fl.video:FLVPlayback:seekToNavCuePoint" playername=""/>
						<string name="seekToNextNavCuePoint" object="[fl.video.FLVPlayback]" text=".seekToNextNavCuePoint(%[时间:Number=unknown]%):void" tiptext="根据当前的 playheadTime 属性值搜索到下一个导航提示点。" version="1.0" helpurl="fl.video:FLVPlayback:seekToNextNavCuePoint" playername=""/>
						<string name="seekToPrevNavCuePoint" object="[fl.video.FLVPlayback]" text=".seekToPrevNavCuePoint(%[时间:Number=unknown]%):void" tiptext="根据当前的 playheadTime 属性值搜索到上一个导航提示点。" version="1.0" helpurl="fl.video:FLVPlayback:seekToPrevNavCuePoint" playername=""/>
						<string name="seek" object="[fl.video.FLVPlayback]" text=".seek(%时间:Number%):void" tiptext="seek 方法" version="1.0" helpurl="fl.video:FLVPlayback:seek" playername=""/>
						<string name="setFLVCuePointEnabled" object="[fl.video.FLVPlayback]" text=".setFLVCuePointEnabled(%启用:Boolean,时间名称或提示点:*%):Number" tiptext="启用或禁用一个或多个 FLV 文件提示点。" version="1.0" helpurl="fl.video:FLVPlayback:setFLVCuePointEnabled" playername=""/>
						<string name="setScale" object="[fl.video.FLVPlayback]" text=".setScale(%水平缩放比例:Number,垂直缩放比例:Number%):void" tiptext="setScale 方法" version="1.0" helpurl="fl.video:FLVPlayback:setScale" playername=""/>
						<string name="setSize" object="[fl.video.FLVPlayback]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="setSize 方法" version="1.0" helpurl="fl.video:FLVPlayback:setSize" playername=""/>
						<string name="stop" object="[fl.video.FLVPlayback]" text=".stop(%%):void" tiptext="stop 方法" version="1.0" helpurl="fl.video:FLVPlayback:stop" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FLVPlayback 类的属性" helpurl="fl.video:FLVPlayback">
						<string name="SHORT_VERSION" object="[fl.video.FLVPlayback]" text="FLVPlayback.SHORT_VERSION" constant="true" tiptext="指示组件的短版本号的状态变量。" version="" helpurl="fl.video:FLVPlayback:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.FLVPlayback]" text="FLVPlayback.VERSION" constant="true" tiptext="指示组件的长版本号的状态变量。" version="" helpurl="fl.video:FLVPlayback:VERSION" playername=""/>
						<string name="activeVideoPlayerIndex" object="[fl.video.FLVPlayback]" text=".activeVideoPlayerIndex" tiptext="一个数字，指定哪个视频播放器实例受其它应用程序编程接口(API)影响。" version="" helpurl="fl.video:FLVPlayback:activeVideoPlayerIndex:get" playername=""/>
						<string name="align" object="[fl.video.FLVPlayback]" text=".align" tiptext="指定 scaleMode 属性设置为 VideoScaleMode.MAINTAIN_ASPECT_RATIO 或 VideoScaleMode.NO_SCALE 时的视频布局。" version="" helpurl="fl.video:FLVPlayback:align:get" playername=""/>
						<string name="autoPlay" object="[fl.video.FLVPlayback]" text=".autoPlay" tiptext="一个布尔值，如果设置为 true，则会在设置了 source 属性之后，自动开始播放 FLV 文件。" version="" helpurl="fl.video:FLVPlayback:autoPlay:get" playername=""/>
						<string name="autoRewind" object="[fl.video.FLVPlayback]" text=".autoRewind" tiptext="一个布尔值，如果为 true，则播放停止时(由于播放器到达流的末端或调用了 stop() 方法)，会使 FLV 文件后退到第 1 帧。" version="" helpurl="fl.video:FLVPlayback:autoRewind:get" playername=""/>
						<string name="backButton" object="[fl.video.FLVPlayback]" text=".backButton" tiptext="BackButton 回放控件。" version="" helpurl="fl.video:FLVPlayback:backButton:get" playername=""/>
						<string name="bitrate" object="[fl.video.FLVPlayback]" text=".bitrate" tiptext="一个数字，指定用于传输 FLV 文件的每秒位数。" version="" helpurl="fl.video:FLVPlayback:bitrate:get" playername=""/>
						<string name="bufferTime" object="[fl.video.FLVPlayback]" text=".bufferTime" tiptext="一个数字，指定开始播放视频流前要在内存中缓冲的秒数。" version="" helpurl="fl.video:FLVPlayback:bufferTime:get" playername=""/>
						<string name="bufferingBarHidesAndDisablesOthers" object="[fl.video.FLVPlayback]" text=".bufferingBarHidesAndDisablesOthers" tiptext="如果设置为 true，则在 FLV 文件处于缓冲状态时隐藏 SeekBar 控件，并禁用 Play、Pause、PlayPause、BackButton 和 ForwardButton 控件。" version="" helpurl="fl.video:FLVPlayback:bufferingBarHidesAndDisablesOthers:get" playername=""/>
						<string name="bufferingBar" object="[fl.video.FLVPlayback]" text=".bufferingBar" tiptext="缓冲栏控件。" version="" helpurl="fl.video:FLVPlayback:bufferingBar:get" playername=""/>
						<string name="buffering" object="[fl.video.FLVPlayback]" text=".buffering" tiptext="一个布尔值，如果视频处于缓冲状态，则为 true。" version="" helpurl="fl.video:FLVPlayback:buffering:get" playername=""/>
						<string name="bytesLoaded" object="[fl.video.FLVPlayback]" text=".bytesLoaded" tiptext="一个数字，指示 HTTP 下载的下载程度，以字节为单位。" version="" helpurl="fl.video:FLVPlayback:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.video.FLVPlayback]" text=".bytesTotal" tiptext="一个数字，指定 HTTP 下载的已下载总字节数。" version="" helpurl="fl.video:FLVPlayback:bytesTotal:get" playername=""/>
						<string name="endTabIndex" object="[fl.video.FLVPlayback]" text=".endTabIndex" tiptext="返回 FLVPlayback 控件后的下一个可用 tabIndex 值。" version="" helpurl="fl.video:FLVPlayback:endTabIndex:get" playername=""/>
						<string name="forwardButton" object="[fl.video.FLVPlayback]" text=".forwardButton" tiptext="前进按钮控件。" version="" helpurl="fl.video:FLVPlayback:forwardButton:get" playername=""/>
						<string name="fullScreenBackgroundColor" object="[fl.video.FLVPlayback]" text=".fullScreenBackgroundColor" tiptext="全屏管理模式中使用的背景颜色。" version="" helpurl="fl.video:FLVPlayback:fullScreenBackgroundColor:get" playername=""/>
						<string name="fullScreenButton" object="[fl.video.FLVPlayback]" text=".fullScreenButton" tiptext="FullScreen 按钮控件。" version="" helpurl="fl.video:FLVPlayback:fullScreenButton:get" playername=""/>
						<string name="fullScreenSkinDelay" object="[fl.video.FLVPlayback]" text=".fullScreenSkinDelay" tiptext="指定隐藏外观的延迟时间，以毫秒为单位。" version="" helpurl="fl.video:FLVPlayback:fullScreenSkinDelay:get" playername=""/>
						<string name="fullScreenTakeOver" object="[fl.video.FLVPlayback]" text=".fullScreenTakeOver" tiptext="舞台进入全屏模式时，FLVPlayback 组件位于所有内容的顶部并占据整个屏幕。" version="" helpurl="fl.video:FLVPlayback:fullScreenTakeOver:get" playername=""/>
						<string name="height" object="[fl.video.FLVPlayback]" text=".height" tiptext="一个数字，指定 FLVPlayback 实例的高度。" version="" helpurl="fl.video:FLVPlayback:height:get" playername=""/>
						<string name="idleTimeout" object="[fl.video.FLVPlayback]" text=".idleTimeout" tiptext="由于播放暂停或停止，Flash 终止与 Flash Media Server (FMS)的空闲连接之前等待的时间(以毫秒为单位)。" version="" helpurl="fl.video:FLVPlayback:idleTimeout:get" playername=""/>
						<string name="isLive" object="[fl.video.FLVPlayback]" text=".isLive" tiptext="一个布尔值，如果是实时视频流，则为 true。" version="" helpurl="fl.video:FLVPlayback:isLive:get" playername=""/>
						<string name="isRTMP" object="[fl.video.FLVPlayback]" text=".isRTMP" tiptext="一个布尔值，如果正在使用 RTMP 从 Flash Media Server (FMS)流式加载 FLV 文件，则为 true。" version="" helpurl="fl.video:FLVPlayback:isRTMP:get" playername=""/>
						<string name="metadataLoaded" object="[fl.video.FLVPlayback]" text=".metadataLoaded" tiptext="一个布尔值，如果遇到并处理了元数据包，或者如果 FLV 文件在没有元数据包的情况下被编码，则为 true。" version="" helpurl="fl.video:FLVPlayback:metadataLoaded:get" playername=""/>
						<string name="metadata" object="[fl.video.FLVPlayback]" text=".metadata" tiptext="一个对象，它是通过调用 NetSteam.onMetaData() 回调方法(如果可用)而接收到的元数据信息包。" version="" helpurl="fl.video:FLVPlayback:metadata:get" playername=""/>
						<string name="muteButton" object="[fl.video.FLVPlayback]" text=".muteButton" tiptext="静音按钮控件。" version="" helpurl="fl.video:FLVPlayback:muteButton:get" playername=""/>
						<string name="ncMgr" object="[fl.video.FLVPlayback]" text=".ncMgr" tiptext="一个 INCManager 对象，它提供对实现 INCManager 的类实例的访问，而该类是 NCManager 类的接口。" version="" helpurl="fl.video:FLVPlayback:ncMgr:get" playername=""/>
						<string name="pauseButton" object="[fl.video.FLVPlayback]" text=".pauseButton" tiptext="暂停按钮控件。" version="" helpurl="fl.video:FLVPlayback:pauseButton:get" playername=""/>
						<string name="paused" object="[fl.video.FLVPlayback]" text=".paused" tiptext="一个布尔值，如果 FLV 文件处于暂停状态，则为 true。" version="" helpurl="fl.video:FLVPlayback:paused:get" playername=""/>
						<string name="playButton" object="[fl.video.FLVPlayback]" text=".playButton" tiptext="播放按钮控件。" version="" helpurl="fl.video:FLVPlayback:playButton:get" playername=""/>
						<string name="playPauseButton" object="[fl.video.FLVPlayback]" text=".playPauseButton" tiptext="播放/暂停按钮控件。" version="" helpurl="fl.video:FLVPlayback:playPauseButton:get" playername=""/>
						<string name="playheadPercentage" object="[fl.video.FLVPlayback]" text=".playheadPercentage" tiptext="一个数字，将当前的 playheadTime 指定为 totalTime 属性的百分比。" version="" helpurl="fl.video:FLVPlayback:playheadPercentage:get" playername=""/>
						<string name="playheadTime" object="[fl.video.FLVPlayback]" text=".playheadTime" tiptext="指示播放头的当前时间或位置的数字，以秒来度量，可以是小数值。" version="" helpurl="fl.video:FLVPlayback:playheadTime:get" playername=""/>
						<string name="playheadUpdateInterval" object="[fl.video.FLVPlayback]" text=".playheadUpdateInterval" tiptext="一个数字，表示每个 playheadUpdate 事件之间的时间量，以毫秒为单位。" version="" helpurl="fl.video:FLVPlayback:playheadUpdateInterval:get" playername=""/>
						<string name="playing" object="[fl.video.FLVPlayback]" text=".playing" tiptext="一个布尔值，如果 FLV 文件处于播放状态，则为 true。" version="" helpurl="fl.video:FLVPlayback:playing:get" playername=""/>
						<string name="preferredHeight" object="[fl.video.FLVPlayback]" text=".preferredHeight" tiptext="一个数字，指定源 FLV 文件的高度。" version="" helpurl="fl.video:FLVPlayback:preferredHeight:get" playername=""/>
						<string name="preferredWidth" object="[fl.video.FLVPlayback]" text=".preferredWidth" tiptext="指定源 FLV 文件的宽度。" version="" helpurl="fl.video:FLVPlayback:preferredWidth:get" playername=""/>
						<string name="progressInterval" object="[fl.video.FLVPlayback]" text=".progressInterval" tiptext="一个数字，表示每个 progress 事件之间的时间量，以毫秒为单位。" version="" helpurl="fl.video:FLVPlayback:progressInterval:get" playername=""/>
						<string name="registrationHeight" object="[fl.video.FLVPlayback]" text=".registrationHeight" tiptext="用于在自动调整视频大小时对齐视频内容的高度。" version="" helpurl="fl.video:FLVPlayback:registrationHeight:get" playername=""/>
						<string name="registrationWidth" object="[fl.video.FLVPlayback]" text=".registrationWidth" tiptext="用于在自动调整视频大小时对齐视频内容的宽度。" version="" helpurl="fl.video:FLVPlayback:registrationWidth:get" playername=""/>
						<string name="registrationX" object="[fl.video.FLVPlayback]" text=".registrationX" tiptext="用于在自动调整视频大小时对齐视频内容的 x 坐标。" version="" helpurl="fl.video:FLVPlayback:registrationX:get" playername=""/>
						<string name="registrationY" object="[fl.video.FLVPlayback]" text=".registrationY" tiptext="用于在自动调整视频大小时对齐视频内容的 y 坐标。" version="" helpurl="fl.video:FLVPlayback:registrationY:get" playername=""/>
						<string name="scaleMode" object="[fl.video.FLVPlayback]" text=".scaleMode" tiptext="指定加载视频后调整视频大小的方式。" version="" helpurl="fl.video:FLVPlayback:scaleMode:get" playername=""/>
						<string name="scaleX" object="[fl.video.FLVPlayback]" text=".scaleX" tiptext="一个数字，指定水平缩放比例。" version="" helpurl="fl.video:FLVPlayback:scaleX:get" playername=""/>
						<string name="scaleY" object="[fl.video.FLVPlayback]" text=".scaleY" tiptext="一个数字，指定垂直缩放比例。" version="" helpurl="fl.video:FLVPlayback:scaleY:get" playername=""/>
						<string name="scrubbing" object="[fl.video.FLVPlayback]" text=".scrubbing" tiptext="一个布尔值，如果用户使用 SeekBar 进行拖拽，则为 true，否则为 false。" version="" helpurl="fl.video:FLVPlayback:scrubbing:get" playername=""/>
						<string name="seekBarInterval" object="[fl.video.FLVPlayback]" text=".seekBarInterval" tiptext="一个数字，指定进行拖拽时检查 SeekBar 手柄的频率(以毫秒为单位)。" version="" helpurl="fl.video:FLVPlayback:seekBarInterval:get" playername=""/>
						<string name="seekBarScrubTolerance" object="[fl.video.FLVPlayback]" text=".seekBarScrubTolerance" tiptext="一个数字，指定发生更新之前用户可以移动 SeekBar 手柄的距离。" version="" helpurl="fl.video:FLVPlayback:seekBarScrubTolerance:get" playername=""/>
						<string name="seekBar" object="[fl.video.FLVPlayback]" text=".seekBar" tiptext="SeekBar 控件。" version="" helpurl="fl.video:FLVPlayback:seekBar:get" playername=""/>
						<string name="seekToPrevOffset" object="[fl.video.FLVPlayback]" text=".seekToPrevOffset" tiptext="seekToPrevNavCuePoint() 方法将其时间与上一个提示点的时间进行比较时使用的秒数。" version="" helpurl="fl.video:FLVPlayback:seekToPrevOffset:get" playername=""/>
						<string name="skinAutoHide" object="[fl.video.FLVPlayback]" text=".skinAutoHide" tiptext="一个布尔值，如果为 true，则鼠标未滑过视频上时隐藏组件外观。" version="" helpurl="fl.video:FLVPlayback:skinAutoHide:get" playername=""/>
						<string name="skinBackgroundAlpha" object="[fl.video.FLVPlayback]" text=".skinBackgroundAlpha" tiptext="外观背景的 Alpha 透明度。" version="" helpurl="fl.video:FLVPlayback:skinBackgroundAlpha:get" playername=""/>
						<string name="skinBackgroundColor" object="[fl.video.FLVPlayback]" text=".skinBackgroundColor" tiptext="外观背景的颜色(0xRRGGBB)。" version="" helpurl="fl.video:FLVPlayback:skinBackgroundColor:get" playername=""/>
						<string name="skinFadeTime" object="[fl.video.FLVPlayback]" text=".skinFadeTime" tiptext="隐藏或显示外观时外观淡入或淡出花费的时间量，以毫秒为单位。" version="" helpurl="fl.video:FLVPlayback:skinFadeTime:get" playername=""/>
						<string name="skinScaleMaximum" object="[fl.video.FLVPlayback]" text=".skinScaleMaximum" tiptext="该属性指定 FLVPlayback 在使用支持硬件加速的 Flash Player 进入全屏模式时用来按比例增大外观的最大倍数。" version="" helpurl="fl.video:FLVPlayback:skinScaleMaximum:get" playername=""/>
						<string name="skin" object="[fl.video.FLVPlayback]" text=".skin" tiptext="一个字符串，指定外观 SWF 文件的 URL。" version="" helpurl="fl.video:FLVPlayback:skin:get" playername=""/>
						<string name="soundTransform" object="[fl.video.FLVPlayback]" text=".soundTransform" tiptext="提供对 VideoPlayer.soundTransform 属性的直接访问，以提供更多声音控制。" version="" helpurl="fl.video:FLVPlayback:soundTransform:get" playername=""/>
						<string name="source" object="[fl.video.FLVPlayback]" text=".source" tiptext="一个字符串，它指定要进行流式处理的 FLV 文件的 URL 以及如何对其进行流式处理。" version="" helpurl="fl.video:FLVPlayback:source:get" playername=""/>
						<string name="startTabIndex" object="[fl.video.FLVPlayback]" text=".startTabIndex" tiptext="为 FLVPlayback 控件返回第一个 tabIndex 值。" version="" helpurl="fl.video:FLVPlayback:startTabIndex:get" playername=""/>
						<string name="stateResponsive" object="[fl.video.FLVPlayback]" text=".stateResponsive" tiptext="一个布尔值，如果处于响应状态，则为 true。" version="" helpurl="fl.video:FLVPlayback:stateResponsive:get" playername=""/>
						<string name="state" object="[fl.video.FLVPlayback]" text=".state" tiptext="一个字符串，指定组件的状态。" version="" helpurl="fl.video:FLVPlayback:state:get" playername=""/>
						<string name="stopButton" object="[fl.video.FLVPlayback]" text=".stopButton" tiptext="Stop 按钮控件。" version="" helpurl="fl.video:FLVPlayback:stopButton:get" playername=""/>
						<string name="stopped" object="[fl.video.FLVPlayback]" text=".stopped" tiptext="一个布尔值，如果 FLVPlayback 实例处于停止状态，则为 true。" version="" helpurl="fl.video:FLVPlayback:stopped:get" playername=""/>
						<string name="totalTime" object="[fl.video.FLVPlayback]" text=".totalTime" tiptext="一个数字，表示视频的总播放时间(以秒为单位)。" version="" helpurl="fl.video:FLVPlayback:totalTime:get" playername=""/>
						<string name="visibleVideoPlayerIndex" object="[fl.video.FLVPlayback]" text=".visibleVideoPlayerIndex" tiptext="一个数字，可用于管理多个 FLV 文件流。" version="" helpurl="fl.video:FLVPlayback:visibleVideoPlayerIndex:get" playername=""/>
						<string name="volumeBarInterval" object="[fl.video.FLVPlayback]" text=".volumeBarInterval" tiptext="一个数字，指定拖拽时检查音量栏手柄位置的频率，以毫秒为单位。" version="" helpurl="fl.video:FLVPlayback:volumeBarInterval:get" playername=""/>
						<string name="volumeBarScrubTolerance" object="[fl.video.FLVPlayback]" text=".volumeBarScrubTolerance" tiptext="一个数字，指定更新之前用户可以移动音量栏手柄的距离。" version="" helpurl="fl.video:FLVPlayback:volumeBarScrubTolerance:get" playername=""/>
						<string name="volumeBar" object="[fl.video.FLVPlayback]" text=".volumeBar" tiptext="音量栏控件。" version="" helpurl="fl.video:FLVPlayback:volumeBar:get" playername=""/>
						<string name="volume" object="[fl.video.FLVPlayback]" text=".volume" tiptext="0 到 1 之间的一个数，指示音量控制设置。" version="" helpurl="fl.video:FLVPlayback:volume:get" playername=""/>
						<string name="width" object="[fl.video.FLVPlayback]" text=".width" tiptext="一个数字，指定舞台上 FLVPlayback 实例的宽度。" version="" helpurl="fl.video:FLVPlayback:width:get" playername=""/>
						<string name="x" object="[fl.video.FLVPlayback]" text=".x" tiptext="一个数字，指定视频播放器的水平位置，以像素为单位。" version="" helpurl="fl.video:FLVPlayback:x:get" playername=""/>
						<string name="y" object="[fl.video.FLVPlayback]" text=".y" tiptext="一个数字，指定视频播放器的垂直位置，以像素为单位。" version="" helpurl="fl.video:FLVPlayback:y:get" playername=""/>
						<string name="cuePoints" object="[fl.video.FLVPlayback]" text=".cuePoints" tiptext="一个数组，说明 ActionScript 提示点和已禁用的嵌入式 FLV 文件提示点。" version="" helpurl="fl.video:FLVPlayback:cuePoints:set" playername=""/>
						<string name="preview" object="[fl.video.FLVPlayback]" text=".preview" tiptext="仅限实时预览。" version="" helpurl="fl.video:FLVPlayback:preview:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FLVPlayback 类的事件" helpurl="fl.video:FLVPlayback">
						<string name="soundUpdate" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=SoundEvent.SOUND_UPDATE{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在音量由于用户移动 volumeBar 控件的手柄或者由于设置 volume 或 soundTransform 属性而变化时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.SoundEvent.SOUND_UPDATE_soundUpdate" playername=""/>
						<string name="stoppedStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.STOPPED_STATE_ENTERED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在进入停止状态时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STOPPED_STATE_ENTERED_stoppedStateEntered" playername=""/>
						<string name="stateChange" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.STATE_CHANGE{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在回放状态发生更改时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.STATE_CHANGE_stateChange" playername=""/>
						<string name="skinLoaded" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.SKIN_LOADED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载外观 SWF 文件时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SKIN_LOADED_skinLoaded" playername=""/>
						<string name="skinError" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=SkinErrorEvent.SKIN_ERROR{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载外观 SWF 文件发生错误时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.SkinErrorEvent.SKIN_ERROR_skinError" playername=""/>
						<string name="seeked" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.SEEKED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在通过调用 seek()、设置 playheadTime 属性或者使用 SeekBar 控件更改播放头位置时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SEEKED_seeked" playername=""/>
						<string name="scrubStart" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.SCRUB_START{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户开始使用搜索栏拖拽 FLV 文件时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_START_scrubStart" playername=""/>
						<string name="scrubFinish" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.SCRUB_FINISH{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户停止使用搜索栏拖拽 FLV 文件时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.SCRUB_FINISH_scrubFinish" playername=""/>
						<string name="rewind" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.REWIND{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="通过调用 seek() 向后移动播放头的位置时或者 autoRewind 调用完成时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.REWIND_rewind" playername=""/>
						<string name="layout" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=LayoutEvent.LAYOUT{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调整视频播放器大小或布置视频播放器时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.LayoutEvent.LAYOUT_layout" playername=""/>
						<string name="ready" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.READY{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 FLV 文件已加载并可以显示时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.READY_ready" playername=""/>
						<string name="progress" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoProgressEvent.PROGRESS{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="根据已下载的字节数指示完成的进度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoProgressEvent.PROGRESS_progress" playername=""/>
						<string name="playheadUpdate" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.PLAYHEAD_UPDATE{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="以 playheadUpdateInterval 属性指定的频率播放 FLV 文件或开始后退时进行调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" playername=""/>
						<string name="playingStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.PLAYING_STATE_ENTERED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在进入播放状态时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PLAYING_STATE_ENTERED_playingStateEntered" playername=""/>
						<string name="pausedStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.PAUSED_STATE_ENTERED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="播放器进入暂停状态时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.PAUSED_STATE_ENTERED_pausedStateEntered" playername=""/>
						<string name="metadataReceived" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=MetadataEvent.METADATA_RECEIVED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="第一次到达 FLV 文件的元数据时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" playername=""/>
						<string name="fastForward" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.FAST_FORWARD{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在播放头的位置由于调用 seek() 方法或单击 ForwardButton 控件而前移时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.FAST_FORWARD_fastForward" playername=""/>
						<string name="cuePoint" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=MetadataEvent.CUE_POINT{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="到达提示点时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.MetadataEvent.CUE_POINT_cuePoint" playername=""/>
						<string name="complete" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.COMPLETE{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="因为播放器到达 FLV 文件的末尾而完成播放时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.COMPLETE_complete" playername=""/>
						<string name="close" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.CLOSE{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现以下情况时调度: 该事件对象由于超时或调用 closeVideoPlayer() 方法而关闭了 NetConnection，或者您调用了 load() 或 play() 方法或设置了 source 属性导致 RTMP 连接关闭。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.CLOSE_close" playername=""/>
						<string name="bufferingStateEntered" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.BUFFERING_STATE_ENTERED{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 FLVPlayback 实例进入缓冲状态时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.BUFFERING_STATE_ENTERED_bufferingStateEntered" playername=""/>
						<string name="autoRewound" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=VideoEvent.AUTO_REWOUND{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="因为 autoRewind 属性设置为 true 而将播放头移至视频播放器的开始位置时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" playername=""/>
						<string name="autoLayout" object="[fl.video.FLVPlayback]" text=".addEventListener(%类型:String=AutoLayoutEvent.AUTO_LAYOUT{SoundEvent.SOUND_UPDATE,VideoEvent.STOPPED_STATE_ENTERED,VideoEvent.STATE_CHANGE,VideoEvent.SKIN_LOADED,SkinErrorEvent.SKIN_ERROR,VideoEvent.SEEKED,VideoEvent.SCRUB_START,VideoEvent.SCRUB_FINISH,VideoEvent.REWIND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,VideoEvent.PLAYING_STATE_ENTERED,VideoEvent.PAUSED_STATE_ENTERED,MetadataEvent.METADATA_RECEIVED,VideoEvent.FAST_FORWARD,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE,VideoEvent.BUFFERING_STATE_ENTERED,VideoEvent.AUTO_REWOUND,AutoLayoutEvent.AUTO_LAYOUT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当自动调整视频播放器大小或布置视频播放器时调度。" version="" helpurl="fl.video:FLVPlayback_fl.video.AutoLayoutEvent.AUTO_LAYOUT_autoLayout" playername=""/>
					</folder>
				</folder>
				<folder name="FLVPlaybackCaptioning" id="[fl.video.FLVPlaybackCaptioning]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="FLVPlaybackCaptioning 组件支持为 FLVPlayback 组件加字幕。" helpurl="fl.video:FLVPlaybackCaptioning">
					<folder name="方法" id="Methods" tiptext="FLVPlaybackCaptioning 类的方法" helpurl="fl.video:FLVPlaybackCaptioning">
						<string name="FLVPlaybackCaptioning" object="[fl.video.FLVPlaybackCaptioning]" text="new FLVPlaybackCaptioning(%%)" constructor="true" tiptext="创建新的 FLVPlaybackCaptioning 实例。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:FLVPlaybackCaptioning" playername=""/>
						<string name="findInCaptions" object="[fl.video.FLVPlaybackCaptioning]" text=".findInCaptions(%所搜索的字符串:String%):Array" tiptext="返回那些字幕文本中包含搜索字符串的 FLVPlayback 组件提示点数组。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:findInCaptions" playername=""/>
						<string name="getCaptionsAsArray" object="[fl.video.FLVPlaybackCaptioning]" text=".getCaptionsAsArray(%%):Array" tiptext="返回包含字幕的 FLVPlayback 组件提示点数组。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsArray" playername=""/>
						<string name="getCaptionsAsTranscript" object="[fl.video.FLVPlaybackCaptioning]" text=".getCaptionsAsTranscript(%[保留格式设置:Boolean=false]%):String" tiptext="将包含所有字幕的字符串作为一个 HTML 格式的文本返回。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:getCaptionsAsTranscript" playername=""/>
						<string name="secondsToTime" object="[fl.video.FLVPlaybackCaptioning]" text=".secondsToTime(%秒:Number%):String" tiptext="将秒数作为时间码字符串返回。" version="9.0.28.0" helpurl="fl.video:FLVPlaybackCaptioning:secondsToTime" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FLVPlaybackCaptioning 类的属性" helpurl="fl.video:FLVPlaybackCaptioning">
						<string name="SHORT_VERSION" object="[fl.video.FLVPlaybackCaptioning]" text="FLVPlaybackCaptioning.SHORT_VERSION" constant="true" tiptext="指示组件的短版本号的状态变量。" version="" helpurl="fl.video:FLVPlaybackCaptioning:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.FLVPlaybackCaptioning]" text="FLVPlaybackCaptioning.VERSION" constant="true" tiptext="指示组件的长版本号的状态变量。" version="" helpurl="fl.video:FLVPlaybackCaptioning:VERSION" playername=""/>
						<string name="autoLayout" object="[fl.video.FLVPlaybackCaptioning]" text=".autoLayout" tiptext="确定 FLVPlaybackCaptioning 组件是否为加字幕而自动移动 TextField 对象并调整它的大小。" version="" helpurl="fl.video:FLVPlaybackCaptioning:autoLayout:get" playername=""/>
						<string name="captionButton" object="[fl.video.FLVPlaybackCaptioning]" text=".captionButton" tiptext="定义 captionButton FLVPlayback 自定义 UI 组件实例，该实例提供显示和隐藏字幕的切换功能。" version="" helpurl="fl.video:FLVPlaybackCaptioning:captionButton:get" playername=""/>
						<string name="captionTargetName" object="[fl.video.FLVPlaybackCaptioning]" text=".captionTargetName" tiptext="含有字幕的 Textfield 对象的实例名，或包含含有字幕的 TextField 对象的 MovieClip 的实例名。" version="" helpurl="fl.video:FLVPlaybackCaptioning:captionTargetName:get" playername=""/>
						<string name="captionTarget" object="[fl.video.FLVPlaybackCaptioning]" text=".captionTarget" tiptext="设置要显示字幕的 DisplayObject 实例。" version="" helpurl="fl.video:FLVPlaybackCaptioning:captionTarget:get" playername=""/>
						<string name="flvPlaybackName" object="[fl.video.FLVPlaybackCaptioning]" text=".flvPlaybackName" tiptext="为要加字幕的 FLVPlayback 实例设置 FLVPlayback 实例名称。" version="" helpurl="fl.video:FLVPlaybackCaptioning:flvPlaybackName:get" playername=""/>
						<string name="flvPlayback" object="[fl.video.FLVPlaybackCaptioning]" text=".flvPlayback" tiptext="设置 FLVPlayback 实例以便加字幕。" version="" helpurl="fl.video:FLVPlaybackCaptioning:flvPlayback:get" playername=""/>
						<string name="showCaptions" object="[fl.video.FLVPlaybackCaptioning]" text=".showCaptions" tiptext="用于显示字幕；true=显示字幕，false=不显示字幕。" version="" helpurl="fl.video:FLVPlaybackCaptioning:showCaptions:get" playername=""/>
						<string name="simpleFormatting" object="[fl.video.FLVPlaybackCaptioning]" text=".simpleFormatting" tiptext="如果为 true，则会限制 Timed Text 文件中的格式设置指令。" version="" helpurl="fl.video:FLVPlaybackCaptioning:simpleFormatting:get" playername=""/>
						<string name="source" object="[fl.video.FLVPlaybackCaptioning]" text=".source" tiptext="包含字幕信息的 Timed Text XML 文件的 URL(必须属性)。" version="" helpurl="fl.video:FLVPlaybackCaptioning:source:get" playername=""/>
						<string name="track" object="[fl.video.FLVPlaybackCaptioning]" text=".track" tiptext="支持多语言轨道。" version="" helpurl="fl.video:FLVPlaybackCaptioning:track:get" playername=""/>
						<string name="videoPlayerIndex" object="[fl.video.FLVPlaybackCaptioning]" text=".videoPlayerIndex" tiptext="将字幕功能连接到 FLVPlayback 组件中的特定 VideoPlayer。" version="" helpurl="fl.video:FLVPlaybackCaptioning:videoPlayerIndex:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FLVPlaybackCaptioning 类的事件" helpurl="fl.video:FLVPlaybackCaptioning">
						<string name="securityError" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="若对 URLLoader.load() 事件的调用尝试从安全沙箱外部的服务器加载 Timed Text XML 文件，则调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="progress" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在下载 Timed Text XML 文件的过程中收到数据时调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=Event.OPEN{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用 URLLoader.load() 方法之后开始下载操作以加载 Timed Text XML 文件时调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="若对 URLLoader.load() 事件的调用导致致命错误并因此终止了 Timed Text XML 文件的下载，则调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="httpStatus" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_STATUS{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="若对 URLLoader.load() 事件的调用尝试通过 HTTP 访问 Timed Text XML 文件，并且当前的 Flash Player 环境能够检测并返回该请求的状态代码，则调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="complete" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=Event.COMPLETE{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在所有 Timed Text XML 数据加载完之后调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="captionTargetCreated" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=CaptionTargetEvent.CAPTION_TARGET_CREATED{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在创建 captionTarget 属性之后，添加任何字幕之前(captionTarget 属性为空)调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionTargetEvent.CAPTION_TARGET_CREATED_captionTargetCreated" playername=""/>
						<string name="captionChange" object="[fl.video.FLVPlaybackCaptioning]" text=".addEventListener(%类型:String=CaptionChangeEvent.CAPTION_CHANGE{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_STATUS,Event.COMPLETE,CaptionTargetEvent.CAPTION_TARGET_CREATED,CaptionChangeEvent.CAPTION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在添加字幕或从字幕目标文本字段中删除字幕时调度。" version="" helpurl="fl.video:FLVPlaybackCaptioning_fl.video.CaptionChangeEvent.CAPTION_CHANGE_captionChange" playername=""/>
					</folder>
				</folder>
				<folder name="INCManager" id="[fl.video.INCManager]" sort="true" index="true" tiptext="INCManager 是为 VideoPlayer 类创建 flash.net.NetConnection 的类的接口。" helpurl="fl.video:INCManager">
					<folder name="方法" id="Methods" tiptext="INCManager 类的方法" helpurl="fl.video:INCManager">
						<string name="close" object="[fl.video.INCManager]" text=".close(%%):void" tiptext="关闭 NetConnection。" version="1.0" helpurl="fl.video:INCManager:close" playername=""/>
						<string name="connectAgain" object="[fl.video.INCManager]" text=".connectAgain(%%):Boolean" tiptext="当成功建立连接但未找到流时，由 VideoPlayer 对象调用。" version="1.0" helpurl="fl.video:INCManager:connectAgain" playername=""/>
						<string name="connectToURL" object="[fl.video.INCManager]" text=".connectToURL(%url:String%):Boolean" tiptext="由 VideoPlayer 对象为请求建立到 URL 的连接而调用。" version="1.0" helpurl="fl.video:INCManager:connectToURL" playername=""/>
						<string name="getProperty" object="[fl.video.INCManager]" text=".getProperty(%属性名称:String%)" tiptext="获取实现 INCManager 的类所支持的任意属性的值。" version="1.0" helpurl="fl.video:INCManager:getProperty" playername=""/>
						<string name="helperDone" object="[fl.video.INCManager]" text=".helperDone(%帮助器:Object,成功:Boolean%):void" tiptext="由为 NCManager 对象执行任务的任何帮助器对象调用，以表示该任务已经完成以及是否成功。" version="1.0" helpurl="fl.video:INCManager:helperDone" playername=""/>
						<string name="reconnect" object="[fl.video.INCManager]" text=".reconnect(%%):void" tiptext="断开连接后，由 VideoPlayer 对象为请求重新连接而调用。" version="1.0" helpurl="fl.video:INCManager:reconnect" playername=""/>
						<string name="setProperty" object="[fl.video.INCManager]" text=".setProperty(%属性名称:String,值:*%):void" tiptext="设置实现 INCManager 的类所支持的任意属性的值。" version="1.0" helpurl="fl.video:INCManager:setProperty" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="INCManager 类的属性" helpurl="fl.video:INCManager">
						<string name="bitrate" object="[fl.video.INCManager]" text=".bitrate" tiptext="用于在多个流之间切换的带宽，以每秒位数为单位。" version="" helpurl="fl.video:INCManager:bitrate:get" playername=""/>
						<string name="isRTMP" object="[fl.video.INCManager]" text=".isRTMP" tiptext="URL 是用于从 Flash Media Server (FMS)的 RTMP 流式下载，还是用于渐进式下载。" version="" helpurl="fl.video:INCManager:isRTMP:get" playername=""/>
						<string name="netConnection" object="[fl.video.INCManager]" text=".netConnection" tiptext="对 NetConnection 对象的引用。" version="" helpurl="fl.video:INCManager:netConnection:get" playername=""/>
						<string name="streamHeight" object="[fl.video.INCManager]" text=".streamHeight" tiptext="流的高度，以像素为单位。" version="" helpurl="fl.video:INCManager:streamHeight:get" playername=""/>
						<string name="streamLength" object="[fl.video.INCManager]" text=".streamLength" tiptext="流的长度，以秒为单位。" version="" helpurl="fl.video:INCManager:streamLength:get" playername=""/>
						<string name="streamName" object="[fl.video.INCManager]" text=".streamName" tiptext="传递给 NetStream.play() 方法的流名称。" version="" helpurl="fl.video:INCManager:streamName:get" playername=""/>
						<string name="streamWidth" object="[fl.video.INCManager]" text=".streamWidth" tiptext="流的宽度，以像素为单位。" version="" helpurl="fl.video:INCManager:streamWidth:get" playername=""/>
						<string name="timeout" object="[fl.video.INCManager]" text=".timeout" tiptext="以毫秒表示的时间，经过该时间之后，将不再尝试建立连接。" version="" helpurl="fl.video:INCManager:timeout:get" playername=""/>
						<string name="videoPlayer" object="[fl.video.INCManager]" text=".videoPlayer" tiptext="拥有此对象的 VideoPlayer 对象。" version="" helpurl="fl.video:INCManager:videoPlayer:get" playername=""/>
					</folder>
				</folder>
				<folder name="IVPEvent" id="[fl.video.IVPEvent]" sort="true" index="true" tiptext="IVPEvent 接口由应用于 FLVPlayback 组件中的特定 VideoPlayer 对象的视频事件实现。" helpurl="fl.video:IVPEvent">
					<folder name="属性" id="Properties" tiptext="IVPEvent 类的属性" helpurl="fl.video:IVPEvent">
						<string name="type" object="[fl.video.IVPEvent]" text=".type" tiptext="事件的类型。" version="" helpurl="fl.video:IVPEvent:type:get" playername=""/>
						<string name="vp" object="[fl.video.IVPEvent]" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version="" helpurl="fl.video:IVPEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="LayoutEvent" id="[fl.video.LayoutEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="调整视频播放器大小和/或布置视频播放器时调度此事件。" helpurl="fl.video:LayoutEvent">
					<folder name="方法" id="Methods" tiptext="LayoutEvent 类的方法" helpurl="fl.video:LayoutEvent">
						<string name="LayoutEvent" object="[fl.video.LayoutEvent]" text="new LayoutEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,旧范围:flash.geom:Rectangle=null,旧注册范围:flash.geom:Rectangle=null]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 layout 事件的信息。" version="1.0" helpurl="fl.video:LayoutEvent:LayoutEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LayoutEvent 类的属性" helpurl="fl.video:LayoutEvent">
						<string name="LAYOUT" object="[fl.video.LayoutEvent]" text="LayoutEvent.LAYOUT" constant="true" tiptext="定义 layout 事件对象的 type 属性值。" version="" helpurl="fl.video:LayoutEvent:LAYOUT" playername=""/>
						<string name="oldBounds" object="[fl.video.LayoutEvent]" text=".oldBounds" tiptext="指示在发生事件之前目标的 x、y、width 和 height 属性的值。" version="" helpurl="fl.video:LayoutEvent:oldBounds:get" playername=""/>
						<string name="oldRegistrationBounds" object="[fl.video.LayoutEvent]" text=".oldRegistrationBounds" tiptext="指示在发生事件之前目标的 registrationX、registrationY、registrationWidth 和 registrationHeight 属性的值。" version="" helpurl="fl.video:LayoutEvent:oldRegistrationBounds:get" playername=""/>
					</folder>
				</folder>
				<folder name="MetadataEvent" id="[fl.video.MetadataEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当用户请求 FLV 文件的元数据信息包(NetStream.onMetaData)和在 FLV 文件中遇到提示点(NetStream.onCuePoint)时，Flash&amp;#xAE; Player 将调度 MetadataEvent 对象。" helpurl="fl.video:MetadataEvent">
					<folder name="方法" id="Methods" tiptext="MetadataEvent 类的方法" helpurl="fl.video:MetadataEvent">
						<string name="MetadataEvent" object="[fl.video.MetadataEvent]" text="new MetadataEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,信息:Object=null,vp:uint=0]%)" constructor="true" tiptext="创建 Event 对象，其中包含有关元数据事件的信息。" version="1.0" helpurl="fl.video:MetadataEvent:MetadataEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MetadataEvent 类的属性" helpurl="fl.video:MetadataEvent">
						<string name="CUE_POINT" object="[fl.video.MetadataEvent]" text="MetadataEvent.CUE_POINT" constant="true" tiptext="定义 cuePoint 事件对象的 type 属性值。" version="" helpurl="fl.video:MetadataEvent:CUE_POINT" playername=""/>
						<string name="METADATA_RECEIVED" object="[fl.video.MetadataEvent]" text="MetadataEvent.METADATA_RECEIVED" constant="true" tiptext="定义 metadataReceived 事件对象的 type 属性值。" version="" helpurl="fl.video:MetadataEvent:METADATA_RECEIVED" playername=""/>
						<string name="info" object="[fl.video.MetadataEvent]" text=".info" tiptext="具有根据事件类型添加的动态属性的对象。" version="" helpurl="fl.video:MetadataEvent:info:get" playername=""/>
						<string name="vp" object="[fl.video.MetadataEvent]" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version="" helpurl="fl.video:MetadataEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="NCManager" id="[fl.video.NCManager]" sort="true" index="true" asAncestors="Object" tiptext="创建 VideoPlayer 类的 NetConnection 对象，它是该用户交互类的帮助器类。" helpurl="fl.video:NCManager">
					<folder name="方法" id="Methods" tiptext="NCManager 类的方法" helpurl="fl.video:NCManager">
						<string name="NCManager" object="[fl.video.NCManager]" text="new NCManager(%%)" constructor="true" tiptext="创建新的 NCManager 实例。" version="1.0" helpurl="fl.video:NCManager:NCManager" playername=""/>
						<string name="close" object="[fl.video.NCManager]" text=".close(%%):void" tiptext="关闭 NetConnection。" version="1.0" helpurl="fl.video:NCManager:close" playername=""/>
						<string name="connectAgain" object="[fl.video.NCManager]" text=".connectAgain(%%):Boolean" tiptext="当成功建立连接但未找到流时，由 VideoPlayer 对象调用。" version="1.0" helpurl="fl.video:NCManager:connectAgain" playername=""/>
						<string name="connectToURL" object="[fl.video.NCManager]" text=".connectToURL(%url:String%):Boolean" tiptext="由 VideoPlayer 对象为请求建立到 URL 的连接而调用。" version="1.0" helpurl="fl.video:NCManager:connectToURL" playername=""/>
						<string name="getProperty" object="[fl.video.NCManager]" text=".getProperty(%属性名称:String%)" tiptext="允许获取 fallbackServerName、fpadZone、objectEncoding 和 proxyType 属性。" version="1.0" helpurl="fl.video:NCManager:getProperty" playername=""/>
						<string name="helperDone" object="[fl.video.NCManager]" text=".helperDone(%帮助器:Object,成功:Boolean%):void" tiptext="由为 NCManager 对象执行任务的任何帮助器对象调用，以表示该任务已经完成以及是否成功。" version="1.0" helpurl="fl.video:NCManager:helperDone" playername=""/>
						<string name="reconnect" object="[fl.video.NCManager]" text=".reconnect(%%):void" tiptext="断开连接后，由 VideoPlayer 对象为请求重新连接而调用。" version="1.0" helpurl="fl.video:NCManager:reconnect" playername=""/>
						<string name="setProperty" object="[fl.video.NCManager]" text=".setProperty(%属性名称:String,值:*%):void" tiptext="允许设置 fallbackServerName、fpadZone、objectEncoding 和 proxyType 属性。" version="1.0" helpurl="fl.video:NCManager:setProperty" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NCManager 类的属性" helpurl="fl.video:NCManager">
						<string name="DEFAULT_TIMEOUT" object="[fl.video.NCManager]" text="NCManager.DEFAULT_TIMEOUT" constant="true" tiptext="默认超时时间，以毫秒为单位。" version="" helpurl="fl.video:NCManager:DEFAULT_TIMEOUT" playername=""/>
						<string name="SHORT_VERSION" object="[fl.video.NCManager]" text="NCManager.SHORT_VERSION" constant="true" tiptext="指示组件的短版本号的状态变量。" version="" helpurl="fl.video:NCManager:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.NCManager]" text="NCManager.VERSION" constant="true" tiptext="指示组件的长版本号的状态变量。" version="" helpurl="fl.video:NCManager:VERSION" playername=""/>
						<string name="fallbackServerName" object="[fl.video.NCManager]" text=".fallbackServerName" tiptext="间接或直接公开 fallbackServerName 属性。" version="" helpurl="fl.video:NCManager:fallbackServerName" playername=""/>
						<string name="bitrate" object="[fl.video.NCManager]" text=".bitrate" tiptext="从 Flash Media Server (FMS) 流式下载时，bitrate 属性返回根据自动检测计算的值，而不是通过 bitrate() 属性设置的值。" version="" helpurl="fl.video:NCManager:bitrate:get" playername=""/>
						<string name="isRTMP" object="[fl.video.NCManager]" text=".isRTMP" tiptext="URL 是用于从 Flash Media Server (FMS)的 RTMP 流式下载，还是用于渐进式下载。" version="" helpurl="fl.video:NCManager:isRTMP:get" playername=""/>
						<string name="netConnection" object="[fl.video.NCManager]" text=".netConnection" tiptext="对 NetConnection 对象的引用。" version="" helpurl="fl.video:NCManager:netConnection:get" playername=""/>
						<string name="streamHeight" object="[fl.video.NCManager]" text=".streamHeight" tiptext="流的高度，以像素为单位。" version="" helpurl="fl.video:NCManager:streamHeight:get" playername=""/>
						<string name="streamLength" object="[fl.video.NCManager]" text=".streamLength" tiptext="流的长度，以秒为单位。" version="" helpurl="fl.video:NCManager:streamLength:get" playername=""/>
						<string name="streamName" object="[fl.video.NCManager]" text=".streamName" tiptext="传递给 NetStream.play() 方法的流名称。" version="" helpurl="fl.video:NCManager:streamName:get" playername=""/>
						<string name="streamWidth" object="[fl.video.NCManager]" text=".streamWidth" tiptext="流的宽度，以像素为单位。" version="" helpurl="fl.video:NCManager:streamWidth:get" playername=""/>
						<string name="timeout" object="[fl.video.NCManager]" text=".timeout" tiptext="以毫秒表示的时间，经过该时间之后，将不再尝试建立连接。" version="" helpurl="fl.video:NCManager:timeout:get" playername=""/>
						<string name="videoPlayer" object="[fl.video.NCManager]" text=".videoPlayer" tiptext="拥有此对象的 VideoPlayer 对象。" version="" helpurl="fl.video:NCManager:videoPlayer:get" playername=""/>
					</folder>
				</folder>
				<folder name="NCManagerNative" id="[fl.video.NCManagerNative]" sort="true" index="true" asAncestors="fl.video:NCManager,Object" tiptext="NCManagerNative 类是 NCManager 类的子类，支持某些 Flash 视频流服务提供者可能支持的本机带宽检测。" helpurl="fl.video:NCManagerNative">
					<folder name="方法" id="Methods" tiptext="NCManagerNative 类的方法" helpurl="fl.video:NCManagerNative">
						<string name="NCManagerNative" object="[fl.video.NCManagerNative]" text="new NCManagerNative(%%):void" constructor="true" tiptext="NCManagerNative 构造函数" version="1.0" helpurl="fl.video:NCManagerNative:NCManagerNative" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NCManagerNative 类的属性" helpurl="fl.video:NCManagerNative">
						<string name="SHORT_VERSION" object="[fl.video.NCManagerNative]" text="NCManagerNative.SHORT_VERSION" constant="true" tiptext="指示组件的短版本号的状态变量。" version="" helpurl="fl.video:NCManagerNative:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.NCManagerNative]" text="NCManagerNative.VERSION" constant="true" tiptext="指示组件的长版本号的状态变量。" version="" helpurl="fl.video:NCManagerNative:VERSION" playername=""/>
						<string name="streamLength" object="[fl.video.NCManagerNative]" text=".streamLength" tiptext="流的长度，以毫秒为单位。" version="" helpurl="fl.video:NCManagerNative:streamLength:get" playername=""/>
					</folder>
				</folder>
				<folder name="SkinErrorEvent" id="[fl.video.SkinErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="当加载外观期间出错时，Flash&amp;#xAE; Player 调度 SkinErrorEvent 对象。" helpurl="fl.video:SkinErrorEvent">
					<folder name="方法" id="Methods" tiptext="SkinErrorEvent 类的方法" helpurl="fl.video:SkinErrorEvent">
						<string name="SkinErrorEvent" object="[fl.video.SkinErrorEvent]" text="new SkinErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 skinError 事件的信息。" version="1.0" helpurl="fl.video:SkinErrorEvent:SkinErrorEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SkinErrorEvent 类的属性" helpurl="fl.video:SkinErrorEvent">
						<string name="SKIN_ERROR" object="[fl.video.SkinErrorEvent]" text="SkinErrorEvent.SKIN_ERROR" constant="true" tiptext="定义 skinError 事件对象的 type 属性值。" version="" helpurl="fl.video:SkinErrorEvent:SKIN_ERROR" playername=""/>
					</folder>
				</folder>
				<folder name="SoundEvent" id="[fl.video.SoundEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当用户通过移动 volumeBar 控件的手柄或者设置音量或 soundTransform 属性来更改声音时，Flash&amp;#xAE; Player 调度 SoundEvent 对象。" helpurl="fl.video:SoundEvent">
					<folder name="方法" id="Methods" tiptext="SoundEvent 类的方法" helpurl="fl.video:SoundEvent">
						<string name="SoundEvent" object="[fl.video.SoundEvent]" text="new SoundEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,声音转换:flash.media:SoundTransform=null]%)" constructor="true" tiptext="SoundEvent 构造函数" version="1.0" helpurl="fl.video:SoundEvent:SoundEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SoundEvent 类的属性" helpurl="fl.video:SoundEvent">
						<string name="SOUND_UPDATE" object="[fl.video.SoundEvent]" text="SoundEvent.SOUND_UPDATE" constant="true" tiptext="定义 soundUpdate 事件对象的 type 属性值。" version="" helpurl="fl.video:SoundEvent:SOUND_UPDATE" playername=""/>
						<string name="soundTransform" object="[fl.video.SoundEvent]" text=".soundTransform" tiptext="指示音量和平移的新值。" version="" helpurl="fl.video:SoundEvent:soundTransform:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoAlign" id="[fl.video.VideoAlign]" sort="true" index="true" asAncestors="Object" tiptext="VideoAlign 类提供的常量值用于 FLVPlayback.align 和 VideoPlayer.align 属性。" helpurl="fl.video:VideoAlign">
					<folder name="属性" id="Properties" tiptext="VideoAlign 类的属性" helpurl="fl.video:VideoAlign">
						<string name="BOTTOM_LEFT" object="[fl.video.VideoAlign]" text="VideoAlign.BOTTOM_LEFT" constant="true" tiptext="指定舞台靠左下角对齐。" version="" helpurl="fl.video:VideoAlign:BOTTOM_LEFT" playername=""/>
						<string name="BOTTOM_RIGHT" object="[fl.video.VideoAlign]" text="VideoAlign.BOTTOM_RIGHT" constant="true" tiptext="指定视频靠右下角对齐。" version="" helpurl="fl.video:VideoAlign:BOTTOM_RIGHT" playername=""/>
						<string name="BOTTOM" object="[fl.video.VideoAlign]" text="VideoAlign.BOTTOM" constant="true" tiptext="指定视频靠底部对齐。" version="" helpurl="fl.video:VideoAlign:BOTTOM" playername=""/>
						<string name="CENTER" object="[fl.video.VideoAlign]" text="VideoAlign.CENTER" constant="true" tiptext="指定视频居中对齐。" version="" helpurl="fl.video:VideoAlign:CENTER" playername=""/>
						<string name="LEFT" object="[fl.video.VideoAlign]" text="VideoAlign.LEFT" constant="true" tiptext="指定视频靠左对齐。" version="" helpurl="fl.video:VideoAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[fl.video.VideoAlign]" text="VideoAlign.RIGHT" constant="true" tiptext="指定视频靠右对齐。" version="" helpurl="fl.video:VideoAlign:RIGHT" playername=""/>
						<string name="TOP_LEFT" object="[fl.video.VideoAlign]" text="VideoAlign.TOP_LEFT" constant="true" tiptext="指定视频靠左上角对齐。" version="" helpurl="fl.video:VideoAlign:TOP_LEFT" playername=""/>
						<string name="TOP_RIGHT" object="[fl.video.VideoAlign]" text="VideoAlign.TOP_RIGHT" constant="true" tiptext="指定视频靠右上角对齐。" version="" helpurl="fl.video:VideoAlign:TOP_RIGHT" playername=""/>
						<string name="TOP" object="[fl.video.VideoAlign]" text="VideoAlign.TOP" constant="true" tiptext="指定视频靠顶部对齐。" version="" helpurl="fl.video:VideoAlign:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="VideoError" id="[fl.video.VideoError]" sort="true" index="true" asAncestors="Error,Object" tiptext="VideoError 异常是报告 FLVPlayback 和 VideoPlayer 类中的运行时错误的主要机制。" helpurl="fl.video:VideoError">
					<folder name="方法" id="Methods" tiptext="VideoError 类的方法" helpurl="fl.video:VideoError">
						<string name="VideoError" object="[fl.video.VideoError]" text="new VideoError(%错误代码:uint[,消息:String=null]%)" constructor="true" tiptext="创建一个新的 VideoError 对象。" version="1.0" helpurl="fl.video:VideoError:VideoError" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="VideoError 类的属性" helpurl="fl.video:VideoError">
						<string name="DELETE_DEFAULT_PLAYER" object="[fl.video.VideoError]" text="VideoError.DELETE_DEFAULT_PLAYER" constant="true" tiptext="指示用户无法删除默认 VideoPlayer 对象的状态变量。" version="" helpurl="fl.video:VideoError:DELETE_DEFAULT_PLAYER" playername=""/>
						<string name="ILLEGAL_CUE_POINT" object="[fl.video.VideoError]" text="VideoError.ILLEGAL_CUE_POINT" constant="true" tiptext="指示提示点非法的状态变量。" version="" helpurl="fl.video:VideoError:ILLEGAL_CUE_POINT" playername=""/>
						<string name="INCMANAGER_CLASS_UNSET" object="[fl.video.VideoError]" text="VideoError.INCMANAGER_CLASS_UNSET" constant="true" tiptext="指示未设置 INCManager 类的状态变量。" version="" helpurl="fl.video:VideoError:INCMANAGER_CLASS_UNSET" playername=""/>
						<string name="INVALID_SEEK" object="[fl.video.VideoError]" text="VideoError.INVALID_SEEK" constant="true" tiptext="指示搜索无效的状态变量。" version="" helpurl="fl.video:VideoError:INVALID_SEEK" playername=""/>
						<string name="INVALID_SOURCE" object="[fl.video.VideoError]" text="VideoError.INVALID_SOURCE" constant="true" tiptext="指示源无效的状态变量。" version="" helpurl="fl.video:VideoError:INVALID_SOURCE" playername=""/>
						<string name="INVALID_XML" object="[fl.video.VideoError]" text="VideoError.INVALID_XML" constant="true" tiptext="指示 XML 无效的状态变量。" version="" helpurl="fl.video:VideoError:INVALID_XML" playername=""/>
						<string name="MISSING_SKIN_STYLE" object="[fl.video.VideoError]" text="VideoError.MISSING_SKIN_STYLE" constant="true" tiptext="指示缺少外观样式的状态变量。" version="" helpurl="fl.video:VideoError:MISSING_SKIN_STYLE" playername=""/>
						<string name="NETSTREAM_CLIENT_CLASS_UNSET" object="[fl.video.VideoError]" text="VideoError.NETSTREAM_CLIENT_CLASS_UNSET" constant="true" tiptext="将 VideoPlayer.netStatusClientClassstatic 属性设置为无效值时出现的错误。" version="" helpurl="fl.video:VideoError:NETSTREAM_CLIENT_CLASS_UNSET" playername=""/>
						<string name="NO_BITRATE_MATCH" object="[fl.video.VideoError]" text="VideoError.NO_BITRATE_MATCH" constant="true" tiptext="指示没有匹配的位速率的状态变量。" version="" helpurl="fl.video:VideoError:NO_BITRATE_MATCH" playername=""/>
						<string name="NO_CONNECTION" object="[fl.video.VideoError]" text="VideoError.NO_CONNECTION" constant="true" tiptext="状态变量，指示 Flash Player 无法与服务器建立连接或者在服务器上找不到 FLV 文件。" version="" helpurl="fl.video:VideoError:NO_CONNECTION" playername=""/>
						<string name="NULL_URL_LOAD" object="[fl.video.VideoError]" text="VideoError.NULL_URL_LOAD" constant="true" tiptext="指示向 load() 方法发送了空 URL 的状态变量。" version="" helpurl="fl.video:VideoError:NULL_URL_LOAD" playername=""/>
						<string name="SHORT_VERSION" object="[fl.video.VideoError]" text="VideoError.SHORT_VERSION" constant="true" tiptext="指示组件的短版本号的状态变量。" version="" helpurl="fl.video:VideoError:SHORT_VERSION" playername=""/>
						<string name="UNSUPPORTED_PROPERTY" object="[fl.video.VideoError]" text="VideoError.UNSUPPORTED_PROPERTY" constant="true" tiptext="状态变量，指示向 INCManager 类、getProperty 方法或 setProperty 方法传递了不支持的属性。" version="" helpurl="fl.video:VideoError:UNSUPPORTED_PROPERTY" playername=""/>
						<string name="VERSION" object="[fl.video.VideoError]" text="VideoError.VERSION" constant="true" tiptext="指示组件的长版本号的状态变量。" version="" helpurl="fl.video:VideoError:VERSION" playername=""/>
						<string name="code" object="[fl.video.VideoError]" text=".code" tiptext="与该错误对应的代码。" version="" helpurl="fl.video:VideoError:code:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoEvent" id="[fl.video.VideoEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当用户播放视频时，Flash&amp;#xAE; Player 调度 VideoEvent 对象。" helpurl="fl.video:VideoEvent">
					<folder name="方法" id="Methods" tiptext="VideoEvent 类的方法" helpurl="fl.video:VideoEvent">
						<string name="VideoEvent" object="[fl.video.VideoEvent]" text="new VideoEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,状态:String=null,播放头时间:Number=unknown,vp:uint=0]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 video 事件的信息。" version="1.0" helpurl="fl.video:VideoEvent:VideoEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="VideoEvent 类的属性" helpurl="fl.video:VideoEvent">
						<string name="AUTO_REWOUND" object="[fl.video.VideoEvent]" text="VideoEvent.AUTO_REWOUND" constant="true" tiptext="定义 autoRewound 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:AUTO_REWOUND" playername=""/>
						<string name="BUFFERING_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.BUFFERING_STATE_ENTERED" constant="true" tiptext="定义 bufferingStateEntered 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:BUFFERING_STATE_ENTERED" playername=""/>
						<string name="CLOSE" object="[fl.video.VideoEvent]" text="VideoEvent.CLOSE" constant="true" tiptext="定义 close 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:CLOSE" playername=""/>
						<string name="COMPLETE" object="[fl.video.VideoEvent]" text="VideoEvent.COMPLETE" constant="true" tiptext="定义 complete 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:COMPLETE" playername=""/>
						<string name="FAST_FORWARD" object="[fl.video.VideoEvent]" text="VideoEvent.FAST_FORWARD" constant="true" tiptext="定义 fastForward 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:FAST_FORWARD" playername=""/>
						<string name="PAUSED_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.PAUSED_STATE_ENTERED" constant="true" tiptext="定义 pausedStateEntered 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:PAUSED_STATE_ENTERED" playername=""/>
						<string name="PLAYHEAD_UPDATE" object="[fl.video.VideoEvent]" text="VideoEvent.PLAYHEAD_UPDATE" constant="true" tiptext="定义 playheadUpdate 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:PLAYHEAD_UPDATE" playername=""/>
						<string name="PLAYING_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.PLAYING_STATE_ENTERED" constant="true" tiptext="定义 playingStateEntered 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:PLAYING_STATE_ENTERED" playername=""/>
						<string name="READY" object="[fl.video.VideoEvent]" text="VideoEvent.READY" constant="true" tiptext="定义 ready 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:READY" playername=""/>
						<string name="REWIND" object="[fl.video.VideoEvent]" text="VideoEvent.REWIND" constant="true" tiptext="定义 rewind 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:REWIND" playername=""/>
						<string name="SCRUB_FINISH" object="[fl.video.VideoEvent]" text="VideoEvent.SCRUB_FINISH" constant="true" tiptext="定义 scrubFinish 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:SCRUB_FINISH" playername=""/>
						<string name="SCRUB_START" object="[fl.video.VideoEvent]" text="VideoEvent.SCRUB_START" constant="true" tiptext="定义 scrubStart 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:SCRUB_START" playername=""/>
						<string name="SEEKED" object="[fl.video.VideoEvent]" text="VideoEvent.SEEKED" constant="true" tiptext="定义 seeked 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:SEEKED" playername=""/>
						<string name="SKIN_LOADED" object="[fl.video.VideoEvent]" text="VideoEvent.SKIN_LOADED" constant="true" tiptext="定义 skinLoaded 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:SKIN_LOADED" playername=""/>
						<string name="STATE_CHANGE" object="[fl.video.VideoEvent]" text="VideoEvent.STATE_CHANGE" constant="true" tiptext="定义 stateChange 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:STATE_CHANGE" playername=""/>
						<string name="STOPPED_STATE_ENTERED" object="[fl.video.VideoEvent]" text="VideoEvent.STOPPED_STATE_ENTERED" constant="true" tiptext="定义 stoppedStateEntered 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoEvent:STOPPED_STATE_ENTERED" playername=""/>
						<string name="playheadTime" object="[fl.video.VideoEvent]" text=".playheadTime" tiptext="指示播放头的当前时间或位置的数字，以秒来度量，可以是小数值。" version="" helpurl="fl.video:VideoEvent:playheadTime:get" playername=""/>
						<string name="state" object="[fl.video.VideoEvent]" text=".state" tiptext="一个字符串，标识来自 VideoState 类的描述组件回放状态的常量。" version="" helpurl="fl.video:VideoEvent:state:get" playername=""/>
						<string name="vp" object="[fl.video.VideoEvent]" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version="" helpurl="fl.video:VideoEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoPlayer" id="[fl.video.VideoPlayer]" sort="true" index="true" asAncestors="flash.media:Video,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="通过 VideoPlayer 类，可以使用比在使用 FLVPlayback 组件的情况下稍小的 SWF 文件来创建视频播放器。" helpurl="fl.video:VideoPlayer">
					<folder name="方法" id="Methods" tiptext="VideoPlayer 类的方法" helpurl="fl.video:VideoPlayer">
						<string name="VideoPlayer" object="[fl.video.VideoPlayer]" text="new VideoPlayer(%[宽度:int=320,高度:int=240]%)" constructor="true" tiptext="创建一个具有指定宽度和高度的 VideoPlayer 对象。" version="1.0" helpurl="fl.video:VideoPlayer:VideoPlayer" playername=""/>
						<string name="close" object="[fl.video.VideoPlayer]" text=".close(%%):void" tiptext="强制视频流和 Flash Media Server 连接关闭。" version="1.0" helpurl="fl.video:VideoPlayer:close" playername=""/>
						<string name="load" object="[fl.video.VideoPlayer]" text=".load(%url:String[,总计时间:Number=unknown,为实时:Boolean=false,起始时间:Number=unknown,持续时间:Number=unknown]%):void" tiptext="与 play() 方法相似，但会加载 FLV 文件而不播放。" version="1.0" helpurl="fl.video:VideoPlayer:load" playername=""/>
						<string name="ncConnected" object="[fl.video.VideoPlayer]" text=".ncConnected(%%):void" tiptext="调用 INCManager.connectToURL() 方法后，连接完成或失败之后由 INCManager 调用。" version="1.0" helpurl="fl.video:VideoPlayer:ncConnected" playername=""/>
						<string name="ncReconnected" object="[fl.video.VideoPlayer]" text=".ncReconnected(%%):void" tiptext="调用 INCManager.reconnect() 方法后，重新连接完成或失败后由 INCManager 调用。" version="1.0" helpurl="fl.video:VideoPlayer:ncReconnected" playername=""/>
						<string name="pause" object="[fl.video.VideoPlayer]" text=".pause(%%):void" tiptext="暂停视频回放。" version="1.0" helpurl="fl.video:VideoPlayer:pause" playername=""/>
						<string name="playWhenEnoughDownloaded" object="[fl.video.VideoPlayer]" text=".playWhenEnoughDownloaded(%%):void" tiptext="playWhenEnoughDownloaded 方法" version="1.0" helpurl="fl.video:VideoPlayer:playWhenEnoughDownloaded" playername=""/>
						<string name="play" object="[fl.video.VideoPlayer]" text=".play(%[url:String=null,总计时间:Number=unknown,为实时:Boolean=false,起始时间:Number=unknown,持续时间:Number=unknown]%):void" tiptext="play 方法" version="1.0" helpurl="fl.video:VideoPlayer:play" playername=""/>
						<string name="seek" object="[fl.video.VideoPlayer]" text=".seek(%时间:Number%):void" tiptext="在文件中搜索到给定时间，以秒为单位指定，精确到三位小数(毫秒)。" version="1.0" helpurl="fl.video:VideoPlayer:seek" playername=""/>
						<string name="setScale" object="[fl.video.VideoPlayer]" text=".setScale(%水平缩放比例:Number,垂直缩放比例:Number%):void" tiptext="同时设置 scaleX 和 scaleY 属性。" version="1.0" helpurl="fl.video:VideoPlayer:setScale" playername=""/>
						<string name="setSize" object="[fl.video.VideoPlayer]" text=".setSize(%宽度:Number,高度:Number%):void" tiptext="同时设置宽度和高度属性。" version="1.0" helpurl="fl.video:VideoPlayer:setSize" playername=""/>
						<string name="stop" object="[fl.video.VideoPlayer]" text=".stop(%%):void" tiptext="停止视频回放。" version="1.0" helpurl="fl.video:VideoPlayer:stop" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="VideoPlayer 类的属性" helpurl="fl.video:VideoPlayer">
						<string name="SHORT_VERSION" object="[fl.video.VideoPlayer]" text="VideoPlayer.SHORT_VERSION" constant="true" tiptext="指示组件的短版本号的状态变量。" version="" helpurl="fl.video:VideoPlayer:SHORT_VERSION" playername=""/>
						<string name="VERSION" object="[fl.video.VideoPlayer]" text="VideoPlayer.VERSION" constant="true" tiptext="指示组件的长版本号的状态变量。" version="" helpurl="fl.video:VideoPlayer:VERSION" playername=""/>
						<string name="iNCManagerClass" object="[fl.video.VideoPlayer]" text=".iNCManagerClass" tiptext="要让所有 VideoPlayer 对象使用您的自定义类作为默认 INCManager 实现，请将 iNCManagerClass 属性设置为自定义类的类对象或字符串名称。" version="" helpurl="fl.video:VideoPlayer:iNCManagerClass" playername=""/>
						<string name="netStreamClientClass" object="[fl.video.VideoPlayer]" text=".netStreamClientClass" tiptext="为 NetStream 的客户端属性注册自定义类。" version="" helpurl="fl.video:VideoPlayer:netStreamClientClass" playername=""/>
						<string name="align" object="[fl.video.VideoPlayer]" text=".align" tiptext="指定如何相对于 registrationX、registrationY、registrationWidth 和 registrationHeight 属性显示视频。" version="" helpurl="fl.video:VideoPlayer:align:get" playername=""/>
						<string name="autoRewind" object="[fl.video.VideoPlayer]" text=".autoRewind" tiptext="一个布尔值，如果为 true，则播放停止时(由于播放器到达流的末端或调用了 stop() 方法)，会使 FLV 文件后退到第 1 帧。" version="" helpurl="fl.video:VideoPlayer:autoRewind:get" playername=""/>
						<string name="bufferTime" object="[fl.video.VideoPlayer]" text=".bufferTime" tiptext="一个数字，指定开始播放视频流前要在内存中缓冲的秒数。" version="" helpurl="fl.video:VideoPlayer:bufferTime:get" playername=""/>
						<string name="bytesLoaded" object="[fl.video.VideoPlayer]" text=".bytesLoaded" tiptext="一个数字，指示 HTTP 下载的下载程度，以字节为单位。" version="" helpurl="fl.video:VideoPlayer:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[fl.video.VideoPlayer]" text=".bytesTotal" tiptext="一个数字，指定 HTTP 下载的已下载总字节数。" version="" helpurl="fl.video:VideoPlayer:bytesTotal:get" playername=""/>
						<string name="idleTimeout" object="[fl.video.VideoPlayer]" text=".idleTimeout" tiptext="因播放暂停或停止等原因，Flash 终止与视频服务器(例如 Flash Media Server)之间的空闲连接之前等待的时间(以毫秒为单位)。" version="" helpurl="fl.video:VideoPlayer:idleTimeout:get" playername=""/>
						<string name="isLive" object="[fl.video.VideoPlayer]" text=".isLive" tiptext="一个布尔值，如果是实时视频流，则为 true。" version="" helpurl="fl.video:VideoPlayer:isLive:get" playername=""/>
						<string name="isRTMP" object="[fl.video.VideoPlayer]" text=".isRTMP" tiptext="一个布尔值，如果正在使用 RTMP 从 Flash Media Server (FMS)流式加载 FLV 文件，则为 true。" version="" helpurl="fl.video:VideoPlayer:isRTMP:get" playername=""/>
						<string name="metadata" object="[fl.video.VideoPlayer]" text=".metadata" tiptext="一个对象，它是通过调用 NetSteam.onMetaData() 回调方法(如果可用)而接收到的元数据信息包。" version="" helpurl="fl.video:VideoPlayer:metadata:get" playername=""/>
						<string name="ncMgr" object="[fl.video.VideoPlayer]" text=".ncMgr" tiptext="一个 INCManager 对象，它提供对实现 INCManager 的类实例的访问，而该类是 NCManager 类的接口。" version="" helpurl="fl.video:VideoPlayer:ncMgr:get" playername=""/>
						<string name="netConnection" object="[fl.video.VideoPlayer]" text=".netConnection" tiptext="允许直接访问由视频播放器创建的 NetConnection 实例。" version="" helpurl="fl.video:VideoPlayer:netConnection:get" playername=""/>
						<string name="netStream" object="[fl.video.VideoPlayer]" text=".netStream" tiptext="允许直接访问由视频播放器创建的 NetStream 实例。" version="" helpurl="fl.video:VideoPlayer:netStream:get" playername=""/>
						<string name="playheadTime" object="[fl.video.VideoPlayer]" text=".playheadTime" tiptext="指示播放头的当前时间或位置的数字，以秒来度量，可以是小数值。" version="" helpurl="fl.video:VideoPlayer:playheadTime:get" playername=""/>
						<string name="playheadUpdateInterval" object="[fl.video.VideoPlayer]" text=".playheadUpdateInterval" tiptext="一个数字，表示每个 playheadUpdate 事件之间的时间量，以毫秒为单位。" version="" helpurl="fl.video:VideoPlayer:playheadUpdateInterval:get" playername=""/>
						<string name="progressInterval" object="[fl.video.VideoPlayer]" text=".progressInterval" tiptext="一个数字，表示每个 progress 事件之间的时间量，以毫秒为单位。" version="" helpurl="fl.video:VideoPlayer:progressInterval:get" playername=""/>
						<string name="registrationHeight" object="[fl.video.VideoPlayer]" text=".registrationHeight" tiptext="用于在自动调整视频大小时对齐视频内容的高度。" version="" helpurl="fl.video:VideoPlayer:registrationHeight:get" playername=""/>
						<string name="registrationWidth" object="[fl.video.VideoPlayer]" text=".registrationWidth" tiptext="用于在自动调整视频大小时对齐视频内容的宽度。" version="" helpurl="fl.video:VideoPlayer:registrationWidth:get" playername=""/>
						<string name="registrationX" object="[fl.video.VideoPlayer]" text=".registrationX" tiptext="用于在自动调整视频大小时对齐视频内容的 x 坐标。" version="" helpurl="fl.video:VideoPlayer:registrationX:get" playername=""/>
						<string name="registrationY" object="[fl.video.VideoPlayer]" text=".registrationY" tiptext="用于在自动调整视频大小时对齐视频内容的 y 坐标。" version="" helpurl="fl.video:VideoPlayer:registrationY:get" playername=""/>
						<string name="scaleMode" object="[fl.video.VideoPlayer]" text=".scaleMode" tiptext="指定加载视频后调整视频大小的方式。" version="" helpurl="fl.video:VideoPlayer:scaleMode:get" playername=""/>
						<string name="soundTransform" object="[fl.video.VideoPlayer]" text=".soundTransform" tiptext="提供对 NetStream.soundTransform 属性的直接访问，以提供更多声音控制。" version="" helpurl="fl.video:VideoPlayer:soundTransform:get" playername=""/>
						<string name="source" object="[fl.video.VideoPlayer]" text=".source" tiptext="一个字符串，它指定要进行流式处理的 FLV 文件的 URL 以及如何对其进行流式处理。" version="" helpurl="fl.video:VideoPlayer:source:get" playername=""/>
						<string name="stateResponsive" object="[fl.video.VideoPlayer]" text=".stateResponsive" tiptext="一个布尔值，如果处于响应状态，则为 true。" version="" helpurl="fl.video:VideoPlayer:stateResponsive:get" playername=""/>
						<string name="state" object="[fl.video.VideoPlayer]" text=".state" tiptext="一个字符串，指定组件的状态。" version="" helpurl="fl.video:VideoPlayer:state:get" playername=""/>
						<string name="totalTime" object="[fl.video.VideoPlayer]" text=".totalTime" tiptext="一个数字，表示视频的总播放时间(以秒为单位)。" version="" helpurl="fl.video:VideoPlayer:totalTime:get" playername=""/>
						<string name="videoHeight" object="[fl.video.VideoPlayer]" text=".videoHeight" tiptext="已加载 FLV 文件的源宽度。" version="" helpurl="fl.video:VideoPlayer:videoHeight:get" playername=""/>
						<string name="videoWidth" object="[fl.video.VideoPlayer]" text=".videoWidth" tiptext="已加载 FLV 文件的源宽度。" version="" helpurl="fl.video:VideoPlayer:videoWidth:get" playername=""/>
						<string name="visible" object="[fl.video.VideoPlayer]" text=".visible" tiptext="一个布尔值，如果为 true，则 VideoPlayer 实例可见。" version="" helpurl="fl.video:VideoPlayer:visible:get" playername=""/>
						<string name="volume" object="[fl.video.VideoPlayer]" text=".volume" tiptext="0 到 1 之间的一个数，指示音量控制设置。" version="" helpurl="fl.video:VideoPlayer:volume:get" playername=""/>
						<string name="height" object="[fl.video.VideoPlayer]" text=".height" tiptext="一个数字，指定 VideoPlayer 实例的高度，以像素为单位。" version="" helpurl="fl.video:VideoPlayer:height:set" playername=""/>
						<string name="scaleX" object="[fl.video.VideoPlayer]" text=".scaleX" tiptext="一个数字，指定水平缩放比例。" version="" helpurl="fl.video:VideoPlayer:scaleX:set" playername=""/>
						<string name="scaleY" object="[fl.video.VideoPlayer]" text=".scaleY" tiptext="一个数字，指定垂直缩放比例。" version="" helpurl="fl.video:VideoPlayer:scaleY:set" playername=""/>
						<string name="width" object="[fl.video.VideoPlayer]" text=".width" tiptext="一个数字，指定舞台上 VideoPlayer 实例的宽度。" version="" helpurl="fl.video:VideoPlayer:width:set" playername=""/>
						<string name="x" object="[fl.video.VideoPlayer]" text=".x" tiptext="一个数字，指定视频播放器的水平位置，以像素为单位。" version="" helpurl="fl.video:VideoPlayer:x:set" playername=""/>
						<string name="y" object="[fl.video.VideoPlayer]" text=".y" tiptext="一个数字，指定视频播放器的垂直位置，以像素为单位。" version="" helpurl="fl.video:VideoPlayer:y:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="VideoPlayer 类的事件" helpurl="fl.video:VideoPlayer">
						<string name="drmStatus" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=DRMStatusEvent.{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="drmError 事件" version="" helpurl="fl.video:VideoPlayer__drmStatus" playername="AIR"/>
						<string name="drmError" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=DRMErrorEvent.{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="drmError 事件" version="" helpurl="fl.video:VideoPlayer__drmError" playername="AIR"/>
						<string name="drmAuthenticate" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=DRMAuthenticateEvent.{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="drmAuthenticate 事件" version="" helpurl="fl.video:VideoPlayer__drmAuthenticate" playername="AIR"/>
						<string name="stateChange" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoEvent.STATE_CHANGE{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在回放状态发生更改时调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.STATE_CHANGE_stateChange" playername=""/>
						<string name="autoRewound" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoEvent.AUTO_REWOUND{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="因为 autoRewind 属性设置为 true 而将播放头移至视频播放器的开始位置时调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.AUTO_REWOUND_autoRewound" playername=""/>
						<string name="layout" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=LayoutEvent.LAYOUT{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调整视频播放器大小或布置视频播放器时调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.LayoutEvent.LAYOUT_layout" playername=""/>
						<string name="ready" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoEvent.READY{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="加载 FLV 文件并可以显示时调度此事件。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.READY_ready" playername=""/>
						<string name="progress" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoProgressEvent.PROGRESS{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="根据已下载的字节数指示完成的进度。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoProgressEvent.PROGRESS_progress" playername=""/>
						<string name="playheadUpdate" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoEvent.PLAYHEAD_UPDATE{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="以 playheadUpdateInterval 属性指定的频率播放 FLV 文件或开始后退时进行调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.PLAYHEAD_UPDATE_playheadUpdate" playername=""/>
						<string name="metadataReceived" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=MetadataEvent.METADATA_RECEIVED{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="第一次到达 FLV 文件的元数据时调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.METADATA_RECEIVED_metadataReceived" playername=""/>
						<string name="cuePoint" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=MetadataEvent.CUE_POINT{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="到达提示点时调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.MetadataEvent.CUE_POINT_cuePoint" playername=""/>
						<string name="complete" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoEvent.COMPLETE{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="因为播放器到达 FLV 文件的末尾而完成播放时调度。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.COMPLETE_complete" playername=""/>
						<string name="close" object="[fl.video.VideoPlayer]" text=".addEventListener(%类型:String=VideoEvent.CLOSE{DRMStatusEvent.,DRMErrorEvent.,DRMAuthenticateEvent.,VideoEvent.STATE_CHANGE,VideoEvent.AUTO_REWOUND,LayoutEvent.LAYOUT,VideoEvent.READY,VideoProgressEvent.PROGRESS,VideoEvent.PLAYHEAD_UPDATE,MetadataEvent.METADATA_RECEIVED,MetadataEvent.CUE_POINT,VideoEvent.COMPLETE,VideoEvent.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由 VideoPlayer 实例在以下情况下调度: 由于超时或通过调用 close() 方法而关闭 NetConnection，或者您调用了 load() 或 play() 方法或设置了 source 属性，从而导致 RTMP 连接关闭。" version="" helpurl="fl.video:VideoPlayer_fl.video.VideoEvent.CLOSE_close" playername=""/>
					</folder>
				</folder>
				<folder name="VideoProgressEvent" id="[fl.video.VideoProgressEvent]" sort="true" index="true" asAncestors="flash.events:ProgressEvent,flash.events:Event,Object" tiptext="当用户在通过 HTTP 以渐进方式下载视频期间请求了解已下载的字节数时，Flash&amp;#xAE; Player 调度 VideoProgressEvent 对象。" helpurl="fl.video:VideoProgressEvent">
					<folder name="方法" id="Methods" tiptext="VideoProgressEvent 类的方法" helpurl="fl.video:VideoProgressEvent">
						<string name="VideoProgressEvent" object="[fl.video.VideoProgressEvent]" text="new VideoProgressEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,加载的字节数:uint=0,字节总数:uint=0,vp:uint=0]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关进度事件的信息。" version="1.0" helpurl="fl.video:VideoProgressEvent:VideoProgressEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="VideoProgressEvent 类的属性" helpurl="fl.video:VideoProgressEvent">
						<string name="PROGRESS" object="[fl.video.VideoProgressEvent]" text="VideoProgressEvent.PROGRESS" constant="true" tiptext="定义 progress 事件对象的 type 属性值。" version="" helpurl="fl.video:VideoProgressEvent:PROGRESS" playername=""/>
						<string name="vp" object="[fl.video.VideoProgressEvent]" text=".vp" tiptext="此事件中涉及的 VideoPlayer 对象的索引。" version="" helpurl="fl.video:VideoProgressEvent:vp:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoScaleMode" id="[fl.video.VideoScaleMode]" sort="true" index="true" asAncestors="Object" tiptext="VideoScaleMode 类提供用于 FLVPlayback.scaleMode 和 VideoPlayer.scaleMode 属性的常量值。" helpurl="fl.video:VideoScaleMode">
					<folder name="属性" id="Properties" tiptext="VideoScaleMode 类的属性" helpurl="fl.video:VideoScaleMode">
						<string name="EXACT_FIT" object="[fl.video.VideoScaleMode]" text="VideoScaleMode.EXACT_FIT" constant="true" tiptext="指定以 registrationHeight 或 height 及 registrationWidth 或 width 属性所指定的高度和宽度显示视频。" version="" helpurl="fl.video:VideoScaleMode:EXACT_FIT" playername=""/>
						<string name="MAINTAIN_ASPECT_RATIO" object="[fl.video.VideoScaleMode]" text="VideoScaleMode.MAINTAIN_ASPECT_RATIO" constant="true" tiptext="指定将视频限制在由 registrationX、registrationY、registrationWidth 和 registrationHeight 属性所确定的矩形中，但保持其原始高宽比。" version="" helpurl="fl.video:VideoScaleMode:MAINTAIN_ASPECT_RATIO" playername=""/>
						<string name="NO_SCALE" object="[fl.video.VideoScaleMode]" text="VideoScaleMode.NO_SCALE" constant="true" tiptext="指定视频严格以源视频的高度和宽度显示。" version="" helpurl="fl.video:VideoScaleMode:NO_SCALE" playername=""/>
					</folder>
				</folder>
				<folder name="VideoState" id="[fl.video.VideoState]" sort="true" index="true" asAncestors="Object" tiptext="VideoState 类为只读的 FLVPlayback.state 和 VideoPlayer.state 属性提供常量值。" helpurl="fl.video:VideoState">
					<folder name="属性" id="Properties" tiptext="VideoState 类的属性" helpurl="fl.video:VideoState">
						<string name="BUFFERING" object="[fl.video.VideoState]" text="VideoState.BUFFERING" constant="true" tiptext="视频播放器处于缓冲状态。" version="" helpurl="fl.video:VideoState:BUFFERING" playername=""/>
						<string name="CONNECTION_ERROR" object="[fl.video.VideoState]" text="VideoState.CONNECTION_ERROR" constant="true" tiptext="视频播放器处于连接错误状态。" version="" helpurl="fl.video:VideoState:CONNECTION_ERROR" playername=""/>
						<string name="DISCONNECTED" object="[fl.video.VideoState]" text="VideoState.DISCONNECTED" constant="true" tiptext="视频播放器处于断开连接状态。" version="" helpurl="fl.video:VideoState:DISCONNECTED" playername=""/>
						<string name="LOADING" object="[fl.video.VideoState]" text="VideoState.LOADING" constant="true" tiptext="视频播放器处于加载状态。" version="" helpurl="fl.video:VideoState:LOADING" playername=""/>
						<string name="PAUSED" object="[fl.video.VideoState]" text="VideoState.PAUSED" constant="true" tiptext="视频播放器处于暂停状态。" version="" helpurl="fl.video:VideoState:PAUSED" playername=""/>
						<string name="PLAYING" object="[fl.video.VideoState]" text="VideoState.PLAYING" constant="true" tiptext="视频播放器处于播放状态。" version="" helpurl="fl.video:VideoState:PLAYING" playername=""/>
						<string name="RESIZING" object="[fl.video.VideoState]" text="VideoState.RESIZING" constant="true" tiptext="视频播放器处于调整大小状态。" version="" helpurl="fl.video:VideoState:RESIZING" playername=""/>
						<string name="REWINDING" object="[fl.video.VideoState]" text="VideoState.REWINDING" constant="true" tiptext="视频播放器处于后退状态。" version="" helpurl="fl.video:VideoState:REWINDING" playername=""/>
						<string name="SEEKING" object="[fl.video.VideoState]" text="VideoState.SEEKING" constant="true" tiptext="视频播放器处于搜索状态。" version="" helpurl="fl.video:VideoState:SEEKING" playername=""/>
						<string name="STOPPED" object="[fl.video.VideoState]" text="VideoState.STOPPED" constant="true" tiptext="视频播放器处于停止状态。" version="" helpurl="fl.video:VideoState:STOPPED" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.accessibility" id="flash.accessibility" sort="true" tiptext="flash.accessibility 包的类" helpurl="flash.accessibility">
				<folder name="Accessibility" id="[flash.accessibility.Accessibility]" sort="true" index="true" asAncestors="Object" tiptext="Accessibility 类管理与屏幕读取器之间的通讯。" helpurl="flash.accessibility:Accessibility">
					<folder name="方法" id="Methods" tiptext="Accessibility 类的方法" helpurl="flash.accessibility:Accessibility">
						<string name="updateProperties" object="[flash.accessibility.Accessibility]" text="Accessibility.updateProperties(%%):void" static="true" tiptext="告知 Flash Player 应用使用 DisplayObject.accessibilityProperties 属性所做的任何辅助功能更改。" version="9" helpurl="flash.accessibility:Accessibility:updateProperties" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Accessibility 类的属性" helpurl="flash.accessibility:Accessibility">
						<string name="active" object="[flash.accessibility.Accessibility]" text=".active" tiptext="指示某个屏幕阅读器是否处于活动状态，以及应用程序是否正在与之通信。" version="" helpurl="flash.accessibility:Accessibility:active:get" playername=""/>
					</folder>
				</folder>
				<folder name="AccessibilityImplementation" id="[flash.accessibility.AccessibilityImplementation]" sort="true" index="true" asAncestors="Object" tiptext="AccessibilityImplementation 类是 Flash Player 中的基类，可以实现组件中的辅助功能。" helpurl="flash.accessibility:AccessibilityImplementation">
					<folder name="方法" id="Methods" tiptext="AccessibilityImplementation 类的方法" helpurl="flash.accessibility:AccessibilityImplementation">
						<string name="AccessibilityImplementation" object="[flash.accessibility.AccessibilityImplementation]" text="new AccessibilityImplementation(%%)" constructor="true" tiptext="静态构造函数。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:AccessibilityImplementation" playername=""/>
						<string name="accDoDefaultAction" object="[flash.accessibility.AccessibilityImplementation]" text=".accDoDefaultAction(%子ID:uint%):void" tiptext="执行与组件关联的默认操作。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:accDoDefaultAction" playername=""/>
						<string name="accLocation" object="[flash.accessibility.AccessibilityImplementation]" text=".accLocation(%子ID:uint%)" tiptext="返回指定子元素边框的 DisplayObject 或 Rectangle 对象。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:accLocation" playername=""/>
						<string name="accSelect" object="[flash.accessibility.AccessibilityImplementation]" text=".accSelect(%操作:uint,子ID:uint%):void" tiptext="IAccessible 方法，更改此 AccessibilityImplementation 所表示组件中的选定内容。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:accSelect" playername=""/>
						<string name="getChildIDArray" object="[flash.accessibility.AccessibilityImplementation]" text=".getChildIDArray(%%):Array" tiptext="返回一个数组，其中包含 AccessibilityImplementation 中所有子元素的无符号整数 ID。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:getChildIDArray" playername=""/>
						<string name="get_accDefaultAction" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accDefaultAction(%子ID:uint%):String" tiptext="返回组件的默认操作。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accDefaultAction" playername=""/>
						<string name="get_accFocus" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accFocus(%%):uint" tiptext="返回在组件内具有子焦点的子元素的无符号整数 ID。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accFocus" playername=""/>
						<string name="get_accName" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accName(%子ID:uint%):String" tiptext="返回组件的名称" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accName" playername=""/>
						<string name="get_accRole" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accRole(%子ID:uint%):uint" tiptext="返回组件的系统角色" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accRole" playername=""/>
						<string name="get_accSelection" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accSelection(%%):Array" tiptext="返回一个数组，其中包含所有选定子元素的 ID。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accSelection" playername=""/>
						<string name="get_accState" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accState(%子ID:uint%):uint" tiptext="返回组件的状态" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accState" playername=""/>
						<string name="get_accValue" object="[flash.accessibility.AccessibilityImplementation]" text=".get_accValue(%子ID:uint%):String" tiptext="返回组件的值" version="2" helpurl="flash.accessibility:AccessibilityImplementation:get_accValue" playername=""/>
						<string name="isLabeledBy" object="[flash.accessibility.AccessibilityImplementation]" text=".isLabeledBy(%标签范围:flash.geom:Rectangle%):Boolean" tiptext="表示附近的文本对象是否为此组件的标签。" version="2" helpurl="flash.accessibility:AccessibilityImplementation:isLabeledBy" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AccessibilityImplementation 类的属性" helpurl="flash.accessibility:AccessibilityImplementation">
						<string name="errno" object="[flash.accessibility.AccessibilityImplementation]" text=".errno" tiptext="表示错误代码。" version="" helpurl="flash.accessibility:AccessibilityImplementation:errno" playername=""/>
						<string name="stub" object="[flash.accessibility.AccessibilityImplementation]" text=".stub" tiptext="用于创建组件辅助功能存根。" version="" helpurl="flash.accessibility:AccessibilityImplementation:stub" playername=""/>
					</folder>
				</folder>
				<folder name="AccessibilityProperties" id="[flash.accessibility.AccessibilityProperties]" sort="true" index="true" asAncestors="Object" tiptext="利用 AccessibilityProperties 类可控制 Flash 对象辅助功能(如屏幕读取器)演示。" helpurl="flash.accessibility:AccessibilityProperties">
					<folder name="方法" id="Methods" tiptext="AccessibilityProperties 类的方法" helpurl="flash.accessibility:AccessibilityProperties">
						<string name="AccessibilityProperties" object="[flash.accessibility.AccessibilityProperties]" text="new AccessibilityProperties(%%)" constructor="true" tiptext="创建一个新的 AccessibilityProperties 对象。" version="9" helpurl="flash.accessibility:AccessibilityProperties:AccessibilityProperties" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AccessibilityProperties 类的属性" helpurl="flash.accessibility:AccessibilityProperties">
						<string name="description" object="[flash.accessibility.AccessibilityProperties]" text=".description" tiptext="为辅助演示中的该显示对象提供一个说明。" version="" helpurl="flash.accessibility:AccessibilityProperties:description" playername=""/>
						<string name="forceSimple" object="[flash.accessibility.AccessibilityProperties]" text=".forceSimple" tiptext="如果为 true，则会导致 Flash Player 从辅助演示中排除该显示对象内的子对象。" version="" helpurl="flash.accessibility:AccessibilityProperties:forceSimple" playername=""/>
						<string name="name" object="[flash.accessibility.AccessibilityProperties]" text=".name" tiptext="为辅助演示中的该显示对象提供一个名称。" version="" helpurl="flash.accessibility:AccessibilityProperties:name" playername=""/>
						<string name="noAutoLabeling" object="[flash.accessibility.AccessibilityProperties]" text=".noAutoLabeling" tiptext="如果为 true，则禁用 Flash Player 的默认自动标签系统。" version="" helpurl="flash.accessibility:AccessibilityProperties:noAutoLabeling" playername=""/>
						<string name="shortcut" object="[flash.accessibility.AccessibilityProperties]" text=".shortcut" tiptext="指出与该显示对象关联的快捷键。" version="" helpurl="flash.accessibility:AccessibilityProperties:shortcut" playername=""/>
						<string name="silent" object="[flash.accessibility.AccessibilityProperties]" text=".silent" tiptext="如果为 true，则从辅助演示中排除该显示对象。" version="" helpurl="flash.accessibility:AccessibilityProperties:silent" playername=""/>
					</folder>
				</folder>
				<folder name="ISearchableText" id="[flash.accessibility.ISearchableText]" sort="true" index="true" tiptext="ISearchableText 接口可由包含在 Web 上应可搜索到的文本的对象实现。" helpurl="flash.accessibility:ISearchableText">
					<folder name="属性" id="Properties" tiptext="ISearchableText 类的属性" helpurl="flash.accessibility:ISearchableText">
						<string name="searchText" object="[flash.accessibility.ISearchableText]" text=".searchText" tiptext="从实现 ISearchableText 的组件中获取搜索文本。" version="" helpurl="flash.accessibility:ISearchableText:searchText:get" playername=""/>
					</folder>
				</folder>
				<folder name="ISimpleTextSelection" id="[flash.accessibility.ISimpleTextSelection]" sort="true" index="true" tiptext="可使用 ISimpleTextSelection 类将对 MSAA ISimpleTextSelection 接口的支持添加到 AccessibilityImplementation 中。" helpurl="flash.accessibility:ISimpleTextSelection">
					<folder name="属性" id="Properties" tiptext="ISimpleTextSelection 类的属性" helpurl="flash.accessibility:ISimpleTextSelection">
						<string name="selectionActiveIndex" object="[flash.accessibility.ISimpleTextSelection]" text=".selectionActiveIndex" tiptext="当前所选内容中最后一个字符从零开始的字符索引值。" version="" helpurl="flash.accessibility:ISimpleTextSelection:selectionActiveIndex:get" playername=""/>
						<string name="selectionAnchorIndex" object="[flash.accessibility.ISimpleTextSelection]" text=".selectionAnchorIndex" tiptext="当前所选内容中第一个字符从零开始的字符索引值。" version="" helpurl="flash.accessibility:ISimpleTextSelection:selectionAnchorIndex:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.data" id="flash.data" sort="true" tiptext="flash.data 包的类" helpurl="flash.data">
				<folder name="EncryptedLocalStore" id="[flash.data.EncryptedLocalStore]" sort="true" index="true" asAncestors="Object" tiptext="EncryptedLocalStore 类提供永久的加密数据存储机制。" helpurl="flash.data:EncryptedLocalStore">
					<folder name="方法" id="Methods" tiptext="EncryptedLocalStore 类的方法" helpurl="flash.data:EncryptedLocalStore">
						<string name="getItem" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.getItem(%名称:String%):flash.utils:ByteArray" static="true" tiptext="与指定名称对应的数据。" version="1.0" helpurl="flash.data:EncryptedLocalStore:getItem" playername="AIR"/>
						<string name="removeItem" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.removeItem(%名称:String%):void" static="true" tiptext="从加密本地存储中删除具有给定名称的项目。" version="1.0" helpurl="flash.data:EncryptedLocalStore:removeItem" playername="AIR"/>
						<string name="reset" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.reset(%%):void" static="true" tiptext="清除整个加密本地存储，从而删除所有数据。" version="1.0" helpurl="flash.data:EncryptedLocalStore:reset" playername="AIR"/>
						<string name="setItem" object="[flash.data.EncryptedLocalStore]" text="EncryptedLocalStore.setItem(%名称:String,数据:flash.utils:ByteArray[,强绑定:Boolean=false]%):void" static="true" tiptext="用指定名称存储 ByteArray 对象。" version="1.0" helpurl="flash.data:EncryptedLocalStore:setItem" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="EncryptedLocalStore 类的属性" helpurl="flash.data:EncryptedLocalStore">
						<string name="isSupported" object="[flash.data.EncryptedLocalStore]" text=".isSupported" tiptext="如果当前平台支持 EncryptedLocalStore 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.data:EncryptedLocalStore:isSupported:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLCollationType" id="[flash.data.SQLCollationType]" sort="true" index="true" asAncestors="Object" tiptext="该类包含一些常量，它们表示 SQLColumnSchema 构造函数的 defaultCollationType 参数以及 SQLColumnSchema.defaultCollationType 属性的可能值。" helpurl="flash.data:SQLCollationType">
					<folder name="属性" id="Properties" tiptext="SQLCollationType 类的属性" helpurl="flash.data:SQLCollationType">
						<string name="BINARY" object="[flash.data.SQLCollationType]" text="SQLCollationType.BINARY" constant="true" tiptext="指示将列定义为使用 BINARY 排序顺序。" version="" helpurl="flash.data:SQLCollationType:BINARY" playername="AIR"/>
						<string name="NO_CASE" object="[flash.data.SQLCollationType]" text="SQLCollationType.NO_CASE" constant="true" tiptext="指示将列定义为使用 NOCASE 排序顺序。" version="" helpurl="flash.data:SQLCollationType:NO_CASE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLColumnNameStyle" id="[flash.data.SQLColumnNameStyle]" sort="true" index="true" asAncestors="Object" tiptext="该类包含一些常量，它们表示 SQLConnection.columnNameStyle 属性的可能值。" helpurl="flash.data:SQLColumnNameStyle">
					<folder name="属性" id="Properties" tiptext="SQLColumnNameStyle 类的属性" helpurl="flash.data:SQLColumnNameStyle">
						<string name="DEFAULT" object="[flash.data.SQLColumnNameStyle]" text="SQLColumnNameStyle.DEFAULT" constant="true" tiptext="指示从 SELECT 语句返回的列名称使用默认格式。" version="" helpurl="flash.data:SQLColumnNameStyle:DEFAULT" playername="AIR"/>
						<string name="LONG" object="[flash.data.SQLColumnNameStyle]" text="SQLColumnNameStyle.LONG" constant="true" tiptext="指示从 SELECT 语句返回的列名称使用长列名称格式。" version="" helpurl="flash.data:SQLColumnNameStyle:LONG" playername="AIR"/>
						<string name="SHORT" object="[flash.data.SQLColumnNameStyle]" text="SQLColumnNameStyle.SHORT" constant="true" tiptext="指示从 SELECT 语句返回的列名称使用短列名称格式。" version="" helpurl="flash.data:SQLColumnNameStyle:SHORT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLColumnSchema" id="[flash.data.SQLColumnSchema]" sort="true" index="true" asAncestors="Object" tiptext="SQLColumnSchema 类提供一些信息，描述了数据库表中的特定列的特性。" helpurl="flash.data:SQLColumnSchema">
					<folder name="方法" id="Methods" tiptext="SQLColumnSchema 类的方法" helpurl="flash.data:SQLColumnSchema">
						<string name="SQLColumnSchema" object="[flash.data.SQLColumnSchema]" text="new SQLColumnSchema(%名称:String,主键:Boolean,允许为空:Boolean,自增:Boolean,数据类型:String,defaultCollationType:String%)" constructor="true" tiptext="构造 SQLColumnSchema 实例。" version="1.0" helpurl="flash.data:SQLColumnSchema:SQLColumnSchema" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLColumnSchema 类的属性" helpurl="flash.data:SQLColumnSchema">
						<string name="allowNull" object="[flash.data.SQLColumnSchema]" text=".allowNull" tiptext="指示在此列中是否允许使用 NULL 值。" version="" helpurl="flash.data:SQLColumnSchema:allowNull:get" playername="AIR"/>
						<string name="autoIncrement" object="[flash.data.SQLColumnSchema]" text=".autoIncrement" tiptext="指示此列是否为自增列。" version="" helpurl="flash.data:SQLColumnSchema:autoIncrement:get" playername="AIR"/>
						<string name="dataType" object="[flash.data.SQLColumnSchema]" text=".dataType" tiptext="以字符串形式获取列的数据类型。" version="" helpurl="flash.data:SQLColumnSchema:dataType:get" playername="AIR"/>
						<string name="defaultCollationType" object="[flash.data.SQLColumnSchema]" text=".defaultCollationType" tiptext="指示为此列定义的默认排序顺序。" version="" helpurl="flash.data:SQLColumnSchema:defaultCollationType:get" playername="AIR"/>
						<string name="name" object="[flash.data.SQLColumnSchema]" text=".name" tiptext="获取列的名称。" version="" helpurl="flash.data:SQLColumnSchema:name:get" playername="AIR"/>
						<string name="primaryKey" object="[flash.data.SQLColumnSchema]" text=".primaryKey" tiptext="指示此列是否为其关联表的主键列（或复合键中的主键列之一）。" version="" helpurl="flash.data:SQLColumnSchema:primaryKey:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLConnection" id="[flash.data.SQLConnection]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SQLConnection 实例用于管理本地 SQL 数据库文件（本地数据库）的创建和连接过程。" helpurl="flash.data:SQLConnection">
					<folder name="方法" id="Methods" tiptext="SQLConnection 类的方法" helpurl="flash.data:SQLConnection">
						<string name="SQLConnection" object="[flash.data.SQLConnection]" text="new SQLConnection(%%)" constructor="true" tiptext="创建 SQLConnection 实例。" version="1.0" helpurl="flash.data:SQLConnection:SQLConnection" playername="AIR"/>
						<string name="addEventListener" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0.0,使用弱引用:Boolean=false]%):void" tiptext="使用 EventDispatcher 对象注册事件侦听器对象，以使侦听器能够接收事件通知。" version="1.0" helpurl="flash.data:SQLConnection:addEventListener" playername="AIR"/>
						<string name="analyze" object="[flash.data.SQLConnection]" text=".analyze(%[资源名称:String=null,响应器:flash.net:Responder=null]%):void" tiptext="收集有关数据库索引的统计信息，并将其存储在数据库中。" version="1.0" helpurl="flash.data:SQLConnection:analyze" playername="AIR"/>
						<string name="attach" object="[flash.data.SQLConnection]" text=".attach(%名称:String[,引用:Object=null,响应方:flash.net:Responder=null,加密密钥:flash.utils:ByteArray=null]%):void" tiptext="将另一个数据库添加到 SQLConnection 实例中，并将新数据库命名为指定的名称。" version="1.0" helpurl="flash.data:SQLConnection:attach" playername="AIR"/>
						<string name="begin" object="[flash.data.SQLConnection]" text=".begin(%[选项:String=null,响应器:flash.net:Responder=null]%):void" tiptext="开始一个事务，其中将对针对连接的一个或多个数据库执行的所有 SQL 语句进行分组。" version="1.0" helpurl="flash.data:SQLConnection:begin" playername="AIR"/>
						<string name="cancel" object="[flash.data.SQLConnection]" text=".cancel(%[响应器:flash.net:Responder=null]%):void" tiptext="终止当前对连接到 SQLConnection 实例的数据库执行的所有 SQL 语句。" version="1.0" helpurl="flash.data:SQLConnection:cancel" playername="AIR"/>
						<string name="close" object="[flash.data.SQLConnection]" text=".close(%[响应器:flash.net:Responder=null]%):void" tiptext="断开当前数据库连接。" version="1.0" helpurl="flash.data:SQLConnection:close" playername="AIR"/>
						<string name="commit" object="[flash.data.SQLConnection]" text=".commit(%[响应器:flash.net:Responder=null]%):void" tiptext="提交一个现有事务，从而导致将该事务的语句执行的任何操作永久应用于数据库。" version="1.0" helpurl="flash.data:SQLConnection:commit" playername="AIR"/>
						<string name="compact" object="[flash.data.SQLConnection]" text=".compact(%[响应器:flash.net:Responder=null]%):void" tiptext="回收数据库中所有未使用的空间。" version="1.0" helpurl="flash.data:SQLConnection:compact" playername="AIR"/>
						<string name="deanalyze" object="[flash.data.SQLConnection]" text=".deanalyze(%[响应器:flash.net:Responder=null]%):void" tiptext="删除通过调用 analyze() 方法创建的所有统计信息。" version="1.0" helpurl="flash.data:SQLConnection:deanalyze" playername="AIR"/>
						<string name="detach" object="[flash.data.SQLConnection]" text=".detach(%名称:String[,响应器:flash.net:Responder=null]%):void" tiptext="断开另一个以前使用 attach() 方法连接到 SQLConnection 实例的数据库。" version="1.0" helpurl="flash.data:SQLConnection:detach" playername="AIR"/>
						<string name="getSchemaResult" object="[flash.data.SQLConnection]" text=".getSchemaResult(%%):flash.data:SQLSchemaResult" tiptext="提供对 loadSchema() 方法调用结果的访问。" version="1.0" helpurl="flash.data:SQLConnection:getSchemaResult" playername="AIR"/>
						<string name="loadSchema" object="[flash.data.SQLConnection]" text=".loadSchema(%[类型:Class=null,名称:String=null,数据库:String=main,包括列架构:Boolean=true,响应器:flash.net:Responder=null]%):void" tiptext="从连接的数据库或任何附加的数据库中加载架构信息。" version="1.0" helpurl="flash.data:SQLConnection:loadSchema" playername="AIR"/>
						<string name="openAsync" object="[flash.data.SQLConnection]" text=".openAsync(%[引用:Object=null,打开模式:String=create,响应方:flash.net:Responder=null,自动压缩:Boolean=false,页面大小:int=1024,加密密钥:flash.utils:ByteArray=null]%):void" tiptext="打开至文件系统中指定位置处的数据库文件的异步连接，或者在该位置创建新的数据库文件并打开，或者创建内存中的数据库并打开。" version="1.0" helpurl="flash.data:SQLConnection:openAsync" playername="AIR"/>
						<string name="open" object="[flash.data.SQLConnection]" text=".open(%[引用:Object=null,打开模式:String=create,自动压缩:Boolean=false,页面大小:int=1024,加密密钥:flash.utils:ByteArray=null]%):void" tiptext="打开至文件系统中指定位置处的数据库文件的同步连接，或者在该位置创建新的数据库文件并打开，或者创建内存中的数据库并打开。" version="1.0" helpurl="flash.data:SQLConnection:open" playername="AIR"/>
						<string name="reencrypt" object="[flash.data.SQLConnection]" text=".reencrypt(%新的加密密钥:flash.utils:ByteArray[,响应方:flash.net:Responder=null]%):void" tiptext="更改加密的数据库的加密密钥。" version="1.5" helpurl="flash.data:SQLConnection:reencrypt" playername="AIR"/>
						<string name="releaseSavepoint" object="[flash.data.SQLConnection]" text=".releaseSavepoint(%[名称:String=null,响应方:flash.net:Responder=null]%):void" tiptext="此方法提交自最近的保存点或命名的保存点（如果已指定名称）以后的 SQL 操作。" version="2" helpurl="flash.data:SQLConnection:releaseSavepoint" playername="AIR"/>
						<string name="removeEventListener" object="[flash.data.SQLConnection]" text=".removeEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false]%):void" tiptext="从 EventDispatcher 对象中删除侦听器。" version="1.0" helpurl="flash.data:SQLConnection:removeEventListener" playername="AIR"/>
						<string name="rollbackToSavepoint" object="[flash.data.SQLConnection]" text=".rollbackToSavepoint(%[名称:String=null,响应方:flash.net:Responder=null]%):void" tiptext="回滚自最近的保存点或命名的保存点（如果已指定名称）以后的任何 SQL 操作。" version="2" helpurl="flash.data:SQLConnection:rollbackToSavepoint" playername="AIR"/>
						<string name="rollback" object="[flash.data.SQLConnection]" text=".rollback(%[响应器:flash.net:Responder=null]%):void" tiptext="回滚使用 begin() 方法创建的现有事务，这意味着放弃事务中的任何 SQL 语句所做的所有更改。" version="1.0" helpurl="flash.data:SQLConnection:rollback" playername="AIR"/>
						<string name="setSavepoint" object="[flash.data.SQLConnection]" text=".setSavepoint(%[名称:String=null,响应方:flash.net:Responder=null]%):void" tiptext="创建一个保存点，就像在数据库事务中创建书签一样。" version="2" helpurl="flash.data:SQLConnection:setSavepoint" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLConnection 类的属性" helpurl="flash.data:SQLConnection">
						<string name="autoCompact" object="[flash.data.SQLConnection]" text=".autoCompact" tiptext="指示在最初创建当前数据库时是否启用自动压缩（为创建该数据库的 open() 或 openAsync() 调用中的 autoCompact 参数指定的值）。" version="" helpurl="flash.data:SQLConnection:autoCompact:get" playername="AIR"/>
						<string name="cacheSize" object="[flash.data.SQLConnection]" text=".cacheSize" tiptext="提供对此连接的缓存大小的访问，缓存大小表示在内存中一次容纳的最大数据库磁盘分页数。" version="" helpurl="flash.data:SQLConnection:cacheSize:get" playername="AIR"/>
						<string name="columnNameStyle" object="[flash.data.SQLConnection]" text=".columnNameStyle" tiptext="指示在 SELECT 语句结果中报告列名称的方式。" version="" helpurl="flash.data:SQLConnection:columnNameStyle:get" playername="AIR"/>
						<string name="connected" object="[flash.data.SQLConnection]" text=".connected" tiptext="指示 SQLConnection 实例是否具有到数据库文件的打开连接。" version="" helpurl="flash.data:SQLConnection:connected:get" playername="AIR"/>
						<string name="inTransaction" object="[flash.data.SQLConnection]" text=".inTransaction" tiptext="指示事务中当前是否涉及此连接。" version="" helpurl="flash.data:SQLConnection:inTransaction:get" playername="AIR"/>
						<string name="lastInsertRowID" object="[flash.data.SQLConnection]" text=".lastInsertRowID" tiptext="上次生成的行标识符（由 SQL INSERT 语句创建）。" version="" helpurl="flash.data:SQLConnection:lastInsertRowID:get" playername="AIR"/>
						<string name="pageSize" object="[flash.data.SQLConnection]" text=".pageSize" tiptext="指示在最初创建当前数据库时指定的数据库页面大小，以字节为单位（为创建该数据库的 open() 或 openAsync() 调用中的 pageSize 参数指定的值）。" version="" helpurl="flash.data:SQLConnection:pageSize:get" playername="AIR"/>
						<string name="totalChanges" object="[flash.data.SQLConnection]" text=".totalChanges" tiptext="包含在打开数据库连接后所做的数据更改的总数。" version="" helpurl="flash.data:SQLConnection:totalChanges:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SQLConnection 类的事件" helpurl="flash.data:SQLConnection">
						<string name="update" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLUpdateEvent.UPDATE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何连接的数据库的任何表中的数据由于 SQL UPDATE 命令而发生更改时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLUpdateEvent.UPDATE_update" playername="AIR"/>
						<string name="setSavepoint" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.SET_SAVEPOINT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 setSavepoint() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.SET_SAVEPOINT_setSavepoint" playername="AIR"/>
						<string name="schema" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.SCHEMA{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 loadSchema() 方法调用的操作成功完成并且架构结果准备就绪时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.SCHEMA_schema" playername="AIR"/>
						<string name="rollbackToSavepoint" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.ROLLBACK_TO_SAVEPOINT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 rollbackToSavepoint() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ROLLBACK_TO_SAVEPOINT_rollbackToSavepoint" playername="AIR"/>
						<string name="rollback" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.ROLLBACK{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 rollback() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ROLLBACK_rollback" playername="AIR"/>
						<string name="releaseSavepoint" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.RELEASE_SAVEPOINT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 releaseSavepoint() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.RELEASE_SAVEPOINT_releaseSavepoint" playername="AIR"/>
						<string name="reencrypt" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.REENCRYPT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 reencrypt() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.REENCRYPT_reencrypt" playername="AIR"/>
						<string name="open" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.OPEN{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 openAsync() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.OPEN_open" playername="AIR"/>
						<string name="insert" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLUpdateEvent.INSERT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何连接的数据库的任何表中的数据由于 SQL INSERT 命令而发生更改时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLUpdateEvent.INSERT_insert" playername="AIR"/>
						<string name="error" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLErrorEvent.ERROR{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 SQLConnection 对象的任何异步操作产生错误时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLErrorEvent.ERROR_error" playername="AIR"/>
						<string name="detach" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.DETACH{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 detach() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.DETACH_detach" playername="AIR"/>
						<string name="delete" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLUpdateEvent.DELETE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何连接的数据库的任何表中的数据由于 SQL DELETE 命令而发生更改时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLUpdateEvent.DELETE_delete" playername="AIR"/>
						<string name="deanalyze" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.DEANALYZE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 deanalyze() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.DEANALYZE_deanalyze" playername="AIR"/>
						<string name="commit" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.COMMIT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 commit() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.COMMIT_commit" playername="AIR"/>
						<string name="close" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.CLOSE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 close() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.CLOSE_close" playername="AIR"/>
						<string name="compact" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.COMPACT{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 compact() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.COMPACT_compact" playername="AIR"/>
						<string name="cancel" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.CANCEL{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 cancel() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.CANCEL_cancel" playername="AIR"/>
						<string name="begin" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.BEGIN{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 begin() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.BEGIN_begin" playername="AIR"/>
						<string name="attach" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.ATTACH{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 attach() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ATTACH_attach" playername="AIR"/>
						<string name="analyze" object="[flash.data.SQLConnection]" text=".addEventListener(%类型:String=SQLEvent.ANALYZE{SQLUpdateEvent.UPDATE,SQLEvent.SET_SAVEPOINT,SQLEvent.SCHEMA,SQLEvent.ROLLBACK_TO_SAVEPOINT,SQLEvent.ROLLBACK,SQLEvent.RELEASE_SAVEPOINT,SQLEvent.REENCRYPT,SQLEvent.OPEN,SQLUpdateEvent.INSERT,SQLErrorEvent.ERROR,SQLEvent.DETACH,SQLUpdateEvent.DELETE,SQLEvent.DEANALYZE,SQLEvent.COMMIT,SQLEvent.CLOSE,SQLEvent.COMPACT,SQLEvent.CANCEL,SQLEvent.BEGIN,SQLEvent.ATTACH,SQLEvent.ANALYZE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 analyze() 操作成功完成时调度。" version="" helpurl="flash.data:SQLConnection_flash.events.SQLEvent.ANALYZE_analyze" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLIndexSchema" id="[flash.data.SQLIndexSchema]" sort="true" index="true" asAncestors="flash.data:SQLSchema,Object" tiptext="SQLIndexSchema 实例提供了一些信息，以描述数据库中的特定索引。" helpurl="flash.data:SQLIndexSchema">
					<folder name="方法" id="Methods" tiptext="SQLIndexSchema 类的方法" helpurl="flash.data:SQLIndexSchema">
						<string name="SQLIndexSchema" object="[flash.data.SQLIndexSchema]" text="new SQLIndexSchema(%数据库:String,名称:String,sql:String,表:String%)" constructor="true" tiptext="创建 SQLIndexSchema 实例。" version="1.0" helpurl="flash.data:SQLIndexSchema:SQLIndexSchema" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLIndexSchema 类的属性" helpurl="flash.data:SQLIndexSchema">
						<string name="table" object="[flash.data.SQLIndexSchema]" text=".table" tiptext="将此索引附加到的表的名称。" version="" helpurl="flash.data:SQLIndexSchema:table:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLMode" id="[flash.data.SQLMode]" sort="true" index="true" asAncestors="Object" tiptext="该类包含一些常量，它们表示 SQLConnection.open() 和 SQLConnection.openAsync() 方法的 openMode 参数的可能值。" helpurl="flash.data:SQLMode">
					<folder name="属性" id="Properties" tiptext="SQLMode 类的属性" helpurl="flash.data:SQLMode">
						<string name="CREATE" object="[flash.data.SQLMode]" text="SQLMode.CREATE" constant="true" tiptext="指示打开连接以进行更新；如果指定的数据库文件不存在，则创建一个文件。" version="" helpurl="flash.data:SQLMode:CREATE" playername="AIR"/>
						<string name="READ" object="[flash.data.SQLMode]" text="SQLMode.READ" constant="true" tiptext="指示在只读模式下打开连接。" version="" helpurl="flash.data:SQLMode:READ" playername="AIR"/>
						<string name="UPDATE" object="[flash.data.SQLMode]" text="SQLMode.UPDATE" constant="true" tiptext="指示打开连接以进行更新，但如果指定的数据库文件不存在，并不创建新的文件。" version="" helpurl="flash.data:SQLMode:UPDATE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLResult" id="[flash.data.SQLResult]" sort="true" index="true" asAncestors="Object" tiptext="SQLResult 类提供对为响应 SQL 语句（SQLStatement 实例）执行而返回的数据的访问。" helpurl="flash.data:SQLResult">
					<folder name="方法" id="Methods" tiptext="SQLResult 类的方法" helpurl="flash.data:SQLResult">
						<string name="SQLResult" object="[flash.data.SQLResult]" text="new SQLResult(%[数据:Array=null,受影响的行数:Number=0,完成:Boolean=true,行ID:Number=0]%)" constructor="true" tiptext="创建 SQLResult 实例。" version="1.0" helpurl="flash.data:SQLResult:SQLResult" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLResult 类的属性" helpurl="flash.data:SQLResult">
						<string name="complete" object="[flash.data.SQLResult]" text=".complete" tiptext="指示是否已返回语句执行中的所有结果数据。" version="" helpurl="flash.data:SQLResult:complete:get" playername="AIR"/>
						<string name="data" object="[flash.data.SQLResult]" text=".data" tiptext="由于执行语句而返回的数据（尤其是在执行 SQL SELECT 语句时）。" version="" helpurl="flash.data:SQLResult:data:get" playername="AIR"/>
						<string name="lastInsertRowID" object="[flash.data.SQLResult]" text=".lastInsertRowID" tiptext="上次生成的行标识符（由 SQL INSERT 语句生成）。" version="" helpurl="flash.data:SQLResult:lastInsertRowID:get" playername="AIR"/>
						<string name="rowsAffected" object="[flash.data.SQLResult]" text=".rowsAffected" tiptext="指示受此操作影响的行数。" version="" helpurl="flash.data:SQLResult:rowsAffected:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLSchema" id="[flash.data.SQLSchema]" sort="true" index="true" asAncestors="Object" tiptext="SQLSchema 类是一个基类，用于保存数据库对象的架构信息，如表、视图和索引。" helpurl="flash.data:SQLSchema">
					<folder name="方法" id="Methods" tiptext="SQLSchema 类的方法" helpurl="flash.data:SQLSchema">
						<string name="SQLSchema" object="[flash.data.SQLSchema]" text="new SQLSchema(%数据库:String,名称:String,sql:String%)" constructor="true" tiptext="创建 SQLSchema 实例。" version="1.0" helpurl="flash.data:SQLSchema:SQLSchema" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLSchema 类的属性" helpurl="flash.data:SQLSchema">
						<string name="database" object="[flash.data.SQLSchema]" text=".database" tiptext="此架构对象所属的数据库的名称。" version="" helpurl="flash.data:SQLSchema:database:get" playername="AIR"/>
						<string name="name" object="[flash.data.SQLSchema]" text=".name" tiptext="此架构对象的名称。" version="" helpurl="flash.data:SQLSchema:name:get" playername="AIR"/>
						<string name="sql" object="[flash.data.SQLSchema]" text=".sql" tiptext="返回用于创建此架构对象的 SQL 语句的所有文本。" version="" helpurl="flash.data:SQLSchema:sql:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLSchemaResult" id="[flash.data.SQLSchemaResult]" sort="true" index="true" asAncestors="Object" tiptext="SQLSchemaResult 实例包含由于 SQLConnection.loadSchema() 方法调用而生成的信息。" helpurl="flash.data:SQLSchemaResult">
					<folder name="方法" id="Methods" tiptext="SQLSchemaResult 类的方法" helpurl="flash.data:SQLSchemaResult">
						<string name="SQLSchemaResult" object="[flash.data.SQLSchemaResult]" text="new SQLSchemaResult(%表:Array,视图:Array,索引:Array,触发器:Array%)" constructor="true" tiptext="创建 SQLSchemaResult 实例。" version="1.0" helpurl="flash.data:SQLSchemaResult:SQLSchemaResult" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLSchemaResult 类的属性" helpurl="flash.data:SQLSchemaResult">
						<string name="indices" object="[flash.data.SQLSchemaResult]" text=".indices" tiptext="在 SQLConnection.loadSchema() 调用中请求的 SQLIndexSchema 实例的数组。" version="" helpurl="flash.data:SQLSchemaResult:indices:get" playername="AIR"/>
						<string name="tables" object="[flash.data.SQLSchemaResult]" text=".tables" tiptext="在 SQLConnection.loadSchema() 调用中请求的 SQLTableSchema 实例的数组。" version="" helpurl="flash.data:SQLSchemaResult:tables:get" playername="AIR"/>
						<string name="triggers" object="[flash.data.SQLSchemaResult]" text=".triggers" tiptext="在 SQLConnection.loadSchema() 调用中请求的 SQLTriggerSchema 实例的数组。" version="" helpurl="flash.data:SQLSchemaResult:triggers:get" playername="AIR"/>
						<string name="views" object="[flash.data.SQLSchemaResult]" text=".views" tiptext="在 SQLConnection.loadSchema() 调用中请求的 SQLViewSchema 实例的数组。" version="" helpurl="flash.data:SQLSchemaResult:views:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLStatement" id="[flash.data.SQLStatement]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SQLStatement 实例用于针对通过 SQLConnection 实例打开的本地 SQL 数据库执行 SQL 语句。" helpurl="flash.data:SQLStatement">
					<folder name="方法" id="Methods" tiptext="SQLStatement 类的方法" helpurl="flash.data:SQLStatement">
						<string name="SQLStatement" object="[flash.data.SQLStatement]" text="new SQLStatement(%%)" constructor="true" tiptext="创建 SQLStatement 实例。" version="1.0" helpurl="flash.data:SQLStatement:SQLStatement" playername="AIR"/>
						<string name="cancel" object="[flash.data.SQLStatement]" text=".cancel(%%):void" tiptext="取消执行此语句。" version="1.0" helpurl="flash.data:SQLStatement:cancel" playername="AIR"/>
						<string name="clearParameters" object="[flash.data.SQLStatement]" text=".clearParameters(%%):void" tiptext="清除所有当前参数设置。" version="1.0" helpurl="flash.data:SQLStatement:clearParameters" playername="AIR"/>
						<string name="execute" object="[flash.data.SQLStatement]" text=".execute(%[预取:int=-1,响应器:flash.net:Responder=null]%):void" tiptext="针对连接到 SQLConnection 对象的 sqlConnection 属性中的数据库执行 text 属性中的 SQL。" version="1.0" helpurl="flash.data:SQLStatement:execute" playername="AIR"/>
						<string name="getResult" object="[flash.data.SQLStatement]" text=".getResult(%%):flash.data:SQLResult" tiptext="提供对包含语句执行结果的 SQLResult 对象的访问，其中包括 SELECT 语句的任何结果行以及有关执行的所有语句的语句执行情况的其他信息。" version="1.0" helpurl="flash.data:SQLStatement:getResult" playername="AIR"/>
						<string name="next" object="[flash.data.SQLStatement]" text=".next(%[预取:int=-1,响应器:flash.net:Responder=null]%):void" tiptext="检索 SELECT 语句的结果集的下一部分。" version="1.0" helpurl="flash.data:SQLStatement:next" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLStatement 类的属性" helpurl="flash.data:SQLStatement">
						<string name="executing" object="[flash.data.SQLStatement]" text=".executing" tiptext="指示当前是否正在执行语句。" version="" helpurl="flash.data:SQLStatement:executing:get" playername="AIR"/>
						<string name="itemClass" object="[flash.data.SQLStatement]" text=".itemClass" tiptext="指示一个类（数据类型），它用于由于执行语句而返回的每个行。" version="" helpurl="flash.data:SQLStatement:itemClass:get" playername="AIR"/>
						<string name="parameters" object="[flash.data.SQLStatement]" text=".parameters" tiptext="用作一个关联数组，将在其中添加 SQL 语句的 text 属性中指定的参数的值。" version="" helpurl="flash.data:SQLStatement:parameters:get" playername="AIR"/>
						<string name="sqlConnection" object="[flash.data.SQLStatement]" text=".sqlConnection" tiptext="管理到执行语句的数据库的连接的 SQLConnection 对象。" version="" helpurl="flash.data:SQLStatement:sqlConnection:get" playername="AIR"/>
						<string name="text" object="[flash.data.SQLStatement]" text=".text" tiptext="语句的实际 SQL 文本。" version="" helpurl="flash.data:SQLStatement:text:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SQLStatement 类的事件" helpurl="flash.data:SQLStatement">
						<string name="error" object="[flash.data.SQLStatement]" text=".addEventListener(%类型:String=SQLErrorEvent.ERROR{SQLErrorEvent.ERROR,SQLEvent.RESULT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在执行操作期间发生错误时调度。" version="" helpurl="flash.data:SQLStatement_flash.events.SQLErrorEvent.ERROR_error" playername="AIR"/>
						<string name="result" object="[flash.data.SQLStatement]" text=".addEventListener(%类型:String=SQLEvent.RESULT{SQLErrorEvent.ERROR,SQLEvent.RESULT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 execute() 或 next() 方法调用的操作成功完成时调度。" version="" helpurl="flash.data:SQLStatement_flash.events.SQLEvent.RESULT_result" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLTableSchema" id="[flash.data.SQLTableSchema]" sort="true" index="true" asAncestors="flash.data:SQLSchema,Object" tiptext="SQLTableSchema 实例提供了一些信息，以描述数据库中的特定表。" helpurl="flash.data:SQLTableSchema">
					<folder name="方法" id="Methods" tiptext="SQLTableSchema 类的方法" helpurl="flash.data:SQLTableSchema">
						<string name="SQLTableSchema" object="[flash.data.SQLTableSchema]" text="new SQLTableSchema(%数据库:String,名称:String,sql:String,列:Array%)" constructor="true" tiptext="创建 SQLTableSchema 实例。" version="1.0" helpurl="flash.data:SQLTableSchema:SQLTableSchema" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLTableSchema 类的属性" helpurl="flash.data:SQLTableSchema">
						<string name="columns" object="[flash.data.SQLTableSchema]" text=".columns" tiptext="包含此表中的列的架构信息的 SQLColumnSchema 实例数组。" version="" helpurl="flash.data:SQLTableSchema:columns:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLTransactionLockType" id="[flash.data.SQLTransactionLockType]" sort="true" index="true" asAncestors="Object" tiptext="该类包含一些常量，它们表示 SQLConnection.begin() 方法的 option 参数的可能值。" helpurl="flash.data:SQLTransactionLockType">
					<folder name="属性" id="Properties" tiptext="SQLTransactionLockType 类的属性" helpurl="flash.data:SQLTransactionLockType">
						<string name="DEFERRED" object="[flash.data.SQLTransactionLockType]" text="SQLTransactionLockType.DEFERRED" constant="true" tiptext="指定延迟锁定事务选项。" version="" helpurl="flash.data:SQLTransactionLockType:DEFERRED" playername="AIR"/>
						<string name="EXCLUSIVE" object="[flash.data.SQLTransactionLockType]" text="SQLTransactionLockType.EXCLUSIVE" constant="true" tiptext="指定独占锁定事务选项。" version="" helpurl="flash.data:SQLTransactionLockType:EXCLUSIVE" playername="AIR"/>
						<string name="IMMEDIATE" object="[flash.data.SQLTransactionLockType]" text="SQLTransactionLockType.IMMEDIATE" constant="true" tiptext="指定立即锁定事务选项。" version="" helpurl="flash.data:SQLTransactionLockType:IMMEDIATE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLTriggerSchema" id="[flash.data.SQLTriggerSchema]" sort="true" index="true" asAncestors="flash.data:SQLSchema,Object" tiptext="SQLTriggerSchema 实例提供了一些信息，以描述数据库中的特定触发器。" helpurl="flash.data:SQLTriggerSchema">
					<folder name="方法" id="Methods" tiptext="SQLTriggerSchema 类的方法" helpurl="flash.data:SQLTriggerSchema">
						<string name="SQLTriggerSchema" object="[flash.data.SQLTriggerSchema]" text="new SQLTriggerSchema(%数据库:String,名称:String,sql:String,表:String%)" constructor="true" tiptext="创建 SQLTriggerSchema 实例。" version="1.0" helpurl="flash.data:SQLTriggerSchema:SQLTriggerSchema" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLTriggerSchema 类的属性" helpurl="flash.data:SQLTriggerSchema">
						<string name="table" object="[flash.data.SQLTriggerSchema]" text=".table" tiptext="在其中定义此触发器的表的名称，或视图的名称（如果触发器是在视图上定义的）。" version="" helpurl="flash.data:SQLTriggerSchema:table:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLViewSchema" id="[flash.data.SQLViewSchema]" sort="true" index="true" asAncestors="flash.data:SQLTableSchema,flash.data:SQLSchema,Object" tiptext="SQLViewSchema 实例提供了一些信息，以描述数据库中的特定视图。" helpurl="flash.data:SQLViewSchema">
					<folder name="方法" id="Methods" tiptext="SQLViewSchema 类的方法" helpurl="flash.data:SQLViewSchema">
						<string name="SQLViewSchema" object="[flash.data.SQLViewSchema]" text="new SQLViewSchema(%数据库:String,名称:String,sql:String,列:Array%)" constructor="true" tiptext="创建 SQLViewSchema 实例。" version="1.0" helpurl="flash.data:SQLViewSchema:SQLViewSchema" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.desktop" id="flash.desktop" sort="true" tiptext="flash.desktop 包的类" helpurl="flash.desktop">
				<folder name="Clipboard" id="[flash.desktop.Clipboard]" sort="true" index="true" asAncestors="Object" tiptext="Clipboard 类提供用于通过剪贴板传输数据和对象的容器。" helpurl="flash.desktop:Clipboard">
					<folder name="方法" id="Methods" tiptext="Clipboard 类的方法" helpurl="flash.desktop:Clipboard">
						<string name="Clipboard" object="[flash.desktop.Clipboard]" text="new Clipboard(%%)" constructor="true" tiptext="创建空 Clipboard 对象。" version="1.0" helpurl="flash.desktop:Clipboard:Clipboard" playername=""/>
						<string name="clearData" object="[flash.desktop.Clipboard]" text=".clearData(%格式:String%):void" tiptext="删除指定格式的数据表示形式。" version="1.0" helpurl="flash.desktop:Clipboard:clearData" playername=""/>
						<string name="clear" object="[flash.desktop.Clipboard]" text=".clear(%%):void" tiptext="从此 Clipboard 对象中删除所有数据表示形式。" version="1.0" helpurl="flash.desktop:Clipboard:clear" playername=""/>
						<string name="getData" object="[flash.desktop.Clipboard]" text=".getData(%格式:String[,传输模式:String=originalPreferred]%):Object" tiptext="如果指定格式的数据存在，则获取剪贴板数据。" version="1.0" helpurl="flash.desktop:Clipboard:getData" playername=""/>
						<string name="hasFormat" object="[flash.desktop.Clipboard]" text=".hasFormat(%格式:String%):Boolean" tiptext="检查指定格式的数据在此 Clipboard 对象中是否存在。" version="1.5" helpurl="flash.desktop:Clipboard:hasFormat" playername=""/>
						<string name="setDataHandler" object="[flash.desktop.Clipboard]" text=".setDataHandler(%格式:String,处理函数:Function[,可序列化:Boolean=true]%):Boolean" tiptext="添加对某个处理函数的引用，该函数生成要传输的数据。" version="1.0" helpurl="flash.desktop:Clipboard:setDataHandler" playername=""/>
						<string name="setData" object="[flash.desktop.Clipboard]" text=".setData(%格式:String,数据:Object[,可序列化:Boolean=true]%):Boolean" tiptext="使用指定的数据格式添加要传输的信息的表示形式。" version="1.0" helpurl="flash.desktop:Clipboard:setData" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Clipboard 类的属性" helpurl="flash.desktop:Clipboard">
						<string name="formats" object="[flash.desktop.Clipboard]" text=".formats" tiptext="一个字符串数组，其中包含在此 Clipboard 对象中可用的数据格式的名称。" version="" helpurl="flash.desktop:Clipboard:formats:get" playername=""/>
						<string name="generalClipboard" object="[flash.desktop.Clipboard]" text=".generalClipboard" tiptext="操作系统剪贴板。" version="" helpurl="flash.desktop:Clipboard:generalClipboard:get" playername=""/>
						<string name="supportsFilePromise" object="[flash.desktop.Clipboard]" text=".supportsFilePromise" tiptext="指示客户端系统是否支持此文件承诺剪贴板格式。" version="" helpurl="flash.desktop:Clipboard:supportsFilePromise:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ClipboardFormats" id="[flash.desktop.ClipboardFormats]" sort="true" index="true" asAncestors="Object" tiptext="ClipboardFormats 类为与 Clipboard 类一起使用的标准数据格式的名称定义常量。" helpurl="flash.desktop:ClipboardFormats">
					<folder name="属性" id="Properties" tiptext="ClipboardFormats 类的属性" helpurl="flash.desktop:ClipboardFormats">
						<string name="BITMAP_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.BITMAP_FORMAT" constant="true" tiptext="图像数据（仅限 AIR）。" version="" helpurl="flash.desktop:ClipboardFormats:BITMAP_FORMAT" playername="AIR"/>
						<string name="FILE_LIST_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.FILE_LIST_FORMAT" constant="true" tiptext="文件数组（仅限 AIR）。" version="" helpurl="flash.desktop:ClipboardFormats:FILE_LIST_FORMAT" playername="AIR"/>
						<string name="FILE_PROMISE_LIST_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.FILE_PROMISE_LIST_FORMAT" constant="true" tiptext="文件承诺列表（仅 AIR）。" version="" helpurl="flash.desktop:ClipboardFormats:FILE_PROMISE_LIST_FORMAT" playername="AIR"/>
						<string name="HTML_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.HTML_FORMAT" constant="true" tiptext="HTML 数据。" version="" helpurl="flash.desktop:ClipboardFormats:HTML_FORMAT" playername=""/>
						<string name="RICH_TEXT_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.RICH_TEXT_FORMAT" constant="true" tiptext="RTF 格式数据。" version="" helpurl="flash.desktop:ClipboardFormats:RICH_TEXT_FORMAT" playername=""/>
						<string name="TEXT_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.TEXT_FORMAT" constant="true" tiptext="字符串数据。" version="" helpurl="flash.desktop:ClipboardFormats:TEXT_FORMAT" playername=""/>
						<string name="URL_FORMAT" object="[flash.desktop.ClipboardFormats]" text="ClipboardFormats.URL_FORMAT" constant="true" tiptext="URL 字符串（仅限 AIR）。" version="" helpurl="flash.desktop:ClipboardFormats:URL_FORMAT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ClipboardTransferMode" id="[flash.desktop.ClipboardTransferMode]" sort="true" index="true" asAncestors="Object" tiptext="ClipboardTransferMode 类为用作 Clipboard.getData() 方法的 transferMode 参数值的模式定义常量。" helpurl="flash.desktop:ClipboardTransferMode">
					<folder name="属性" id="Properties" tiptext="ClipboardTransferMode 类的属性" helpurl="flash.desktop:ClipboardTransferMode">
						<string name="CLONE_ONLY" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.CLONE_ONLY" constant="true" tiptext="Clipboard 对象应仅返回副本。" version="" helpurl="flash.desktop:ClipboardTransferMode:CLONE_ONLY" playername=""/>
						<string name="CLONE_PREFERRED" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.CLONE_PREFERRED" constant="true" tiptext="如果可用，Clipboard 对象应返回副本；如果不可用，则返回引用。" version="" helpurl="flash.desktop:ClipboardTransferMode:CLONE_PREFERRED" playername=""/>
						<string name="ORIGINAL_ONLY" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.ORIGINAL_ONLY" constant="true" tiptext="Clipboard 对象应仅返回引用。" version="" helpurl="flash.desktop:ClipboardTransferMode:ORIGINAL_ONLY" playername=""/>
						<string name="ORIGINAL_PREFERRED" object="[flash.desktop.ClipboardTransferMode]" text="ClipboardTransferMode.ORIGINAL_PREFERRED" constant="true" tiptext="如果可用，Clipboard 对象应返回引用；如果不可用，则返回副本。" version="" helpurl="flash.desktop:ClipboardTransferMode:ORIGINAL_PREFERRED" playername=""/>
					</folder>
				</folder>
				<folder name="DockIcon" id="[flash.desktop.DockIcon]" sort="true" index="true" asAncestors="flash.desktop:InteractiveIcon,flash.desktop:Icon,flash.events:EventDispatcher,Object" tiptext="DockIcon 类表示 Mac OS X&amp;#xAE; 样式的停靠图标。" helpurl="flash.desktop:DockIcon">
					<folder name="方法" id="Methods" tiptext="DockIcon 类的方法" helpurl="flash.desktop:DockIcon">
						<string name="bounce" object="[flash.desktop.DockIcon]" text=".bounce(%[优先级:String=informational]%):void" tiptext="通知用户已发生了可能需要引起注意的事件。" version="1.0" helpurl="flash.desktop:DockIcon:bounce" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DockIcon 类的属性" helpurl="flash.desktop:DockIcon">
						<string name="bitmaps" object="[flash.desktop.DockIcon]" text=".bitmaps" tiptext="作为不同大小的 BitmapData 对象数组的图标图像。" version="" helpurl="flash.desktop:DockIcon:bitmaps:get" playername="AIR"/>
						<string name="height" object="[flash.desktop.DockIcon]" text=".height" tiptext="图标的当前显示高度，以像素为单位。" version="" helpurl="flash.desktop:DockIcon:height:get" playername="AIR"/>
						<string name="menu" object="[flash.desktop.DockIcon]" text=".menu" tiptext="此停靠图标的系统提供菜单。" version="" helpurl="flash.desktop:DockIcon:menu:get" playername="AIR"/>
						<string name="width" object="[flash.desktop.DockIcon]" text=".width" tiptext="图标的当前显示宽度，以像素为单位。" version="" helpurl="flash.desktop:DockIcon:width:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Icon" id="[flash.desktop.Icon]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Icon 类表示操作系统图标。" helpurl="flash.desktop:Icon">
					<folder name="属性" id="Properties" tiptext="Icon 类的属性" helpurl="flash.desktop:Icon">
						<string name="bitmaps" object="[flash.desktop.Icon]" text=".bitmaps" tiptext="作为不同大小的 BitmapData 对象数组的图标图像。" version="" helpurl="flash.desktop:Icon:bitmaps:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IFilePromise" id="[flash.desktop.IFilePromise]" sort="true" index="true" tiptext="IFilePromise 接口定义 AIR 运行时读取文件承诺数据时所用的接口。" helpurl="flash.desktop:IFilePromise">
					<folder name="方法" id="Methods" tiptext="IFilePromise 类的方法" helpurl="flash.desktop:IFilePromise">
						<string name="close" object="[flash.desktop.IFilePromise]" text=".close(%%):void" tiptext="读取完所有数据时由 AIR 运行时调用。" version="2" helpurl="flash.desktop:IFilePromise:close" playername="AIR"/>
						<string name="open" object="[flash.desktop.IFilePromise]" text=".open(%%):flash.utils:IDataInput" tiptext="返回数据提供程序对象。" version="2" helpurl="flash.desktop:IFilePromise:open" playername="AIR"/>
						<string name="reportError" object="[flash.desktop.IFilePromise]" text=".reportError(%e:flash.events:ErrorEvent%):void" tiptext="由 AIR 运行时调用以通知 IFilePromise 在读取数据提供程序对象中的数据时出错。" version="2" helpurl="flash.desktop:IFilePromise:reportError" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IFilePromise 类的属性" helpurl="flash.desktop:IFilePromise">
						<string name="isAsync" object="[flash.desktop.IFilePromise]" text=".isAsync" tiptext="指示是否支持异步数据传输。" version="" helpurl="flash.desktop:IFilePromise:isAsync:get" playername="AIR"/>
						<string name="relativePath" object="[flash.desktop.IFilePromise]" text=".relativePath" tiptext="将由此文件承诺创建的文件的相对路径和文件名。" version="" helpurl="flash.desktop:IFilePromise:relativePath:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="InteractiveIcon" id="[flash.desktop.InteractiveIcon]" sort="true" index="true" asAncestors="flash.desktop:Icon,flash.events:EventDispatcher,Object" tiptext="InteractiveIcon 类是一个基类，用于与应用程序关联的操作系统图标。" helpurl="flash.desktop:InteractiveIcon">
					<folder name="属性" id="Properties" tiptext="InteractiveIcon 类的属性" helpurl="flash.desktop:InteractiveIcon">
						<string name="bitmaps" object="[flash.desktop.InteractiveIcon]" text=".bitmaps" tiptext="作为不同大小的 BitmapData 对象数组的图标图像。" version="" helpurl="flash.desktop:InteractiveIcon:bitmaps:get" playername="AIR"/>
						<string name="height" object="[flash.desktop.InteractiveIcon]" text=".height" tiptext="图标的当前显示高度，以像素为单位。" version="" helpurl="flash.desktop:InteractiveIcon:height:get" playername="AIR"/>
						<string name="width" object="[flash.desktop.InteractiveIcon]" text=".width" tiptext="图标的当前显示宽度，以像素为单位。" version="" helpurl="flash.desktop:InteractiveIcon:width:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="InvokeEventReason" id="[flash.desktop.InvokeEventReason]" sort="true" index="true" asAncestors="Object" tiptext="InvokeEventReason 类枚举 InvokeEvent 对象的 reason 属性返回的值。" helpurl="flash.desktop:InvokeEventReason">
					<folder name="属性" id="Properties" tiptext="InvokeEventReason 类的属性" helpurl="flash.desktop:InvokeEventReason">
						<string name="LOGIN" object="[flash.desktop.InvokeEventReason]" text="InvokeEventReason.LOGIN" constant="true" tiptext="指示因用户登录而引发的 InvokeEvent 事件。" version="" helpurl="flash.desktop:InvokeEventReason:LOGIN" playername="AIR"/>
						<string name="STANDARD" object="[flash.desktop.InvokeEventReason]" text="InvokeEventReason.STANDARD" constant="true" tiptext="指示因其它原因（非用户登录）而引发的 InvokeEvent 事件。" version="" helpurl="flash.desktop:InvokeEventReason:STANDARD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeApplication" id="[flash.desktop.NativeApplication]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeApplication 类表示此 AIR 应用程序。" helpurl="flash.desktop:NativeApplication">
					<folder name="方法" id="Methods" tiptext="NativeApplication 类的方法" helpurl="flash.desktop:NativeApplication">
						<string name="activate" object="[flash.desktop.NativeApplication]" text=".activate(%[窗口:flash.display:NativeWindow=null]%):void" tiptext="激活此应用程序。" version="1.0" helpurl="flash.desktop:NativeApplication:activate" playername="AIR"/>
						<string name="addEventListener" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="使用 EventDispatcher 对象注册事件侦听器对象，以使侦听器能够接收事件通知。" version="1.0" helpurl="flash.desktop:NativeApplication:addEventListener" playername="AIR"/>
						<string name="clear" object="[flash.desktop.NativeApplication]" text=".clear(%%):Boolean" tiptext="在具有焦点的显示对象上调用一个内部删除命令。" version="1.0" helpurl="flash.desktop:NativeApplication:clear" playername="AIR"/>
						<string name="copy" object="[flash.desktop.NativeApplication]" text=".copy(%%):Boolean" tiptext="在具有焦点的显示对象上调用一个内部复制命令。" version="1.0" helpurl="flash.desktop:NativeApplication:copy" playername="AIR"/>
						<string name="cut" object="[flash.desktop.NativeApplication]" text=".cut(%%):Boolean" tiptext="在具有焦点的显示对象上调用一个内部剪切命令。" version="1.0" helpurl="flash.desktop:NativeApplication:cut" playername="AIR"/>
						<string name="dispatchEvent" object="[flash.desktop.NativeApplication]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="1.0" helpurl="flash.desktop:NativeApplication:dispatchEvent" playername="AIR"/>
						<string name="exit" object="[flash.desktop.NativeApplication]" text=".exit(%[错误代码:int=0]%):void" tiptext="终止此应用程序。" version="1.0" helpurl="flash.desktop:NativeApplication:exit" playername="AIR"/>
						<string name="getDefaultApplication" object="[flash.desktop.NativeApplication]" text=".getDefaultApplication(%扩展名:String%):String" tiptext="获取用于打开具有指定扩展名的文件的默认应用程序。" version="1.0" helpurl="flash.desktop:NativeApplication:getDefaultApplication" playername="AIR"/>
						<string name="isSetAsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".isSetAsDefaultApplication(%扩展名:String%):Boolean" tiptext="指定此应用程序当前是否为打开具有指定扩展名的文件的默认应用程序。" version="1.0" helpurl="flash.desktop:NativeApplication:isSetAsDefaultApplication" playername="AIR"/>
						<string name="paste" object="[flash.desktop.NativeApplication]" text=".paste(%%):Boolean" tiptext="在具有焦点的显示对象上调用一个内部粘贴命令。" version="1.0" helpurl="flash.desktop:NativeApplication:paste" playername="AIR"/>
						<string name="removeAsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".removeAsDefaultApplication(%扩展名:String%):void" tiptext="撤消将此应用程序作为打开具有指定扩展名的文件的默认应用程序。" version="1.0" helpurl="flash.desktop:NativeApplication:removeAsDefaultApplication" playername="AIR"/>
						<string name="removeEventListener" object="[flash.desktop.NativeApplication]" text=".removeEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false]%):void" tiptext="从 EventDispatcher 对象中删除侦听器。" version="1.0" helpurl="flash.desktop:NativeApplication:removeEventListener" playername="AIR"/>
						<string name="selectAll" object="[flash.desktop.NativeApplication]" text=".selectAll(%%):Boolean" tiptext="在具有焦点的显示对象上调用一个内部全选命令。" version="1.0" helpurl="flash.desktop:NativeApplication:selectAll" playername="AIR"/>
						<string name="setAsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".setAsDefaultApplication(%扩展名:String%):void" tiptext="将此应用程序设置为打开具有指定扩展名的文件的默认应用程序。" version="1.0" helpurl="flash.desktop:NativeApplication:setAsDefaultApplication" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeApplication 类的属性" helpurl="flash.desktop:NativeApplication">
						<string name="activeWindow" object="[flash.desktop.NativeApplication]" text=".activeWindow" tiptext="活动的应用程序窗口。" version="" helpurl="flash.desktop:NativeApplication:activeWindow:get" playername="AIR"/>
						<string name="applicationDescriptor" object="[flash.desktop.NativeApplication]" text=".applicationDescriptor" tiptext="此 AIR 应用程序的应用程序描述符文件内容。" version="" helpurl="flash.desktop:NativeApplication:applicationDescriptor:get" playername="AIR"/>
						<string name="applicationID" object="[flash.desktop.NativeApplication]" text=".applicationID" tiptext="此应用程序的应用程序 ID。" version="" helpurl="flash.desktop:NativeApplication:applicationID:get" playername="AIR"/>
						<string name="autoExit" object="[flash.desktop.NativeApplication]" text=".autoExit" tiptext="指定在关闭所有窗口后是否应自动终止应用程序。" version="" helpurl="flash.desktop:NativeApplication:autoExit:get" playername="AIR"/>
						<string name="icon" object="[flash.desktop.NativeApplication]" text=".icon" tiptext="应用程序图标。" version="" helpurl="flash.desktop:NativeApplication:icon:get" playername="AIR"/>
						<string name="idleThreshold" object="[flash.desktop.NativeApplication]" text=".idleThreshold" tiptext="调度 userIdle 事件之前用户不得进行输入的时间，以秒为单位。" version="" helpurl="flash.desktop:NativeApplication:idleThreshold:get" playername="AIR"/>
						<string name="menu" object="[flash.desktop.NativeApplication]" text=".menu" tiptext="应用程序菜单。" version="" helpurl="flash.desktop:NativeApplication:menu:get" playername="AIR"/>
						<string name="nativeApplication" object="[flash.desktop.NativeApplication]" text=".nativeApplication" tiptext="NativeApplication 对象的单一实例。" version="" helpurl="flash.desktop:NativeApplication:nativeApplication:get" playername="AIR"/>
						<string name="openedWindows" object="[flash.desktop.NativeApplication]" text=".openedWindows" tiptext="包含此应用程序的所有已打开的本机窗口的数组。" version="" helpurl="flash.desktop:NativeApplication:openedWindows:get" playername="AIR"/>
						<string name="publisherID" object="[flash.desktop.NativeApplication]" text=".publisherID" tiptext="此应用程序的发布者 ID。" version="" helpurl="flash.desktop:NativeApplication:publisherID:get" playername="AIR"/>
						<string name="runtimePatchLevel" object="[flash.desktop.NativeApplication]" text=".runtimePatchLevel" tiptext="承载此应用程序的运行时的修补级别。" version="" helpurl="flash.desktop:NativeApplication:runtimePatchLevel:get" playername="AIR"/>
						<string name="runtimeVersion" object="[flash.desktop.NativeApplication]" text=".runtimeVersion" tiptext="承载此应用程序的运行时的版本号。" version="" helpurl="flash.desktop:NativeApplication:runtimeVersion:get" playername="AIR"/>
						<string name="startAtLogin" object="[flash.desktop.NativeApplication]" text=".startAtLogin" tiptext="指定在当前用户登录时是否自动启动此应用程序。" version="" helpurl="flash.desktop:NativeApplication:startAtLogin:get" playername="AIR"/>
						<string name="supportsDefaultApplication" object="[flash.desktop.NativeApplication]" text=".supportsDefaultApplication" tiptext="指示当前平台是否支持 setAsDefaultApplication()、removeAsDefaultApplication() 和 isSetAsDefaultApplication()。" version="" helpurl="flash.desktop:NativeApplication:supportsDefaultApplication:get" playername="AIR"/>
						<string name="supportsDockIcon" object="[flash.desktop.NativeApplication]" text=".supportsDockIcon" tiptext="指示 AIR 是否支持当前操作系统上的应用程序停靠图标。" version="" helpurl="flash.desktop:NativeApplication:supportsDockIcon:get" playername="AIR"/>
						<string name="supportsMenu" object="[flash.desktop.NativeApplication]" text=".supportsMenu" tiptext="指定当前操作系统是否支持全局应用程序菜单栏。" version="" helpurl="flash.desktop:NativeApplication:supportsMenu:get" playername="AIR"/>
						<string name="supportsStartAtLogin" object="[flash.desktop.NativeApplication]" text=".supportsStartAtLogin" tiptext="指示当前平台是否支持 startAtLogin。" version="" helpurl="flash.desktop:NativeApplication:supportsStartAtLogin:get" playername="AIR"/>
						<string name="supportsSystemTrayIcon" object="[flash.desktop.NativeApplication]" text=".supportsSystemTrayIcon" tiptext="指定 AIR 是否支持当前操作系统上的系统任务栏图标。" version="" helpurl="flash.desktop:NativeApplication:supportsSystemTrayIcon:get" playername="AIR"/>
						<string name="systemIdleMode" object="[flash.desktop.NativeApplication]" text=".systemIdleMode" tiptext="提供一种方法，可以防止应用程序用户界面进入&quot;空闲&quot;模式。" version="" helpurl="flash.desktop:NativeApplication:systemIdleMode:get" playername="AIR"/>
						<string name="timeSinceLastUserInput" object="[flash.desktop.NativeApplication]" text=".timeSinceLastUserInput" tiptext="自上次用户输入后经过的时间，以秒为单位。" version="" helpurl="flash.desktop:NativeApplication:timeSinceLastUserInput:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeApplication 类的事件" helpurl="flash.desktop:NativeApplication">
						<string name="keyUp" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=KeyboardEvent.KEY_UP{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户释放某个键时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.KeyboardEvent.KEY_UP_keyUp" playername="AIR"/>
						<string name="keyDown" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=KeyboardEvent.KEY_DOWN{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户按下某个键时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.KeyboardEvent.KEY_DOWN_keyDown" playername="AIR"/>
						<string name="userPresent" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=Event.USER_PRESENT{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当操作系统在空闲一段时间后检测到鼠标或键盘活动时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.USER_PRESENT_userPresent" playername="AIR"/>
						<string name="userIdle" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=Event.USER_IDLE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户空闲时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.USER_IDLE_userIdle" playername="AIR"/>
						<string name="networkChange" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=Event.NETWORK_CHANGE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当新的网络连接变为可用或现有网络连接中断时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.NETWORK_CHANGE_networkChange" playername="AIR"/>
						<string name="exiting" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=Event.EXITING{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在启动应用程序的退出序列时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.EXITING_exiting" playername="AIR"/>
						<string name="deactivate" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=Event.DEACTIVATE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="将桌面焦点切换到不同的应用程序时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.DEACTIVATE_deactivate" playername="AIR"/>
						<string name="activate" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=Event.ACTIVATE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当此应用程序变为活动桌面应用程序时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.Event.ACTIVATE_activate" playername="AIR"/>
						<string name="browserInvoke" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=BrowserInvokeEvent.Browser_INVOKE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由在用户的浏览器中运行的 SWF 文件调用应用程序时调度。" version="" helpurl="flash.desktop:NativeApplication__browserInvoke" playername="AIR"/>
						<string name="invoke" object="[flash.desktop.NativeApplication]" text=".addEventListener(%类型:String=InvokeEvent.INVOKE{KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,Event.USER_PRESENT,Event.USER_IDLE,Event.NETWORK_CHANGE,Event.EXITING,Event.DEACTIVATE,Event.ACTIVATE,BrowserInvokeEvent.Browser_INVOKE,InvokeEvent.INVOKE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用应用程序时调度。" version="" helpurl="flash.desktop:NativeApplication_flash.events.InvokeEvent.INVOKE_invoke" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeDragActions" id="[flash.desktop.NativeDragActions]" sort="true" index="true" asAncestors="Object" tiptext="NativeDragActions 类为拖放操作的名称定义字符串常量。" helpurl="flash.desktop:NativeDragActions">
					<folder name="属性" id="Properties" tiptext="NativeDragActions 类的属性" helpurl="flash.desktop:NativeDragActions">
						<string name="COPY" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.COPY" constant="true" tiptext="定义用于复制操作的字符串。" version="" helpurl="flash.desktop:NativeDragActions:COPY" playername="AIR"/>
						<string name="LINK" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.LINK" constant="true" tiptext="定义用于链接操作的字符串。" version="" helpurl="flash.desktop:NativeDragActions:LINK" playername="AIR"/>
						<string name="MOVE" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.MOVE" constant="true" tiptext="定义用于移动操作的字符串。" version="" helpurl="flash.desktop:NativeDragActions:MOVE" playername="AIR"/>
						<string name="NONE" object="[flash.desktop.NativeDragActions]" text="NativeDragActions.NONE" constant="true" tiptext="定义在未指定任何操作时使用的字符串。" version="" helpurl="flash.desktop:NativeDragActions:NONE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeDragManager" id="[flash.desktop.NativeDragManager]" sort="true" index="true" asAncestors="Object" tiptext="NativeDragManager 类协调拖放操作。" helpurl="flash.desktop:NativeDragManager">
					<folder name="方法" id="Methods" tiptext="NativeDragManager 类的方法" helpurl="flash.desktop:NativeDragManager">
						<string name="acceptDragDrop" object="[flash.desktop.NativeDragManager]" text="NativeDragManager.acceptDragDrop(%目标:flash.display:InteractiveObject%):void" static="true" tiptext="通知 NativeDragManager 对象指定的目标交互式对象可以接受与当前拖动事件对应的放置。" version="1.0" helpurl="flash.desktop:NativeDragManager:acceptDragDrop" playername="AIR"/>
						<string name="doDrag" object="[flash.desktop.NativeDragManager]" text="NativeDragManager.doDrag(%拖动启动器:flash.display:InteractiveObject,剪贴板:flash.desktop:Clipboard[,拖动图像:flash.display:BitmapData=null,偏移:flash.geom:Point=null,允许的操作:flash.desktop:NativeDragOptions=null]%):void" static="true" tiptext="启动拖放操作。" version="1.0" helpurl="flash.desktop:NativeDragManager:doDrag" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeDragManager 类的属性" helpurl="flash.desktop:NativeDragManager">
						<string name="dragInitiator" object="[flash.desktop.NativeDragManager]" text=".dragInitiator" tiptext="传递给启动拖动操作的 NativeDragManager.doDrag() 调用的交互式对象。" version="" helpurl="flash.desktop:NativeDragManager:dragInitiator:get" playername="AIR"/>
						<string name="dropAction" object="[flash.desktop.NativeDragManager]" text=".dropAction" tiptext="放置目标指定的拖动操作。" version="" helpurl="flash.desktop:NativeDragManager:dropAction:get" playername="AIR"/>
						<string name="isDragging" object="[flash.desktop.NativeDragManager]" text=".isDragging" tiptext="报告拖动操作当前是否正在进行中。" version="" helpurl="flash.desktop:NativeDragManager:isDragging:get" playername="AIR"/>
						<string name="isSupported" object="[flash.desktop.NativeDragManager]" text=".isSupported" tiptext="如果当前平台支持 NativeDragManager 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.desktop:NativeDragManager:isSupported:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeDragOptions" id="[flash.desktop.NativeDragOptions]" sort="true" index="true" asAncestors="Object" tiptext="NativeDragOptions 类为拖放操作中允许的拖放动作的名称定义常量。" helpurl="flash.desktop:NativeDragOptions">
					<folder name="方法" id="Methods" tiptext="NativeDragOptions 类的方法" helpurl="flash.desktop:NativeDragOptions">
						<string name="toString" object="[flash.desktop.NativeDragOptions]" text=".toString(%%):String" tiptext="构造一个包含此 NativeDragOptions 对象当前设置的字符串。" version="1.0" helpurl="flash.desktop:NativeDragOptions:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeDragOptions 类的属性" helpurl="flash.desktop:NativeDragOptions">
						<string name="allowCopy" object="[flash.desktop.NativeDragOptions]" text=".allowCopy" tiptext="允许使用放置目标来复制拖动的数据。" version="" helpurl="flash.desktop:NativeDragOptions:allowCopy" playername="AIR"/>
						<string name="allowLink" object="[flash.desktop.NativeDragOptions]" text=".allowLink" tiptext="允许使用放置目标来创建指向拖动的数据的链接。" version="" helpurl="flash.desktop:NativeDragOptions:allowLink" playername="AIR"/>
						<string name="allowMove" object="[flash.desktop.NativeDragOptions]" text=".allowMove" tiptext="允许使用放置目标来移动拖动的数据。" version="" helpurl="flash.desktop:NativeDragOptions:allowMove" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeProcess" id="[flash.desktop.NativeProcess]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeProcess 类提供命令行集成和常规启动功能。" helpurl="flash.desktop:NativeProcess">
					<folder name="方法" id="Methods" tiptext="NativeProcess 类的方法" helpurl="flash.desktop:NativeProcess">
						<string name="NativeProcess" object="[flash.desktop.NativeProcess]" text="new NativeProcess(%%)" constructor="true" tiptext="构建未初始化的 NativeProcess 对象。" version="2" helpurl="flash.desktop:NativeProcess:NativeProcess" playername="AIR"/>
						<string name="closeInput" object="[flash.desktop.NativeProcess]" text=".closeInput(%%):void" tiptext="关闭此进程中的输入流。" version="2" helpurl="flash.desktop:NativeProcess:closeInput" playername="AIR"/>
						<string name="exit" object="[flash.desktop.NativeProcess]" text=".exit(%[强制:Boolean=false]%):void" tiptext="尝试退出本机进程。" version="2" helpurl="flash.desktop:NativeProcess:exit" playername="AIR"/>
						<string name="start" object="[flash.desktop.NativeProcess]" text=".start(%信息:flash.desktop:NativeProcessStartupInfo%):void" tiptext="启动由指定的启动信息标识的本机进程。" version="2" helpurl="flash.desktop:NativeProcess:start" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeProcess 类的属性" helpurl="flash.desktop:NativeProcess">
						<string name="isSupported" object="[flash.desktop.NativeProcess]" text=".isSupported" tiptext="指示在当前配置文件中是否支持运行本机进程。" version="" helpurl="flash.desktop:NativeProcess:isSupported:get" playername="AIR"/>
						<string name="running" object="[flash.desktop.NativeProcess]" text=".running" tiptext="指示当前是否在运行本机进程。" version="" helpurl="flash.desktop:NativeProcess:running:get" playername="AIR"/>
						<string name="standardError" object="[flash.desktop.NativeProcess]" text=".standardError" tiptext="提供对此本机进程中的标准错误输出的访问。" version="" helpurl="flash.desktop:NativeProcess:standardError:get" playername="AIR"/>
						<string name="standardInput" object="[flash.desktop.NativeProcess]" text=".standardInput" tiptext="提供对此本机进程中的标准输入的访问。" version="" helpurl="flash.desktop:NativeProcess:standardInput:get" playername="AIR"/>
						<string name="standardOutput" object="[flash.desktop.NativeProcess]" text=".standardOutput" tiptext="提供对此本机进程中的标准输出管道的访问。" version="" helpurl="flash.desktop:NativeProcess:standardOutput:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeProcess 类的事件" helpurl="flash.desktop:NativeProcess">
						<string name="exit" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=NativeProcessExitEvent.NativeProcessExitEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示已退出本机进程。" version="" helpurl="flash.desktop:NativeProcess__exit" playername="AIR"/>
						<string name="standardInputIoError" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=IOErrorEvent.IOErrorEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示写入标准输入 (stdin) 流已失败。" version="" helpurl="flash.desktop:NativeProcess__standardInputIoError" playername="AIR"/>
						<string name="standardOutputIoError" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=IOErrorEvent.IOErrorEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示读取 stdout 流已失败。" version="" helpurl="flash.desktop:NativeProcess__standardOutputIoError" playername="AIR"/>
						<string name="standardErrorIoError" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=IOErrorEvent.IOErrorEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示读取标准错误 (stderror) 流已失败。" version="" helpurl="flash.desktop:NativeProcess__standardErrorIoError" playername="AIR"/>
						<string name="standardInputClose" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=Event.Event{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 NativeProcess 对象已通过调用 closeInput() 方法关闭其输入流。" version="" helpurl="flash.desktop:NativeProcess__standardInputClose" playername="AIR"/>
						<string name="standardInputProgress" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=ProgressEvent.ProgressEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 NativeProcess 已将数据写入子进程的输入流。" version="" helpurl="flash.desktop:NativeProcess__standardInputProgress" playername="AIR"/>
						<string name="standardErrorClose" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=Event.Event{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 NativeProcess 已关闭其错误流。" version="" helpurl="flash.desktop:NativeProcess__standardErrorClose" playername="AIR"/>
						<string name="standardErrorData" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=ProgressEvent.ProgressEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示本机进程在标准错误 (stderror) 流中包含可读数据。" version="" helpurl="flash.desktop:NativeProcess__standardErrorData" playername="AIR"/>
						<string name="standardOutputClose" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=Event.Event{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 NativeProcess 已关闭其输出流。" version="" helpurl="flash.desktop:NativeProcess__standardOutputClose" playername="AIR"/>
						<string name="standardOutputData" object="[flash.desktop.NativeProcess]" text=".addEventListener(%类型:String=ProgressEvent.ProgressEvent{NativeProcessExitEvent.NativeProcessExitEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,IOErrorEvent.IOErrorEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent,Event.Event,ProgressEvent.ProgressEvent},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示本机进程在输出流中包含可读数据。" version="" helpurl="flash.desktop:NativeProcess__standardOutputData" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeProcessStartupInfo" id="[flash.desktop.NativeProcessStartupInfo]" sort="true" index="true" asAncestors="Object" tiptext="此类提供用于在主机操作系统上启动进程的基本信息。" helpurl="flash.desktop:NativeProcessStartupInfo">
					<folder name="方法" id="Methods" tiptext="NativeProcessStartupInfo 类的方法" helpurl="flash.desktop:NativeProcessStartupInfo">
						<string name="NativeProcessStartupInfo" object="[flash.desktop.NativeProcessStartupInfo]" text="new NativeProcessStartupInfo(%%)" constructor="true" tiptext="构建空 NativeProcessStartupInfo 对象。" version="2" helpurl="flash.desktop:NativeProcessStartupInfo:NativeProcessStartupInfo" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeProcessStartupInfo 类的属性" helpurl="flash.desktop:NativeProcessStartupInfo">
						<string name="arguments" object="[flash.desktop.NativeProcessStartupInfo]" text=".arguments" tiptext="启动时被传递到进程的命令行参数。" version="" helpurl="flash.desktop:NativeProcessStartupInfo:arguments:get" playername="AIR"/>
						<string name="executable" object="[flash.desktop.NativeProcessStartupInfo]" text=".executable" tiptext="在主机操作系统上引用可执行文件的 File 对象。" version="" helpurl="flash.desktop:NativeProcessStartupInfo:executable:get" playername="AIR"/>
						<string name="workingDirectory" object="[flash.desktop.NativeProcessStartupInfo]" text=".workingDirectory" tiptext="在新本机进程中引用初始工作目录的 File 对象。" version="" helpurl="flash.desktop:NativeProcessStartupInfo:workingDirectory:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NotificationType" id="[flash.desktop.NotificationType]" sort="true" index="true" asAncestors="Object" tiptext="NotificationType 类定义在 DockIcon bounce() 方法的 priority 参数和 NativeWindow notifyUser() 方法的 type 参数中使用的常量。" helpurl="flash.desktop:NotificationType">
					<folder name="属性" id="Properties" tiptext="NotificationType 类的属性" helpurl="flash.desktop:NotificationType">
						<string name="CRITICAL" object="[flash.desktop.NotificationType]" text="NotificationType.CRITICAL" constant="true" tiptext="指定通知警告实质上是关键性的，用户应立即进行处理。" version="" helpurl="flash.desktop:NotificationType:CRITICAL" playername="AIR"/>
						<string name="INFORMATIONAL" object="[flash.desktop.NotificationType]" text="NotificationType.INFORMATIONAL" constant="true" tiptext="指定通知警告实质上是信息性的，用户可以安全地将其忽略。" version="" helpurl="flash.desktop:NotificationType:INFORMATIONAL" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SystemIdleMode" id="[flash.desktop.SystemIdleMode]" sort="true" index="true" asAncestors="Object" tiptext="SystemIdleMode 类为系统空闲行为提供常量值。" helpurl="flash.desktop:SystemIdleMode">
					<folder name="属性" id="Properties" tiptext="SystemIdleMode 类的属性" helpurl="flash.desktop:SystemIdleMode">
						<string name="KEEP_AWAKE" object="[flash.desktop.SystemIdleMode]" text="SystemIdleMode.KEEP_AWAKE" constant="true" tiptext="防止系统进入空闲模式。" version="" helpurl="flash.desktop:SystemIdleMode:KEEP_AWAKE" playername="AIR"/>
						<string name="NORMAL" object="[flash.desktop.SystemIdleMode]" text="SystemIdleMode.NORMAL" constant="true" tiptext="系统遵循一般的&quot;空闲用户&quot;行为。" version="" helpurl="flash.desktop:SystemIdleMode:NORMAL" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SystemTrayIcon" id="[flash.desktop.SystemTrayIcon]" sort="true" index="true" asAncestors="flash.desktop:InteractiveIcon,flash.desktop:Icon,flash.events:EventDispatcher,Object" tiptext="SystemTrayIcon 类表示 Windows 任务栏&amp;#xAE; 通知区域（系统任务栏）- 样式图标。" helpurl="flash.desktop:SystemTrayIcon">
					<folder name="属性" id="Properties" tiptext="SystemTrayIcon 类的属性" helpurl="flash.desktop:SystemTrayIcon">
						<string name="MAX_TIP_LENGTH" object="[flash.desktop.SystemTrayIcon]" text="SystemTrayIcon.MAX_TIP_LENGTH" constant="true" tiptext="允许的系统任务栏图标工具提示长度。" version="" helpurl="flash.desktop:SystemTrayIcon:MAX_TIP_LENGTH" playername="AIR"/>
						<string name="bitmaps" object="[flash.desktop.SystemTrayIcon]" text=".bitmaps" tiptext="作为不同大小的 BitmapData 对象数组的图标图像。" version="" helpurl="flash.desktop:SystemTrayIcon:bitmaps:get" playername="AIR"/>
						<string name="height" object="[flash.desktop.SystemTrayIcon]" text=".height" tiptext="图标的当前显示高度，以像素为单位。" version="" helpurl="flash.desktop:SystemTrayIcon:height:get" playername="AIR"/>
						<string name="menu" object="[flash.desktop.SystemTrayIcon]" text=".menu" tiptext="系统任务栏图标菜单。" version="" helpurl="flash.desktop:SystemTrayIcon:menu:get" playername="AIR"/>
						<string name="tooltip" object="[flash.desktop.SystemTrayIcon]" text=".tooltip" tiptext="为系统任务栏图标弹出的工具提示。" version="" helpurl="flash.desktop:SystemTrayIcon:tooltip:get" playername="AIR"/>
						<string name="width" object="[flash.desktop.SystemTrayIcon]" text=".width" tiptext="图标的当前显示宽度，以像素为单位。" version="" helpurl="flash.desktop:SystemTrayIcon:width:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SystemTrayIcon 类的事件" helpurl="flash.desktop:SystemTrayIcon">
						<string name="rightClick" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%类型:String=ScreenMouseEvent.RIGHT_CLICK{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 SystemTrayIcon 对象在鼠标右键单击时调度。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.RIGHT_CLICK_rightClick" playername="AIR"/>
						<string name="rightMouseUp" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%类型:String=ScreenMouseEvent.RIGHT_MOUSE_UP{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 SystemTrayIcon 对象在鼠标右键弹起时调度。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.RIGHT_MOUSE_UP_rightMouseUp" playername="AIR"/>
						<string name="rightMouseDown" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%类型:String=ScreenMouseEvent.RIGHT_MOUSE_DOWN{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 SystemTrayIcon 对象在鼠标右键按下时调度。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.RIGHT_MOUSE_DOWN_rightMouseDown" playername="AIR"/>
						<string name="click" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%类型:String=ScreenMouseEvent.CLICK{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在鼠标单击时由此 SystemTrayIcon 对象调度。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.CLICK_click" playername="AIR"/>
						<string name="mouseUp" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%类型:String=ScreenMouseEvent.MOUSE_UP{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在鼠标弹起时由此 SystemTrayIcon 对象调度。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.MOUSE_UP_mouseUp" playername="AIR"/>
						<string name="mouseDown" object="[flash.desktop.SystemTrayIcon]" text=".addEventListener(%类型:String=ScreenMouseEvent.MOUSE_DOWN{ScreenMouseEvent.RIGHT_CLICK,ScreenMouseEvent.RIGHT_MOUSE_UP,ScreenMouseEvent.RIGHT_MOUSE_DOWN,ScreenMouseEvent.CLICK,ScreenMouseEvent.MOUSE_UP,ScreenMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在鼠标按下时由此 SystemTrayIcon 对象调度。" version="" helpurl="flash.desktop:SystemTrayIcon_flash.events.ScreenMouseEvent.MOUSE_DOWN_mouseDown" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Updater" id="[flash.desktop.Updater]" sort="true" index="true" asAncestors="Object" tiptext="Updater 类用于将当前运行的应用程序更新为不同的版本。" helpurl="flash.desktop:Updater">
					<folder name="方法" id="Methods" tiptext="Updater 类的方法" helpurl="flash.desktop:Updater">
						<string name="Updater" object="[flash.desktop.Updater]" text="new Updater(%%)" constructor="true" tiptext="Updater 类的构造函数。" version="1.0" helpurl="flash.desktop:Updater:Updater" playername="AIR"/>
						<string name="update" object="[flash.desktop.Updater]" text=".update(%AIR文件:flash.filesystem:File,版本:String%):void" tiptext="使用指定的 AIR 文件中包含的应用程序版本更新当前运行的应用程序。" version="1.0" helpurl="flash.desktop:Updater:update" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Updater 类的属性" helpurl="flash.desktop:Updater">
						<string name="isSupported" object="[flash.desktop.Updater]" text=".isSupported" tiptext="如果 Updater 类在当前平台上可用，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.desktop:Updater:isSupported:get" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.display" id="flash.display" sort="true" tiptext="flash.display 包的类" helpurl="flash.display">
				<folder name="ActionScriptVersion" id="[flash.display.ActionScriptVersion]" sort="true" index="true" asAncestors="Object" tiptext="ActionScriptVersion 类是表示已加载的 SWF 文件的语言版本的常量值枚举。" helpurl="flash.display:ActionScriptVersion">
					<folder name="属性" id="Properties" tiptext="ActionScriptVersion 类的属性" helpurl="flash.display:ActionScriptVersion">
						<string name="ACTIONSCRIPT2" object="[flash.display.ActionScriptVersion]" text="ActionScriptVersion.ACTIONSCRIPT2" constant="true" tiptext="ActionScript 语言版本 2.0 和更早版本。" version="" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT2" playername=""/>
						<string name="ACTIONSCRIPT3" object="[flash.display.ActionScriptVersion]" text="ActionScriptVersion.ACTIONSCRIPT3" constant="true" tiptext="ActionScript 语言版本 3.0。" version="" helpurl="flash.display:ActionScriptVersion:ACTIONSCRIPT3" playername=""/>
					</folder>
				</folder>
				<folder name="Bitmap" id="[flash.display.Bitmap]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Bitmap 类表示用于表示位图图像的显示对象。" helpurl="flash.display:Bitmap">
					<folder name="方法" id="Methods" tiptext="Bitmap 类的方法" helpurl="flash.display:Bitmap">
						<string name="Bitmap" object="[flash.display.Bitmap]" text="new Bitmap(%[位图数据:flash.display:BitmapData=null,像素贴紧:String=auto,平滑:Boolean=false]%)" constructor="true" tiptext="初始化 Bitmap 对象以引用指定的 BitmapData 对象。" version="4" helpurl="flash.display:Bitmap:Bitmap" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Bitmap 类的属性" helpurl="flash.display:Bitmap">
						<string name="bitmapData" object="[flash.display.Bitmap]" text=".bitmapData" tiptext="被引用的 BitmapData 对象。" version="" helpurl="flash.display:Bitmap:bitmapData:get" playername=""/>
						<string name="pixelSnapping" object="[flash.display.Bitmap]" text=".pixelSnapping" tiptext="控制 Bitmap 对象是否贴紧至最近的像素。" version="" helpurl="flash.display:Bitmap:pixelSnapping:get" playername=""/>
						<string name="smoothing" object="[flash.display.Bitmap]" text=".smoothing" tiptext="控制在缩放时是否对位图进行平滑处理。" version="" helpurl="flash.display:Bitmap:smoothing:get" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapData" id="[flash.display.BitmapData]" sort="true" index="true" asAncestors="Object" tiptext="使用 BitmapData 类，您可以处理 Bitmap 对象位图图像的数据（像素）。" helpurl="flash.display:BitmapData">
					<folder name="方法" id="Methods" tiptext="BitmapData 类的方法" helpurl="flash.display:BitmapData">
						<string name="BitmapData" object="[flash.display.BitmapData]" text="new BitmapData(%宽度:int,高度:int[,透明:Boolean=true,填充颜色:uint=0xFFFFFFFF]%)" constructor="true" tiptext="创建一个具有指定的宽度和高度的 BitmapData 对象。" version="4" helpurl="flash.display:BitmapData:BitmapData" playername=""/>
						<string name="applyFilter" object="[flash.display.BitmapData]" text=".applyFilter(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point,滤镜:flash.filters:BitmapFilter%):void" tiptext="取得一个源图像和一个滤镜对象，并生成过滤的图像。" version="1.0" helpurl="flash.display:BitmapData:applyFilter" playername=""/>
						<string name="clone" object="[flash.display.BitmapData]" text=".clone(%%):flash.display:BitmapData" tiptext="按原始位图的原样返回一个新的 BitmapData 对象。" version="4" helpurl="flash.display:BitmapData:clone" playername=""/>
						<string name="colorTransform" object="[flash.display.BitmapData]" text=".colorTransform(%矩形:flash.geom:Rectangle,颜色转换:flash.geom:ColorTransform%):void" tiptext="通过使用 ColorTransform 对象调整位图图像的指定区域中的颜色值。" version="4" helpurl="flash.display:BitmapData:colorTransform" playername=""/>
						<string name="compare" object="[flash.display.BitmapData]" text=".compare(%其它位图数据:flash.display:BitmapData%):Object" tiptext="比较两个 BitmapData 对象。" version="4" helpurl="flash.display:BitmapData:compare" playername=""/>
						<string name="copyChannel" object="[flash.display.BitmapData]" text=".copyChannel(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point,源通道:uint,目标通道:uint%):void" tiptext="从另一个 BitmapData 对象或当前 BitmapData 对象的一个通道向当前 BitmapData 对象的一个通道中传输数据。" version="4" helpurl="flash.display:BitmapData:copyChannel" playername=""/>
						<string name="copyPixels" object="[flash.display.BitmapData]" text=".copyPixels(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point[,alpha 位图数据:flash.display:BitmapData=null,alpha点:flash.geom:Point=null,合并Alpha:Boolean=false]%):void" tiptext="提供快速例程，以便在图像之间进行无伸展、旋转或颜色效果的像素操作。" version="4" helpurl="flash.display:BitmapData:copyPixels" playername=""/>
						<string name="dispose" object="[flash.display.BitmapData]" text=".dispose(%%):void" tiptext="释放用于存储 BitmapData 对象的内存。" version="4" helpurl="flash.display:BitmapData:dispose" playername=""/>
						<string name="draw" object="[flash.display.BitmapData]" text=".draw(%源文件:flash.display:IBitmapDrawable[,矩阵:flash.geom:Matrix=null,颜色转换:flash.geom:ColorTransform=null,混合模式:String=null,剪裁矩形:flash.geom:Rectangle=null,平滑:Boolean=false]%):void" tiptext="使用 Flash 运行时矢量渲染器在位图图像上绘制源显示对象。" version="4" helpurl="flash.display:BitmapData:draw" playername=""/>
						<string name="fillRect" object="[flash.display.BitmapData]" text=".fillRect(%矩形:flash.geom:Rectangle,颜色:uint%):void" tiptext="使用指定的 ARGB 颜色填充一个矩形像素区域。" version="4" helpurl="flash.display:BitmapData:fillRect" playername=""/>
						<string name="floodFill" object="[flash.display.BitmapData]" text=".floodFill(%x:int,y:int,颜色:uint%):void" tiptext="在以 (x, y) 坐标为起点的图像上进行倾倒填充操作" version="4" helpurl="flash.display:BitmapData:floodFill" playername=""/>
						<string name="generateFilterRect" object="[flash.display.BitmapData]" text=".generateFilterRect(%源矩阵:flash.geom:Rectangle,滤镜:flash.filters:BitmapFilter%):flash.geom:Rectangle" tiptext="确定将受 applyFilter() 调用影响的目标矩形。" version="1.0" helpurl="flash.display:BitmapData:generateFilterRect" playername=""/>
						<string name="getColorBoundsRect" object="[flash.display.BitmapData]" text=".getColorBoundsRect(%遮罩层:uint,颜色:uint[,查找颜色范围:Boolean=true]%):flash.geom:Rectangle" tiptext="确定矩形区域是将位图图像中指定颜色的所有像素完全包括起来(如果将 findColor 参数设置为 true)，还是将不包括指定颜色的所有像素完全包括起来(如果将 findColor 参数设置为 false)。" version="4" helpurl="flash.display:BitmapData:getColorBoundsRect" playername=""/>
						<string name="getPixel32" object="[flash.display.BitmapData]" text=".getPixel32(%x:int,y:int%):uint" tiptext="返回一个 ARGB 颜色值，它包含 Alpha 通道数据和 RGB 数据。" version="4" helpurl="flash.display:BitmapData:getPixel32" playername=""/>
						<string name="getPixel" object="[flash.display.BitmapData]" text=".getPixel(%x:int,y:int%):uint" tiptext="返回一个整数，该整数表示位于指定点的 BitmapData 对象的 RGB 像素值。" version="4" helpurl="flash.display:BitmapData:getPixel" playername=""/>
						<string name="getPixels" object="[flash.display.BitmapData]" text=".getPixels(%矩形:flash.geom:Rectangle%):flash.utils:ByteArray" tiptext="从像素数据的矩形区域生成一个字节数组。" version="4" helpurl="flash.display:BitmapData:getPixels" playername=""/>
						<string name="getVector" object="[flash.display.BitmapData]" text=".getVector(%矩形:flash.geom:Rectangle%):Vector$uint" tiptext="从像素数据的矩形区域生成一个矢量数组。" version="4" helpurl="flash.display:BitmapData:getVector" playername=""/>
						<string name="histogram" object="[flash.display.BitmapData]" text=".histogram(%[h矩形:flash.geom:Rectangle=null]%):Vector$Vector$Number" tiptext="计算 BitmapData 对象的 256 值二进制数直方图。" version="4" helpurl="flash.display:BitmapData:histogram" playername=""/>
						<string name="hitTest" object="[flash.display.BitmapData]" text=".hitTest(%第一点:flash.geom:Point,第一 Alpha 阈值:uint,第二对象:Object[,第二位图数据点:flash.geom:Point=null,第二 Alpha 阈值:uint=1]%):Boolean" tiptext="在一个位图图像与一个点、矩形或其它位图图像之间执行像素级的点击检测。" version="4" helpurl="flash.display:BitmapData:hitTest" playername=""/>
						<string name="lock" object="[flash.display.BitmapData]" text=".lock(%%):void" tiptext="锁定图像，以使引用 BitmapData 对象的任何对象(如 Bitmap 对象)在此 BitmapData 对象更改时不会更新。" version="1.0" helpurl="flash.display:BitmapData:lock" playername=""/>
						<string name="merge" object="[flash.display.BitmapData]" text=".merge(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point,红增殖器:uint,绿增殖器:uint,蓝增殖器:uint,alpha 增殖器:uint%):void" tiptext="进行从源图像到目标图像的按通道混合。" version="4" helpurl="flash.display:BitmapData:merge" playername=""/>
						<string name="noise" object="[flash.display.BitmapData]" text=".noise(%随机种子:int[,低:uint=0,高:uint=255,通道选项:uint=7,灰度:Boolean=false]%):void" tiptext="用表示随机杂点的像素填充图像。" version="1.0" helpurl="flash.display:BitmapData:noise" playername=""/>
						<string name="paletteMap" object="[flash.display.BitmapData]" text=".paletteMap(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point[,红数组:Array=null,绿数组:Array=null,蓝数组:Array=null,alpha 数组:Array=null]%):void" tiptext="重新映射一个具有最多四组调色板数据(每个通道一组)的图像中的颜色通道值。" version="4" helpurl="flash.display:BitmapData:paletteMap" playername=""/>
						<string name="perlinNoise" object="[flash.display.BitmapData]" text=".perlinNoise(%基础X:Number,基础Y:Number,数字八度音阶:uint,随机种子:int,缝合:Boolean,碎片噪声:Boolean[,通道选项:uint=7,灰度:Boolean=false,偏移:Array=null]%):void" tiptext="生成 Perlin 杂点图像。" version="1.0" helpurl="flash.display:BitmapData:perlinNoise" playername=""/>
						<string name="pixelDissolve" object="[flash.display.BitmapData]" text=".pixelDissolve(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point[,随机种子:int=0,像素数:int=0,填充颜色:uint=0]%):int" tiptext="进行从源图像到目标图像或使用同一图像的像素分解。" version="1.0" helpurl="flash.display:BitmapData:pixelDissolve" playername=""/>
						<string name="scroll" object="[flash.display.BitmapData]" text=".scroll(%x:int,y:int%):void" tiptext="按某一 (x, y) 像素量滚动图像。" version="1.0" helpurl="flash.display:BitmapData:scroll" playername=""/>
						<string name="setPixel32" object="[flash.display.BitmapData]" text=".setPixel32(%x:int,y:int,颜色:uint%):void" tiptext="设置 BitmapData 对象的单一像素的颜色和 alpha 透明度值。" version="4" helpurl="flash.display:BitmapData:setPixel32" playername=""/>
						<string name="setPixel" object="[flash.display.BitmapData]" text=".setPixel(%x:int,y:int,颜色:uint%):void" tiptext="设置 BitmapData 对象的单个像素。" version="4" helpurl="flash.display:BitmapData:setPixel" playername=""/>
						<string name="setPixels" object="[flash.display.BitmapData]" text=".setPixels(%矩形:flash.geom:Rectangle,输入字节数组:flash.utils:ByteArray%):void" tiptext="将字节数组转换为像素数据的矩形区域。" version="4" helpurl="flash.display:BitmapData:setPixels" playername=""/>
						<string name="setVector" object="[flash.display.BitmapData]" text=".setVector(%矩形:flash.geom:Rectangle,输入矢量:Vector$uint%):void" tiptext="将矢量转换为像素数据的矩形区域。" version="4" helpurl="flash.display:BitmapData:setVector" playername=""/>
						<string name="threshold" object="[flash.display.BitmapData]" text=".threshold(%源位图数据:flash.display:BitmapData,源矩形:flash.geom:Rectangle,目标点:flash.geom:Point,操作:String,阈值:uint[,颜色:uint=0,遮罩层:uint=0xFFFFFFFF,复制源:Boolean=false]%):uint" tiptext="根据指定的阈值测试图像中的像素值，并将通过测试的像素设置为新的颜色值。" version="1.0" helpurl="flash.display:BitmapData:threshold" playername=""/>
						<string name="unlock" object="[flash.display.BitmapData]" text=".unlock(%[更改矩形:flash.geom:Rectangle=null]%):void" tiptext="解除锁定图像，以使引用 BitmapData 对象的任何对象(如 Bitmap 对象)在此 BitmapData 对象更改时更新。" version="1.0" helpurl="flash.display:BitmapData:unlock" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BitmapData 类的属性" helpurl="flash.display:BitmapData">
						<string name="height" object="[flash.display.BitmapData]" text=".height" tiptext="位图图像的高，以像素计算。" version="" helpurl="flash.display:BitmapData:height:get" playername=""/>
						<string name="rect" object="[flash.display.BitmapData]" text=".rect" tiptext="定义位图图像大小和位置的矩形。" version="" helpurl="flash.display:BitmapData:rect:get" playername=""/>
						<string name="transparent" object="[flash.display.BitmapData]" text=".transparent" tiptext="定义位图图像是否支持每个像素具有不同的透明度。" version="" helpurl="flash.display:BitmapData:transparent:get" playername=""/>
						<string name="width" object="[flash.display.BitmapData]" text=".width" tiptext="位图图像的宽度，以像素为单位。" version="" helpurl="flash.display:BitmapData:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapDataChannel" id="[flash.display.BitmapDataChannel]" sort="true" index="true" asAncestors="Object" tiptext="BitmapDataChannel 类是常数值枚举，指示要使用的通道: 红色通道、蓝色通道、绿色通道或 Alpha 透明度通道。" helpurl="flash.display:BitmapDataChannel">
					<folder name="属性" id="Properties" tiptext="BitmapDataChannel 类的属性" helpurl="flash.display:BitmapDataChannel">
						<string name="ALPHA" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.ALPHA" constant="true" tiptext="Alpha 通道。" version="" helpurl="flash.display:BitmapDataChannel:ALPHA" playername=""/>
						<string name="BLUE" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.BLUE" constant="true" tiptext="蓝色通道。" version="" helpurl="flash.display:BitmapDataChannel:BLUE" playername=""/>
						<string name="GREEN" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.GREEN" constant="true" tiptext="绿色通道。" version="" helpurl="flash.display:BitmapDataChannel:GREEN" playername=""/>
						<string name="RED" object="[flash.display.BitmapDataChannel]" text="BitmapDataChannel.RED" constant="true" tiptext="红色通道。" version="" helpurl="flash.display:BitmapDataChannel:RED" playername=""/>
					</folder>
				</folder>
				<folder name="BlendMode" id="[flash.display.BlendMode]" sort="true" index="true" asAncestors="Object" tiptext="提供混合模式可视效果的常数值的类。" helpurl="flash.display:BlendMode">
					<folder name="属性" id="Properties" tiptext="BlendMode 类的属性" helpurl="flash.display:BlendMode">
						<string name="ADD" object="[flash.display.BlendMode]" text="BlendMode.ADD" constant="true" tiptext="将显示对象的原色值添加到它的背景颜色中，可应用上限值 0xFF。" version="" helpurl="flash.display:BlendMode:ADD" playername=""/>
						<string name="ALPHA" object="[flash.display.BlendMode]" text="BlendMode.ALPHA" constant="true" tiptext="将显示对象的每个像素的 Alpha 值应用于背景。" version="" helpurl="flash.display:BlendMode:ALPHA" playername=""/>
						<string name="DARKEN" object="[flash.display.BlendMode]" text="BlendMode.DARKEN" constant="true" tiptext="选择显示对象与背景中相对较暗的原色值(相对较小的值)。" version="" helpurl="flash.display:BlendMode:DARKEN" playername=""/>
						<string name="DIFFERENCE" object="[flash.display.BlendMode]" text="BlendMode.DIFFERENCE" constant="true" tiptext="将显示对象与背景的原色进行比较，然后从较亮的原色值减去较暗的原色值。" version="" helpurl="flash.display:BlendMode:DIFFERENCE" playername=""/>
						<string name="ERASE" object="[flash.display.BlendMode]" text="BlendMode.ERASE" constant="true" tiptext="根据显示对象的 Alpha 值擦除背景。" version="" helpurl="flash.display:BlendMode:ERASE" playername=""/>
						<string name="HARDLIGHT" object="[flash.display.BlendMode]" text="BlendMode.HARDLIGHT" constant="true" tiptext="根据显示对象的暗度调整每个像素的颜色。" version="" helpurl="flash.display:BlendMode:HARDLIGHT" playername=""/>
						<string name="INVERT" object="[flash.display.BlendMode]" text="BlendMode.INVERT" constant="true" tiptext="反转背景。" version="" helpurl="flash.display:BlendMode:INVERT" playername=""/>
						<string name="LAYER" object="[flash.display.BlendMode]" text="BlendMode.LAYER" constant="true" tiptext="强制为该显示对象创建一个透明度组。" version="" helpurl="flash.display:BlendMode:LAYER" playername=""/>
						<string name="LIGHTEN" object="[flash.display.BlendMode]" text="BlendMode.LIGHTEN" constant="true" tiptext="在显示对象原色和背景颜色中选择相对较亮的颜色(具有较大值的颜色)。" version="" helpurl="flash.display:BlendMode:LIGHTEN" playername=""/>
						<string name="MULTIPLY" object="[flash.display.BlendMode]" text="BlendMode.MULTIPLY" constant="true" tiptext="将显示对象的原色值与背景颜色的原色值相乘，然后除以 0xFF 进行标准化，从而得到较暗的颜色。" version="" helpurl="flash.display:BlendMode:MULTIPLY" playername=""/>
						<string name="NORMAL" object="[flash.display.BlendMode]" text="BlendMode.NORMAL" constant="true" tiptext="该显示对象出现在背景前面。" version="" helpurl="flash.display:BlendMode:NORMAL" playername=""/>
						<string name="OVERLAY" object="[flash.display.BlendMode]" text="BlendMode.OVERLAY" constant="true" tiptext="根据背景的暗度调整每个像素的颜色。" version="" helpurl="flash.display:BlendMode:OVERLAY" playername=""/>
						<string name="SCREEN" object="[flash.display.BlendMode]" text="BlendMode.SCREEN" constant="true" tiptext="将显示对象颜色的补色(反色)与背景颜色的补色相乘，会产生漂白效果。" version="" helpurl="flash.display:BlendMode:SCREEN" playername=""/>
						<string name="SHADER" object="[flash.display.BlendMode]" text="BlendMode.SHADER" constant="true" tiptext="使用着色器来定义对象之间的混合。" version="" helpurl="flash.display:BlendMode:SHADER" playername=""/>
						<string name="SUBTRACT" object="[flash.display.BlendMode]" text="BlendMode.SUBTRACT" constant="true" tiptext="从背景颜色的值中减去显示对象中原色的值，可应用下限值 0。" version="" helpurl="flash.display:BlendMode:SUBTRACT" playername=""/>
					</folder>
				</folder>
				<folder name="CapsStyle" id="[flash.display.CapsStyle]" sort="true" index="true" asAncestors="Object" tiptext="CapsStyle 类是可指定在绘制线条中使用的端点样式的常数值枚举。" helpurl="flash.display:CapsStyle">
					<folder name="属性" id="Properties" tiptext="CapsStyle 类的属性" helpurl="flash.display:CapsStyle">
						<string name="NONE" object="[flash.display.CapsStyle]" text="CapsStyle.NONE" constant="true" tiptext="用于在 flash.display.Graphics.lineStyle() 方法的 caps 参数中指定没有端点。" version="" helpurl="flash.display:CapsStyle:NONE" playername=""/>
						<string name="ROUND" object="[flash.display.CapsStyle]" text="CapsStyle.ROUND" constant="true" tiptext="用于在 flash.display.Graphics.lineStyle() 方法的 caps 参数中指定圆头端点。" version="" helpurl="flash.display:CapsStyle:ROUND" playername=""/>
						<string name="SQUARE" object="[flash.display.CapsStyle]" text="CapsStyle.SQUARE" constant="true" tiptext="用于在 flash.display.Graphics.lineStyle() 方法的 caps 参数中指定方头端点。" version="" helpurl="flash.display:CapsStyle:SQUARE" playername=""/>
					</folder>
				</folder>
				<folder name="ColorCorrection" id="[flash.display.ColorCorrection]" sort="true" index="true" asAncestors="Object" tiptext="ColorCorrection 类可为 flash.display.Stage.colorCorrection 属性提供值。" helpurl="flash.display:ColorCorrection">
					<folder name="属性" id="Properties" tiptext="ColorCorrection 类的属性" helpurl="flash.display:ColorCorrection">
						<string name="DEFAULT" object="[flash.display.ColorCorrection]" text="ColorCorrection.DEFAULT" constant="true" tiptext="使用主机的默认颜色校正。" version="" helpurl="flash.display:ColorCorrection:DEFAULT" playername=""/>
						<string name="OFF" object="[flash.display.ColorCorrection]" text="ColorCorrection.OFF" constant="true" tiptext="关闭颜色校正，不论播放器主机环境如何。" version="" helpurl="flash.display:ColorCorrection:OFF" playername=""/>
						<string name="ON" object="[flash.display.ColorCorrection]" text="ColorCorrection.ON" constant="true" tiptext="打开颜色校正，不论播放器主机环境（如果有）如何。" version="" helpurl="flash.display:ColorCorrection:ON" playername=""/>
					</folder>
				</folder>
				<folder name="ColorCorrectionSupport" id="[flash.display.ColorCorrectionSupport]" sort="true" index="true" asAncestors="Object" tiptext="ColorCorrectionSupport 类可为 flash.display.Stage.colorCorrectionSupport 属性提供值。" helpurl="flash.display:ColorCorrectionSupport">
					<folder name="属性" id="Properties" tiptext="ColorCorrectionSupport 类的属性" helpurl="flash.display:ColorCorrectionSupport">
						<string name="DEFAULT_OFF" object="[flash.display.ColorCorrectionSupport]" text="ColorCorrectionSupport.DEFAULT_OFF" constant="true" tiptext="支持颜色校正，默认情况下为关闭状态。" version="" helpurl="flash.display:ColorCorrectionSupport:DEFAULT_OFF" playername=""/>
						<string name="DEFAULT_ON" object="[flash.display.ColorCorrectionSupport]" text="ColorCorrectionSupport.DEFAULT_ON" constant="true" tiptext="支持颜色校正，默认情况下为打开状态。" version="" helpurl="flash.display:ColorCorrectionSupport:DEFAULT_ON" playername=""/>
						<string name="UNSUPPORTED" object="[flash.display.ColorCorrectionSupport]" text="ColorCorrectionSupport.UNSUPPORTED" constant="true" tiptext="主机环境不支持颜色校正。" version="" helpurl="flash.display:ColorCorrectionSupport:UNSUPPORTED" playername=""/>
					</folder>
				</folder>
				<folder name="DisplayObject" id="[flash.display.DisplayObject]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DisplayObject 类是可放在显示列表中的所有对象的基类。" helpurl="flash.display:DisplayObject">
					<folder name="方法" id="Methods" tiptext="DisplayObject 类的方法" helpurl="flash.display:DisplayObject">
						<string name="getBounds" object="[flash.display.DisplayObject]" text=".getBounds(%目标坐标空间:flash.display:DisplayObject%):flash.geom:Rectangle" tiptext="返回一个矩形，该矩形定义相对于 targetCoordinateSpace 对象坐标系的显示对象区域。" version="4" helpurl="flash.display:DisplayObject:getBounds" playername=""/>
						<string name="getRect" object="[flash.display.DisplayObject]" text=".getRect(%目标坐标空间:flash.display:DisplayObject%):flash.geom:Rectangle" tiptext="返回一个矩形，该矩形根据 targetCoordinateSpace 参数定义的坐标系定义显示对象边界，但不包括形状上的任何笔触。" version="4" helpurl="flash.display:DisplayObject:getRect" playername=""/>
						<string name="globalToLocal3D" object="[flash.display.DisplayObject]" text=".globalToLocal3D(%点:flash.geom:Point%):flash.geom:Vector3D" tiptext="将二维点从舞台（全局）坐标转换为三维显示对象（本地）坐标。" version="4" helpurl="flash.display:DisplayObject:globalToLocal3D" playername=""/>
						<string name="globalToLocal" object="[flash.display.DisplayObject]" text=".globalToLocal(%点:flash.geom:Point%):flash.geom:Point" tiptext="将 point 对象从舞台(全局)坐标转换为显示对象(本地)坐标。" version="4" helpurl="flash.display:DisplayObject:globalToLocal" playername=""/>
						<string name="hitTestObject" object="[flash.display.DisplayObject]" text=".hitTestObject(%对象:flash.display:DisplayObject%):Boolean" tiptext="计算显示对象的边框以查看它是否与作为参数传递的显示对象的边框重叠或相交。" version="4" helpurl="flash.display:DisplayObject:hitTestObject" playername=""/>
						<string name="hitTestPoint" object="[flash.display.DisplayObject]" text=".hitTestPoint(%x:Number,y:Number[,形状标志:Boolean=false]%):Boolean" tiptext="计算显示对象，以确定它是否与 x 和 y 指定的点重叠或相交。" version="4" helpurl="flash.display:DisplayObject:hitTestPoint" playername=""/>
						<string name="local3DToGlobal" object="[flash.display.DisplayObject]" text=".local3DToGlobal(%三维点:flash.geom:Vector3D%):flash.geom:Point" tiptext="将以三维显示对象（本地）坐标表示的三维点转换为以舞台（全局）坐标表示的二维点。" version="4" helpurl="flash.display:DisplayObject:local3DToGlobal" playername=""/>
						<string name="localToGlobal" object="[flash.display.DisplayObject]" text=".localToGlobal(%点:flash.geom:Point%):flash.geom:Point" tiptext="将 point 对象从显示对象(本地)坐标转换为舞台(全局)坐标。" version="4" helpurl="flash.display:DisplayObject:localToGlobal" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DisplayObject 类的属性" helpurl="flash.display:DisplayObject">
						<string name="accessibilityProperties" object="[flash.display.DisplayObject]" text=".accessibilityProperties" tiptext="此显示对象的当前辅助功能选项。" version="" helpurl="flash.display:DisplayObject:accessibilityProperties:get" playername=""/>
						<string name="alpha" object="[flash.display.DisplayObject]" text=".alpha" tiptext="指示指定对象的 Alpha 透明度值。" version="" helpurl="flash.display:DisplayObject:alpha:get" playername=""/>
						<string name="blendMode" object="[flash.display.DisplayObject]" text=".blendMode" tiptext="BlendMode 类中的一个值，用于指定要使用的混合模式。" version="" helpurl="flash.display:DisplayObject:blendMode:get" playername=""/>
						<string name="cacheAsBitmapMatrix" object="[flash.display.DisplayObject]" text=".cacheAsBitmapMatrix" tiptext="如果为非 null，则 Matrix 对象会定义显示对象在 cacheAsBitmap 设置为 true 时的呈现方式。" version="" helpurl="flash.display:DisplayObject:cacheAsBitmapMatrix:get" playername="AIR"/>
						<string name="cacheAsBitmap" object="[flash.display.DisplayObject]" text=".cacheAsBitmap" tiptext="如果设置为 true，则 Flash 运行时将缓存显示对象的内部位图表示形式。" version="" helpurl="flash.display:DisplayObject:cacheAsBitmap:get" playername=""/>
						<string name="filters" object="[flash.display.DisplayObject]" text=".filters" tiptext="包含当前与显示对象关联的每个滤镜对象的索引数组。" version="" helpurl="flash.display:DisplayObject:filters:get" playername=""/>
						<string name="height" object="[flash.display.DisplayObject]" text=".height" tiptext="指示显示对象的高度，以像素为单位。" version="" helpurl="flash.display:DisplayObject:height:get" playername=""/>
						<string name="loaderInfo" object="[flash.display.DisplayObject]" text=".loaderInfo" tiptext="返回一个 LoaderInfo 对象，其中包含加载此显示对象所属的文件的相关信息。" version="" helpurl="flash.display:DisplayObject:loaderInfo:get" playername=""/>
						<string name="mask" object="[flash.display.DisplayObject]" text=".mask" tiptext="调用显示对象被指定的遮罩对象所遮罩。" version="" helpurl="flash.display:DisplayObject:mask:get" playername=""/>
						<string name="mouseX" object="[flash.display.DisplayObject]" text=".mouseX" tiptext="指示鼠标或用户输入设备位置的 x 坐标，以像素为单位。" version="" helpurl="flash.display:DisplayObject:mouseX:get" playername=""/>
						<string name="mouseY" object="[flash.display.DisplayObject]" text=".mouseY" tiptext="指示鼠标或用户输入设备位置的 y 坐标，以像素为单位。" version="" helpurl="flash.display:DisplayObject:mouseY:get" playername=""/>
						<string name="name" object="[flash.display.DisplayObject]" text=".name" tiptext="指示 DisplayObject 的实例名称。" version="" helpurl="flash.display:DisplayObject:name:get" playername=""/>
						<string name="opaqueBackground" object="[flash.display.DisplayObject]" text=".opaqueBackground" tiptext="指定显示对象是否由于具有某种背景色而不透明。" version="" helpurl="flash.display:DisplayObject:opaqueBackground:get" playername=""/>
						<string name="parent" object="[flash.display.DisplayObject]" text=".parent" tiptext="指示包含此显示对象的 DisplayObjectContainer 对象。" version="" helpurl="flash.display:DisplayObject:parent:get" playername=""/>
						<string name="root" object="[flash.display.DisplayObject]" text=".root" tiptext="对于加载的 SWF 文件中的显示对象，root 属性是此 SWF 文件所表示的显示列表树结构部分中的顶级显示对象。" version="" helpurl="flash.display:DisplayObject:root:get" playername=""/>
						<string name="rotationX" object="[flash.display.DisplayObject]" text=".rotationX" tiptext="指示 DisplayObject 实例相对于 3D 父容器从其原始方向的 x 轴旋转（以度为单位）。" version="" helpurl="flash.display:DisplayObject:rotationX:get" playername=""/>
						<string name="rotationY" object="[flash.display.DisplayObject]" text=".rotationY" tiptext="指示 DisplayObject 实例相对于 3D 父容器从其原始方向的 y 轴旋转（以度为单位）。" version="" helpurl="flash.display:DisplayObject:rotationY:get" playername=""/>
						<string name="rotationZ" object="[flash.display.DisplayObject]" text=".rotationZ" tiptext="指示 DisplayObject 实例相对于 3D 父容器从其原始方向的 z 轴旋转（以度为单位）。" version="" helpurl="flash.display:DisplayObject:rotationZ:get" playername=""/>
						<string name="rotation" object="[flash.display.DisplayObject]" text=".rotation" tiptext="指示 DisplayObject 实例距其原始方向的旋转程度，以度为单位。" version="" helpurl="flash.display:DisplayObject:rotation:get" playername=""/>
						<string name="scale9Grid" object="[flash.display.DisplayObject]" text=".scale9Grid" tiptext="当前有效的缩放网格。" version="" helpurl="flash.display:DisplayObject:scale9Grid:get" playername=""/>
						<string name="scaleX" object="[flash.display.DisplayObject]" text=".scaleX" tiptext="指示从注册点开始应用的对象的水平缩放比例(百分比)。" version="" helpurl="flash.display:DisplayObject:scaleX:get" playername=""/>
						<string name="scaleY" object="[flash.display.DisplayObject]" text=".scaleY" tiptext="指示从对象注册点开始应用的对象的垂直缩放比例(百分比)。" version="" helpurl="flash.display:DisplayObject:scaleY:get" playername=""/>
						<string name="scaleZ" object="[flash.display.DisplayObject]" text=".scaleZ" tiptext="指示从对象注册点开始应用的对象的深度缩放比例（百分比）。" version="" helpurl="flash.display:DisplayObject:scaleZ:get" playername=""/>
						<string name="scrollRect" object="[flash.display.DisplayObject]" text=".scrollRect" tiptext="显示对象的滚动矩形范围。" version="" helpurl="flash.display:DisplayObject:scrollRect:get" playername=""/>
						<string name="stage" object="[flash.display.DisplayObject]" text=".stage" tiptext="显示对象的舞台。" version="" helpurl="flash.display:DisplayObject:stage:get" playername=""/>
						<string name="transform" object="[flash.display.DisplayObject]" text=".transform" tiptext="一个对象，具有与显示对象的矩阵、颜色转换和像素范围有关的属性。" version="" helpurl="flash.display:DisplayObject:transform:get" playername=""/>
						<string name="visible" object="[flash.display.DisplayObject]" text=".visible" tiptext="显示对象是否可见。" version="" helpurl="flash.display:DisplayObject:visible:get" playername=""/>
						<string name="width" object="[flash.display.DisplayObject]" text=".width" tiptext="指示显示对象的宽度，以像素为单位。" version="" helpurl="flash.display:DisplayObject:width:get" playername=""/>
						<string name="x" object="[flash.display.DisplayObject]" text=".x" tiptext="指示 DisplayObject 实例相对于父级 DisplayObjectContainer 本地坐标的 x 坐标。" version="" helpurl="flash.display:DisplayObject:x:get" playername=""/>
						<string name="y" object="[flash.display.DisplayObject]" text=".y" tiptext="指示 DisplayObject 实例相对于父级 DisplayObjectContainer 本地坐标的 y 坐标。" version="" helpurl="flash.display:DisplayObject:y:get" playername=""/>
						<string name="z" object="[flash.display.DisplayObject]" text=".z" tiptext="指示 DisplayObject 实例相对于 3D 父容器沿 z 轴的 z 坐标位置。" version="" helpurl="flash.display:DisplayObject:z:get" playername=""/>
						<string name="blendShader" object="[flash.display.DisplayObject]" text=".blendShader" tiptext="设置用于混合前景和背景的着色器。" version="" helpurl="flash.display:DisplayObject:blendShader:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DisplayObject 类的事件" helpurl="flash.display:DisplayObject">
						<string name="render" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.RENDER{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="[广播事件] 将要更新和呈现显示列表时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.RENDER_render" playername=""/>
						<string name="removedFromStage" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.REMOVED_FROM_STAGE{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在从显示列表中直接删除显示对象或删除包含显示对象的子树时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_FROM_STAGE_removedFromStage" playername=""/>
						<string name="removed" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.REMOVED{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="将要从显示列表中删除显示对象时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.REMOVED_removed" playername=""/>
						<string name="exitFrame" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.EXIT_FRAME{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="[广播事件] 播放头退出当前帧时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.EXIT_FRAME_exitFrame" playername=""/>
						<string name="frameConstructed" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.FRAME_CONSTRUCTED{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="[广播事件] 在帧显示对象的构造函数运行之后、帧脚本运行之前调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.FRAME_CONSTRUCTED_frameConstructed" playername=""/>
						<string name="enterFrame" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.ENTER_FRAME{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="[广播事件] 播放头进入新帧时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.ENTER_FRAME_enterFrame" playername=""/>
						<string name="addedToStage" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.ADDED_TO_STAGE{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在将显示对象直接添加到舞台显示列表或将包含显示对象的子树添加至舞台显示列表中时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_TO_STAGE_addedToStage" playername=""/>
						<string name="added" object="[flash.display.DisplayObject]" text=".addEventListener(%类型:String=Event.ADDED{Event.RENDER,Event.REMOVED_FROM_STAGE,Event.REMOVED,Event.EXIT_FRAME,Event.FRAME_CONSTRUCTED,Event.ENTER_FRAME,Event.ADDED_TO_STAGE,Event.ADDED},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="将显示对象添加到显示列表中时调度。" version="" helpurl="flash.display:DisplayObject_flash.events.Event.ADDED_added" playername=""/>
					</folder>
				</folder>
				<folder name="DisplayObjectContainer" id="[flash.display.DisplayObjectContainer]" sort="true" index="true" asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="DisplayObjectContainer 类是可用作显示列表上的显示对象容器的所有对象的基类。" helpurl="flash.display:DisplayObjectContainer">
					<folder name="方法" id="Methods" tiptext="DisplayObjectContainer 类的方法" helpurl="flash.display:DisplayObjectContainer">
						<string name="DisplayObjectContainer" object="[flash.display.DisplayObjectContainer]" text="new DisplayObjectContainer(%%)" constructor="true" tiptext="调用新的 DisplayObjectContainer() 构造函数会引发 ArgumentError 异常。" version="4" helpurl="flash.display:DisplayObjectContainer:DisplayObjectContainer" playername=""/>
						<string name="addChildAt" object="[flash.display.DisplayObjectContainer]" text=".addChildAt(%子级:flash.display:DisplayObject,索引:int%):flash.display:DisplayObject" tiptext="向此 DisplayObjectContainer 示例中添加子对象。" version="4" helpurl="flash.display:DisplayObjectContainer:addChildAt" playername=""/>
						<string name="addChild" object="[flash.display.DisplayObjectContainer]" text=".addChild(%子级:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="向此 DisplayObjectContainer 示例中添加子对象。" version="4" helpurl="flash.display:DisplayObjectContainer:addChild" playername=""/>
						<string name="areInaccessibleObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" text=".areInaccessibleObjectsUnderPoint(%点:flash.geom:Point%):Boolean" tiptext="指示安全限制是否会导致出现以下情况 忽略了使用指定 point 点调用 DisplayObjectContainer.getObjectsUnderPoint() 方法时返回的列表中的某些显示对象。" version="4" helpurl="flash.display:DisplayObjectContainer:areInaccessibleObjectsUnderPoint" playername=""/>
						<string name="contains" object="[flash.display.DisplayObjectContainer]" text=".contains(%子级:flash.display:DisplayObject%):Boolean" tiptext="确定指定显示对象是 DisplayObjectContainer 实例的子级还是该实例本身。" version="4" helpurl="flash.display:DisplayObjectContainer:contains" playername=""/>
						<string name="getChildAt" object="[flash.display.DisplayObjectContainer]" text=".getChildAt(%索引:int%):flash.display:DisplayObject" tiptext="返回位于指定索引中的子显示对象实例。" version="4" helpurl="flash.display:DisplayObjectContainer:getChildAt" playername=""/>
						<string name="getChildByName" object="[flash.display.DisplayObjectContainer]" text=".getChildByName(%名称:String%):flash.display:DisplayObject" tiptext="返回使用指定名称的已存在的子显示对象。" version="4" helpurl="flash.display:DisplayObjectContainer:getChildByName" playername=""/>
						<string name="getChildIndex" object="[flash.display.DisplayObjectContainer]" text=".getChildIndex(%子级:flash.display:DisplayObject%):int" tiptext="返回子 DisplayObject 实例的索引号。" version="4" helpurl="flash.display:DisplayObjectContainer:getChildIndex" playername=""/>
						<string name="getObjectsUnderPoint" object="[flash.display.DisplayObjectContainer]" text=".getObjectsUnderPoint(%点:flash.geom:Point%):Array" tiptext="返回对象的数组，这些对象位于指定点下，并且是该 DisplayObjectContainer 实例的子级(或孙子级，依此类推)。" version="4" helpurl="flash.display:DisplayObjectContainer:getObjectsUnderPoint" playername=""/>
						<string name="removeChildAt" object="[flash.display.DisplayObjectContainer]" text=".removeChildAt(%索引:int%):flash.display:DisplayObject" tiptext="从 DisplayObjectContainer 实例中删除指定索引位置上的子显示对象。" version="4" helpurl="flash.display:DisplayObjectContainer:removeChildAt" playername=""/>
						<string name="removeChild" object="[flash.display.DisplayObjectContainer]" text=".removeChild(%子级:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="删除 DisplayObjectContainer 实例中的子显示对象。" version="4" helpurl="flash.display:DisplayObjectContainer:removeChild" playername=""/>
						<string name="setChildIndex" object="[flash.display.DisplayObjectContainer]" text=".setChildIndex(%子级:flash.display:DisplayObject,索引:int%):void" tiptext="更改现有子级的索引号。" version="4" helpurl="flash.display:DisplayObjectContainer:setChildIndex" playername=""/>
						<string name="swapChildrenAt" object="[flash.display.DisplayObjectContainer]" text=".swapChildrenAt(%索引1:int,索引2:int%):void" tiptext="在子级列表中两个指定的索引位置，交换子对象的 z 顺序(前后顺序)。" version="4" helpurl="flash.display:DisplayObjectContainer:swapChildrenAt" playername=""/>
						<string name="swapChildren" object="[flash.display.DisplayObjectContainer]" text=".swapChildren(%子级1:flash.display:DisplayObject,子级2:flash.display:DisplayObject%):void" tiptext="交换两个指定子对象的 z 顺序(从前到后顺序)。" version="4" helpurl="flash.display:DisplayObjectContainer:swapChildren" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DisplayObjectContainer 类的属性" helpurl="flash.display:DisplayObjectContainer">
						<string name="mouseChildren" object="[flash.display.DisplayObjectContainer]" text=".mouseChildren" tiptext="确定对象的子项是否支持鼠标或用户输入设备。" version="" helpurl="flash.display:DisplayObjectContainer:mouseChildren:get" playername=""/>
						<string name="numChildren" object="[flash.display.DisplayObjectContainer]" text=".numChildren" tiptext="返回此对象的子级数目。" version="" helpurl="flash.display:DisplayObjectContainer:numChildren:get" playername=""/>
						<string name="tabChildren" object="[flash.display.DisplayObjectContainer]" text=".tabChildren" tiptext="确定对象的子级是否支持 Tab 键。" version="" helpurl="flash.display:DisplayObjectContainer:tabChildren:get" playername=""/>
						<string name="textSnapshot" object="[flash.display.DisplayObjectContainer]" text=".textSnapshot" tiptext="返回此 DisplayObjectContainer 实例的 TextSnapshot 对象。" version="" helpurl="flash.display:DisplayObjectContainer:textSnapshot:get" playername=""/>
					</folder>
				</folder>
				<folder name="FocusDirection" id="[flash.display.FocusDirection]" sort="true" index="true" asAncestors="Object" tiptext="FocusDirection 类枚举用于 Stage 对象的 assignFocus() 方法的 direction 参数以及 FocusEvent 对象的 direction 属性的值。" helpurl="flash.display:FocusDirection">
					<folder name="属性" id="Properties" tiptext="FocusDirection 类的属性" helpurl="flash.display:FocusDirection">
						<string name="BOTTOM" object="[flash.display.FocusDirection]" text="FocusDirection.BOTTOM" constant="true" tiptext="指示应使位于读取顺序结尾的对象获得焦点。" version="" helpurl="flash.display:FocusDirection:BOTTOM" playername="AIR"/>
						<string name="NONE" object="[flash.display.FocusDirection]" text="FocusDirection.NONE" constant="true" tiptext="指示交互式对象内的焦点对象应不更改。" version="" helpurl="flash.display:FocusDirection:NONE" playername="AIR"/>
						<string name="TOP" object="[flash.display.FocusDirection]" text="FocusDirection.TOP" constant="true" tiptext="指示应使位于读取顺序开头的对象获得焦点。" version="" helpurl="flash.display:FocusDirection:TOP" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FrameLabel" id="[flash.display.FrameLabel]" sort="true" index="true" asAncestors="Object" tiptext="FrameLabel 对象包含用来指定帧编号及相应标签名称的属性。" helpurl="flash.display:FrameLabel">
					<folder name="属性" id="Properties" tiptext="FrameLabel 类的属性" helpurl="flash.display:FrameLabel">
						<string name="frame" object="[flash.display.FrameLabel]" text=".frame" tiptext="包含标签的帧编号。" version="" helpurl="flash.display:FrameLabel:frame:get" playername=""/>
						<string name="name" object="[flash.display.FrameLabel]" text=".name" tiptext="标签的名称。" version="" helpurl="flash.display:FrameLabel:name:get" playername=""/>
					</folder>
				</folder>
				<folder name="GradientType" id="[flash.display.GradientType]" sort="true" index="true" asAncestors="Object" tiptext="GradientType 类为 flash.display.Graphics 类的beginGradientFill() 和 lineGradientStyle() 方法中的类型参数提供值。" helpurl="flash.display:GradientType">
					<folder name="属性" id="Properties" tiptext="GradientType 类的属性" helpurl="flash.display:GradientType">
						<string name="LINEAR" object="[flash.display.GradientType]" text="GradientType.LINEAR" constant="true" tiptext="用于指定线性渐变填充的值。" version="" helpurl="flash.display:GradientType:LINEAR" playername=""/>
						<string name="RADIAL" object="[flash.display.GradientType]" text="GradientType.RADIAL" constant="true" tiptext="用于指定放射状渐变填充的值。" version="" helpurl="flash.display:GradientType:RADIAL" playername=""/>
					</folder>
				</folder>
				<folder name="Graphics" id="[flash.display.Graphics]" sort="true" index="true" asAncestors="Object" tiptext="Graphics 类包含一组可用来创建矢量形状的方法。" helpurl="flash.display:Graphics">
					<folder name="方法" id="Methods" tiptext="Graphics 类的方法" helpurl="flash.display:Graphics">
						<string name="beginBitmapFill" object="[flash.display.Graphics]" text=".beginBitmapFill(%位图:flash.display:BitmapData[,矩阵:flash.geom:Matrix=null,重复:Boolean=true,平滑:Boolean=false]%):void" tiptext="开始绘制位图填充的形状。" version="4" helpurl="flash.display:Graphics:beginBitmapFill" playername=""/>
						<string name="beginFill" object="[flash.display.Graphics]" text=".beginFill(%颜色:uint[,alpha:Number=1.0]%):void" tiptext="指定单色填充。" version="4" helpurl="flash.display:Graphics:beginFill" playername=""/>
						<string name="beginGradientFill" object="[flash.display.Graphics]" text=".beginGradientFill(%类型:String,颜色:Array,alphas:Array,比例:Array[,矩阵:flash.geom:Matrix=null,散布法:String=pad,插值法:String=rgb,焦距比:Number=0]%):void" tiptext="指定渐变填充。" version="4" helpurl="flash.display:Graphics:beginGradientFill" playername=""/>
						<string name="beginShaderFill" object="[flash.display.Graphics]" text=".beginShaderFill(%着色器:flash.display:Shader[,矩阵:flash.geom:Matrix=null]%):void" tiptext="指定着色器填充。" version="1.5" helpurl="flash.display:Graphics:beginShaderFill" playername=""/>
						<string name="clear" object="[flash.display.Graphics]" text=".clear(%%):void" tiptext="清除绘制到此 Graphics 对象的图形，并重置填充和线条样式设置。" version="4" helpurl="flash.display:Graphics:clear" playername=""/>
						<string name="copyFrom" object="[flash.display.Graphics]" text=".copyFrom(%源图形:flash.display:Graphics%):void" tiptext="将源 Graphics 对象中的所有绘画命令复制到执行调用的 Graphics 对象中。" version="4" helpurl="flash.display:Graphics:copyFrom" playername=""/>
						<string name="curveTo" object="[flash.display.Graphics]" text=".curveTo(%控制点X坐标:Number,控制点Y坐标:Number,锚记点X坐标:Number,锚记点Y坐标:Number%):void" tiptext="使用由 (控制点X, 控制点Y) 指定的控制点绘制一条从当前绘画位置开始到 (锚记点X, 锚记点Y) 结束的曲线。" version="4" helpurl="flash.display:Graphics:curveTo" playername=""/>
						<string name="drawCircle" object="[flash.display.Graphics]" text=".drawCircle(%x:Number,y:Number,半径:Number%):void" tiptext="绘制一个圆。" version="4" helpurl="flash.display:Graphics:drawCircle" playername=""/>
						<string name="drawEllipse" object="[flash.display.Graphics]" text=".drawEllipse(%x:Number,y:Number,宽度:Number,高度:Number%):void" tiptext="绘制一个椭圆。" version="4" helpurl="flash.display:Graphics:drawEllipse" playername=""/>
						<string name="drawGraphicsData" object="[flash.display.Graphics]" text=".drawGraphicsData(%图形数据:Vector$flash.display:IGraphicsData%):void" tiptext="提交一系列 IGraphicsData 实例进行绘制。" version="1.5" helpurl="flash.display:Graphics:drawGraphicsData" playername=""/>
						<string name="drawPath" object="[flash.display.Graphics]" text=".drawPath(%命令:Vector$int,数据:Vector$Number[,缠绕:String=evenOdd]%):void" tiptext="提交一系列绘画命令。" version="1.5" helpurl="flash.display:Graphics:drawPath" playername=""/>
						<string name="drawRect" object="[flash.display.Graphics]" text=".drawRect(%x:Number,y:Number,宽度:Number,高度:Number%):void" tiptext="绘制一个圆角矩形。" version="4" helpurl="flash.display:Graphics:drawRect" playername=""/>
						<string name="drawRoundRect" object="[flash.display.Graphics]" text=".drawRoundRect(%x:Number,y:Number,宽度:Number,高度:Number,椭圆宽度:Number[,椭圆高度:Number=unknown]%):void" tiptext="绘制一个圆角矩形。" version="4" helpurl="flash.display:Graphics:drawRoundRect" playername=""/>
						<string name="drawTriangles" object="[flash.display.Graphics]" text=".drawTriangles(%顶点:Vector$Number[,索引:Vector$int=null,uvt数据:Vector$Number=null,剔除:String=none]%):void" tiptext="呈现一组三角形，通常是为了扭曲位图并使之具备三维外观。" version="1.5" helpurl="flash.display:Graphics:drawTriangles" playername=""/>
						<string name="endFill" object="[flash.display.Graphics]" text=".endFill(%%):void" tiptext="对直线和曲线应用填充。" version="4" helpurl="flash.display:Graphics:endFill" playername=""/>
						<string name="lineBitmapStyle" object="[flash.display.Graphics]" text=".lineBitmapStyle(%位图:flash.display:BitmapData[,矩阵:flash.geom:Matrix=null,重复:Boolean=true,平滑:Boolean=false]%):void" tiptext="指定一个位图，用于绘制线条时的线条笔触。" version="1.5" helpurl="flash.display:Graphics:lineBitmapStyle" playername=""/>
						<string name="lineGradientStyle" object="[flash.display.Graphics]" text=".lineGradientStyle(%类型:String,颜色:Array,alphas:Array,比例:Array[,矩阵:flash.geom:Matrix=null,散布法:String=pad,插值法:String=rgb,焦距比:Number=0]%):void" tiptext="指定一种渐变，用于绘制线条时的笔触。" version="9" helpurl="flash.display:Graphics:lineGradientStyle" playername=""/>
						<string name="lineShaderStyle" object="[flash.display.Graphics]" text=".lineShaderStyle(%着色器:flash.display:Shader[,矩阵:flash.geom:Matrix=null]%):void" tiptext="指定一个着色器，用于绘制线条时的线条笔触。" version="1.5" helpurl="flash.display:Graphics:lineShaderStyle" playername=""/>
						<string name="lineStyle" object="[flash.display.Graphics]" text=".lineStyle(%[粗细:Number=unknown,颜色:uint=0,alpha:Number=1.0,像素提示:Boolean=false,缩放模式:String=normal,端点:String=null,接合:String=null,尖角限制:Number=3]%):void" tiptext="指定 Flash 用于绘制线条的线条样式。" version="4" helpurl="flash.display:Graphics:lineStyle" playername=""/>
						<string name="lineTo" object="[flash.display.Graphics]" text=".lineTo(%x:Number,y:Number%):void" tiptext="绘制一条从当前绘画位置开始到 (x, y) 结束的直线。" version="4" helpurl="flash.display:Graphics:lineTo" playername=""/>
						<string name="moveTo" object="[flash.display.Graphics]" text=".moveTo(%x:Number,y:Number%):void" tiptext="将当前绘画位置移动到 (x, y)。" version="4" helpurl="flash.display:Graphics:moveTo" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsBitmapFill" id="[flash.display.GraphicsBitmapFill]" sort="true" index="true" asAncestors="Object" tiptext="定义位图填充。" helpurl="flash.display:GraphicsBitmapFill">
					<folder name="方法" id="Methods" tiptext="GraphicsBitmapFill 类的方法" helpurl="flash.display:GraphicsBitmapFill">
						<string name="GraphicsBitmapFill" object="[flash.display.GraphicsBitmapFill]" text="new GraphicsBitmapFill(%[位图数据:flash.display:BitmapData=null,矩阵:flash.geom:Matrix=null,重复:Boolean=true,平滑:Boolean=false]%)" constructor="true" tiptext="创建新的 GraphicsBitmapFill 对象。" version="1.5" helpurl="flash.display:GraphicsBitmapFill:GraphicsBitmapFill" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsBitmapFill 类的属性" helpurl="flash.display:GraphicsBitmapFill">
						<string name="bitmapData" object="[flash.display.GraphicsBitmapFill]" text=".bitmapData" tiptext="透明的或不透明的位图图像。" version="" helpurl="flash.display:GraphicsBitmapFill:bitmapData" playername=""/>
						<string name="matrix" object="[flash.display.GraphicsBitmapFill]" text=".matrix" tiptext="矩阵对象（属于 flash.geom.Matrix 类），用于定义位图转换。" version="" helpurl="flash.display:GraphicsBitmapFill:matrix" playername=""/>
						<string name="repeat" object="[flash.display.GraphicsBitmapFill]" text=".repeat" tiptext="指定是否按照平铺方式重复位图图像。" version="" helpurl="flash.display:GraphicsBitmapFill:repeat" playername=""/>
						<string name="smooth" object="[flash.display.GraphicsBitmapFill]" text=".smooth" tiptext="指定是否将平滑处理算法应用于位图图像。" version="" helpurl="flash.display:GraphicsBitmapFill:smooth" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsEndFill" id="[flash.display.GraphicsEndFill]" sort="true" index="true" asAncestors="Object" tiptext="指示图形填充的结束。" helpurl="flash.display:GraphicsEndFill">
					<folder name="方法" id="Methods" tiptext="GraphicsEndFill 类的方法" helpurl="flash.display:GraphicsEndFill">
						<string name="GraphicsEndFill" object="[flash.display.GraphicsEndFill]" text="new GraphicsEndFill(%%)" constructor="true" tiptext="创建一个用于 Graphics.drawGraphicsData() 方法的对象，以显式结束填充。" version="1.5" helpurl="flash.display:GraphicsEndFill:GraphicsEndFill" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsGradientFill" id="[flash.display.GraphicsGradientFill]" sort="true" index="true" asAncestors="Object" tiptext="定义渐变填充。" helpurl="flash.display:GraphicsGradientFill">
					<folder name="方法" id="Methods" tiptext="GraphicsGradientFill 类的方法" helpurl="flash.display:GraphicsGradientFill">
						<string name="GraphicsGradientFill" object="[flash.display.GraphicsGradientFill]" text="new GraphicsGradientFill(%[类型:String=linear,颜色:Array=null,alpha:Array=null,比例:Array=null,矩阵:*=null,散布方法:*=pad,插值方法:String=rgb,焦点比:Number=0.0]%)" constructor="true" tiptext="创建新的 GraphicsGradientFill 对象。" version="1.5" helpurl="flash.display:GraphicsGradientFill:GraphicsGradientFill" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsGradientFill 类的属性" helpurl="flash.display:GraphicsGradientFill">
						<string name="alphas" object="[flash.display.GraphicsGradientFill]" text=".alphas" tiptext="colors 数组中对应颜色的 Alpha 值的数组。" version="" helpurl="flash.display:GraphicsGradientFill:alphas" playername=""/>
						<string name="colors" object="[flash.display.GraphicsGradientFill]" text=".colors" tiptext="渐变中使用的 RGB 十六进制颜色值数组。" version="" helpurl="flash.display:GraphicsGradientFill:colors" playername=""/>
						<string name="focalPointRatio" object="[flash.display.GraphicsGradientFill]" text=".focalPointRatio" tiptext="一个控制渐变的焦点位置的数字。" version="" helpurl="flash.display:GraphicsGradientFill:focalPointRatio" playername=""/>
						<string name="matrix" object="[flash.display.GraphicsGradientFill]" text=".matrix" tiptext="由 Matrix 类定义的转换矩阵。" version="" helpurl="flash.display:GraphicsGradientFill:matrix" playername=""/>
						<string name="ratios" object="[flash.display.GraphicsGradientFill]" text=".ratios" tiptext="一组颜色分布比例。" version="" helpurl="flash.display:GraphicsGradientFill:ratios" playername=""/>
						<string name="interpolationMethod" object="[flash.display.GraphicsGradientFill]" text=".interpolationMethod" tiptext="用于指定要使用哪个值的 InterpolationMethod 类的值。" version="" helpurl="flash.display:GraphicsGradientFill:interpolationMethod:get" playername=""/>
						<string name="spreadMethod" object="[flash.display.GraphicsGradientFill]" text=".spreadMethod" tiptext="用于指定要使用哪种散布法的 SpreadMethod 类的值。" version="" helpurl="flash.display:GraphicsGradientFill:spreadMethod:get" playername=""/>
						<string name="type" object="[flash.display.GraphicsGradientFill]" text=".type" tiptext="用于指定要使用哪个渐变类型的 GradientType 类的值。" version="" helpurl="flash.display:GraphicsGradientFill:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsPath" id="[flash.display.GraphicsPath]" sort="true" index="true" asAncestors="Object" tiptext="一组绘图命令及这些命令的坐标参数。" helpurl="flash.display:GraphicsPath">
					<folder name="方法" id="Methods" tiptext="GraphicsPath 类的方法" helpurl="flash.display:GraphicsPath">
						<string name="GraphicsPath" object="[flash.display.GraphicsPath]" text="new GraphicsPath(%[命令:Vector$int=null,数据:Vector$Number=null,缠绕:String=evenOdd]%)" constructor="true" tiptext="创建新的 GraphicsPath 对象。" version="1.5" helpurl="flash.display:GraphicsPath:GraphicsPath" playername=""/>
						<string name="curveTo" object="[flash.display.GraphicsPath]" text=".curveTo(%控制点X坐标:Number,控制点Y坐标:Number,锚记点X坐标:Number,锚记点Y坐标:Number%):void" tiptext="将新的&quot;curveTo&quot;命令添加到 commands 矢量中，并将新坐标添加到 data 矢量中。" version="1.5" helpurl="flash.display:GraphicsPath:curveTo" playername=""/>
						<string name="lineTo" object="[flash.display.GraphicsPath]" text=".lineTo(%x:Number,y:Number%):void" tiptext="将新的&quot;lineTo&quot;命令添加到 commands 矢量中，并将新坐标添加到 data 矢量中。" version="1.5" helpurl="flash.display:GraphicsPath:lineTo" playername=""/>
						<string name="moveTo" object="[flash.display.GraphicsPath]" text=".moveTo(%x:Number,y:Number%):void" tiptext="将新的&quot;moveTo&quot;命令添加到 commands 矢量中，并将新坐标添加到 data 矢量中。" version="1.5" helpurl="flash.display:GraphicsPath:moveTo" playername=""/>
						<string name="wideLineTo" object="[flash.display.GraphicsPath]" text=".wideLineTo(%x:Number,y:Number%):void" tiptext="将新的&quot;wideLineTo&quot;命令添加到 commands 矢量中，并将新坐标添加到 data 矢量中。" version="1.5" helpurl="flash.display:GraphicsPath:wideLineTo" playername=""/>
						<string name="wideMoveTo" object="[flash.display.GraphicsPath]" text=".wideMoveTo(%x:Number,y:Number%):void" tiptext="将新的&quot;wideMoveTo&quot;命令添加到 commands 矢量中，并将新坐标添加到 data 矢量中。" version="1.5" helpurl="flash.display:GraphicsPath:wideMoveTo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsPath 类的属性" helpurl="flash.display:GraphicsPath">
						<string name="commands" object="[flash.display.GraphicsPath]" text=".commands" tiptext="绘画命令的矢量，形式为表示路径的整数。" version="" helpurl="flash.display:GraphicsPath:commands" playername=""/>
						<string name="data" object="[flash.display.GraphicsPath]" text=".data" tiptext="包含用于绘画命令的参数且由数字构成的矢量。" version="" helpurl="flash.display:GraphicsPath:data" playername=""/>
						<string name="winding" object="[flash.display.GraphicsPath]" text=".winding" tiptext="使用 GraphicsPathWinding 类中定义的值指定缠绕规则。" version="" helpurl="flash.display:GraphicsPath:winding:get" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsPathCommand" id="[flash.display.GraphicsPathCommand]" sort="true" index="true" asAncestors="Object" tiptext="定义用于指定路径绘制命令的值。" helpurl="flash.display:GraphicsPathCommand">
					<folder name="属性" id="Properties" tiptext="GraphicsPathCommand 类的属性" helpurl="flash.display:GraphicsPathCommand">
						<string name="CURVE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.CURVE_TO" constant="true" tiptext="指定一个绘画命令，该命令使用控制点绘制一条从当前绘图位置开始，到数据矢量中指定的 x 坐标和 y 坐标结束的曲线。" version="" helpurl="flash.display:GraphicsPathCommand:CURVE_TO" playername=""/>
						<string name="LINE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.LINE_TO" constant="true" tiptext="指定一个绘画命令，此命令绘制从当前绘制位置开始，到数据矢量中指定的 x 坐标和 y 坐标结束的线条。" version="" helpurl="flash.display:GraphicsPathCommand:LINE_TO" playername=""/>
						<string name="MOVE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.MOVE_TO" constant="true" tiptext="指定一个绘画命令，将当前绘制位置移动到数据矢量中指定的 x 坐标和 y 坐标。" version="" helpurl="flash.display:GraphicsPathCommand:MOVE_TO" playername=""/>
						<string name="NO_OP" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.NO_OP" constant="true" tiptext="表示默认的&quot;不执行任何操作&quot;命令。" version="" helpurl="flash.display:GraphicsPathCommand:NO_OP" playername=""/>
						<string name="WIDE_LINE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.WIDE_LINE_TO" constant="true" tiptext="指定一个 &quot;line to&quot; 绘画命令，然而使用两组坐标（四个值），而不是一组。" version="" helpurl="flash.display:GraphicsPathCommand:WIDE_LINE_TO" playername=""/>
						<string name="WIDE_MOVE_TO" object="[flash.display.GraphicsPathCommand]" text="GraphicsPathCommand.WIDE_MOVE_TO" constant="true" tiptext="指定一个 &quot;move to&quot; 绘画命令，然而使用两组坐标（四个值），而不是一组。" version="" helpurl="flash.display:GraphicsPathCommand:WIDE_MOVE_TO" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsPathWinding" id="[flash.display.GraphicsPathWinding]" sort="true" index="true" asAncestors="Object" tiptext="GraphicsPathWinding 类为 flash.display.GraphicsPath.winding 属性和 flash.display.Graphics.drawPath() 方法提供值，以确定绘制路径的方向。" helpurl="flash.display:GraphicsPathWinding">
					<folder name="属性" id="Properties" tiptext="GraphicsPathWinding 类的属性" helpurl="flash.display:GraphicsPathWinding">
						<string name="EVEN_ODD" object="[flash.display.GraphicsPathWinding]" text="GraphicsPathWinding.EVEN_ODD" constant="true" tiptext="建立偶奇缠绕类型。" version="" helpurl="flash.display:GraphicsPathWinding:EVEN_ODD" playername=""/>
						<string name="NON_ZERO" object="[flash.display.GraphicsPathWinding]" text="GraphicsPathWinding.NON_ZERO" constant="true" tiptext="建立非零缠绕类型。" version="" helpurl="flash.display:GraphicsPathWinding:NON_ZERO" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsShaderFill" id="[flash.display.GraphicsShaderFill]" sort="true" index="true" asAncestors="Object" tiptext="定义着色器填充。" helpurl="flash.display:GraphicsShaderFill">
					<folder name="方法" id="Methods" tiptext="GraphicsShaderFill 类的方法" helpurl="flash.display:GraphicsShaderFill">
						<string name="GraphicsShaderFill" object="[flash.display.GraphicsShaderFill]" text="new GraphicsShaderFill(%[着色器:flash.display:Shader=null,矩阵:flash.geom:Matrix=null]%)" constructor="true" tiptext="创建新的 GraphicsShaderFill 对象。" version="1.5" helpurl="flash.display:GraphicsShaderFill:GraphicsShaderFill" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsShaderFill 类的属性" helpurl="flash.display:GraphicsShaderFill">
						<string name="matrix" object="[flash.display.GraphicsShaderFill]" text=".matrix" tiptext="一个 matrix 对象（属于 flash.geom.Matrix 类），可用于对着色器定义转换。" version="" helpurl="flash.display:GraphicsShaderFill:matrix" playername=""/>
						<string name="shader" object="[flash.display.GraphicsShaderFill]" text=".shader" tiptext="要用于填充的着色器。" version="" helpurl="flash.display:GraphicsShaderFill:shader" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsSolidFill" id="[flash.display.GraphicsSolidFill]" sort="true" index="true" asAncestors="Object" tiptext="定义纯色填充。" helpurl="flash.display:GraphicsSolidFill">
					<folder name="方法" id="Methods" tiptext="GraphicsSolidFill 类的方法" helpurl="flash.display:GraphicsSolidFill">
						<string name="GraphicsSolidFill" object="[flash.display.GraphicsSolidFill]" text="new GraphicsSolidFill(%[颜色:uint=0,alpha:Number=1.0]%)" constructor="true" tiptext="创建新的 GraphicsSolidFill 对象。" version="1.5" helpurl="flash.display:GraphicsSolidFill:GraphicsSolidFill" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsSolidFill 类的属性" helpurl="flash.display:GraphicsSolidFill">
						<string name="alpha" object="[flash.display.GraphicsSolidFill]" text=".alpha" tiptext="指示填充的 Alpha 透明度值。" version="" helpurl="flash.display:GraphicsSolidFill:alpha" playername=""/>
						<string name="color" object="[flash.display.GraphicsSolidFill]" text=".color" tiptext="填充颜色。" version="" helpurl="flash.display:GraphicsSolidFill:color" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsStroke" id="[flash.display.GraphicsStroke]" sort="true" index="true" asAncestors="Object" tiptext="定义线条样式或笔触。" helpurl="flash.display:GraphicsStroke">
					<folder name="方法" id="Methods" tiptext="GraphicsStroke 类的方法" helpurl="flash.display:GraphicsStroke">
						<string name="GraphicsStroke" object="[flash.display.GraphicsStroke]" text="new GraphicsStroke(%[粗细:Number=unknown,像素提示:Boolean=false,缩放模式:String=normal,端点:String=none,连接:String=round,尖角限制:Number=3.0,填充:flash.display:IGraphicsFill=null]%)" constructor="true" tiptext="创建新的 GraphicsStroke 对象。" version="1.5" helpurl="flash.display:GraphicsStroke:GraphicsStroke" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsStroke 类的属性" helpurl="flash.display:GraphicsStroke">
						<string name="fill" object="[flash.display.GraphicsStroke]" text=".fill" tiptext="指定包含笔触填充数据的实例。" version="" helpurl="flash.display:GraphicsStroke:fill" playername=""/>
						<string name="miterLimit" object="[flash.display.GraphicsStroke]" text=".miterLimit" tiptext="指定在哪个限制位置切断尖角。" version="" helpurl="flash.display:GraphicsStroke:miterLimit" playername=""/>
						<string name="pixelHinting" object="[flash.display.GraphicsStroke]" text=".pixelHinting" tiptext="指示是否提示笔触采用完整像素。" version="" helpurl="flash.display:GraphicsStroke:pixelHinting" playername=""/>
						<string name="thickness" object="[flash.display.GraphicsStroke]" text=".thickness" tiptext="指示线条的粗细（以磅为单位）；有效值为 0-255。" version="" helpurl="flash.display:GraphicsStroke:thickness" playername=""/>
						<string name="caps" object="[flash.display.GraphicsStroke]" text=".caps" tiptext="指定线条末端端点的类型。" version="" helpurl="flash.display:GraphicsStroke:caps:get" playername=""/>
						<string name="joints" object="[flash.display.GraphicsStroke]" text=".joints" tiptext="指定用于拐角的连接外观的类型。" version="" helpurl="flash.display:GraphicsStroke:joints:get" playername=""/>
						<string name="scaleMode" object="[flash.display.GraphicsStroke]" text=".scaleMode" tiptext="指定笔触粗细缩放。" version="" helpurl="flash.display:GraphicsStroke:scaleMode:get" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicsTrianglePath" id="[flash.display.GraphicsTrianglePath]" sort="true" index="true" asAncestors="Object" tiptext="定义有序的一组三角形，可以使用 (u,v) 填充坐标或普通填充来呈现这些三角形。" helpurl="flash.display:GraphicsTrianglePath">
					<folder name="方法" id="Methods" tiptext="GraphicsTrianglePath 类的方法" helpurl="flash.display:GraphicsTrianglePath">
						<string name="GraphicsTrianglePath" object="[flash.display.GraphicsTrianglePath]" text="new GraphicsTrianglePath(%[顶点:Vector$Number=null,索引:Vector$int=null,uvt数据:Vector$Number=null,剔除:String=none]%)" constructor="true" tiptext="创建新的 GraphicsTrianglePath 对象。" version="1.5" helpurl="flash.display:GraphicsTrianglePath:GraphicsTrianglePath" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicsTrianglePath 类的属性" helpurl="flash.display:GraphicsTrianglePath">
						<string name="indices" object="[flash.display.GraphicsTrianglePath]" text=".indices" tiptext="由整数或索引构成的矢量，其中每三个索引定义一个三角形。" version="" helpurl="flash.display:GraphicsTrianglePath:indices" playername=""/>
						<string name="uvtData" object="[flash.display.GraphicsTrianglePath]" text=".uvtData" tiptext="由用于应用纹理映射的标准坐标构成的矢量。" version="" helpurl="flash.display:GraphicsTrianglePath:uvtData" playername=""/>
						<string name="vertices" object="[flash.display.GraphicsTrianglePath]" text=".vertices" tiptext="由数字构成的矢量，其中的每一对数字将被视为一个点（一个 x, y 对）。" version="" helpurl="flash.display:GraphicsTrianglePath:vertices" playername=""/>
						<string name="culling" object="[flash.display.GraphicsTrianglePath]" text=".culling" tiptext="指定是否呈现面向给定方向的三角形。" version="" helpurl="flash.display:GraphicsTrianglePath:culling:get" playername=""/>
					</folder>
				</folder>
				<folder name="InteractiveObject" id="[flash.display.InteractiveObject]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="InteractiveObject 类是用户可以使用鼠标、键盘或其它用户输入设备与之交互的所有显示对象的抽象基类。" helpurl="flash.display:InteractiveObject">
					<folder name="方法" id="Methods" tiptext="InteractiveObject 类的方法" helpurl="flash.display:InteractiveObject">
						<string name="InteractiveObject" object="[flash.display.InteractiveObject]" text="new InteractiveObject(%%)" constructor="true" tiptext="调用新的 InteractiveObject() 构造函数会引发 ArgumentError 异常。" version="4" helpurl="flash.display:InteractiveObject:InteractiveObject" playername=""/>
						<string name="requestSoftKeyboard" object="[flash.display.InteractiveObject]" text=".requestSoftKeyboard(%%):Boolean" tiptext="如果当前上下文支持，则显示键盘。" version="2.6" helpurl="flash.display:InteractiveObject:requestSoftKeyboard" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="InteractiveObject 类的属性" helpurl="flash.display:InteractiveObject">
						<string name="accessibilityImplementation" object="[flash.display.InteractiveObject]" text=".accessibilityImplementation" tiptext="此 InteractiveObject 实例的当前辅助功能实现 (AccessibilityImplementation)。" version="" helpurl="flash.display:InteractiveObject:accessibilityImplementation:get" playername=""/>
						<string name="contextMenu" object="[flash.display.InteractiveObject]" text=".contextMenu" tiptext="指定与此对象相关联的上下文菜单。" version="" helpurl="flash.display:InteractiveObject:contextMenu:get" playername=""/>
						<string name="doubleClickEnabled" object="[flash.display.InteractiveObject]" text=".doubleClickEnabled" tiptext="指定此对象是否接收 doubleClick 事件。" version="" helpurl="flash.display:InteractiveObject:doubleClickEnabled:get" playername=""/>
						<string name="focusRect" object="[flash.display.InteractiveObject]" text=".focusRect" tiptext="指定此对象是否显示焦点矩形。" version="" helpurl="flash.display:InteractiveObject:focusRect:get" playername=""/>
						<string name="mouseEnabled" object="[flash.display.InteractiveObject]" text=".mouseEnabled" tiptext="指定此对象是否接收鼠标或其它用户输入消息。" version="" helpurl="flash.display:InteractiveObject:mouseEnabled:get" playername=""/>
						<string name="needsSoftKeyboard" object="[flash.display.InteractiveObject]" text=".needsSoftKeyboard" tiptext="指定当前 InteractiveObject 实例为&quot;input active&quot;（准备接受用户输入）时是否显示软键盘（屏幕键盘）。" version="" helpurl="flash.display:InteractiveObject:needsSoftKeyboard:get" playername=""/>
						<string name="softKeyboardInputAreaOfInterest" object="[flash.display.InteractiveObject]" text=".softKeyboardInputAreaOfInterest" tiptext="定义显示软键盘时保留在屏幕上的矩形内容。" version="" helpurl="flash.display:InteractiveObject:softKeyboardInputAreaOfInterest:get" playername=""/>
						<string name="tabEnabled" object="[flash.display.InteractiveObject]" text=".tabEnabled" tiptext="指定此对象是否遵循 Tab 键顺序。" version="" helpurl="flash.display:InteractiveObject:tabEnabled:get" playername=""/>
						<string name="tabIndex" object="[flash.display.InteractiveObject]" text=".tabIndex" tiptext="指定 SWF 文件中的对象按 Tab 键顺序排列。" version="" helpurl="flash.display:InteractiveObject:tabIndex:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="InteractiveObject 类的事件" helpurl="flash.display:InteractiveObject">
						<string name="softKeyboardDeactivate" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在软键盘收起之后立即调度。" version="" helpurl="flash.display:InteractiveObject__softKeyboardDeactivate" playername=""/>
						<string name="softKeyboardActivate" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在软键盘弹出之后立即调度。" version="" helpurl="flash.display:InteractiveObject__softKeyboardActivate" playername=""/>
						<string name="softKeyboardActivating" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在软键盘弹出之前立即调度。" version="" helpurl="flash.display:InteractiveObject__softKeyboardActivating" playername=""/>
						<string name="textInput" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户输入一个或多个文本字符时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="imeStartComposition" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=IMEEvent.{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="此事件被调度到任何支持使用 IME 内嵌输入的客户端应用程序。" version="" helpurl="flash.display:InteractiveObject__imeStartComposition" playername=""/>
						<string name="contextMenu" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.CONTEXT_MENU{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户操作触发与 AIR 应用程序中的交互式对象相关联的上下文菜单时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.CONTEXT_MENU_contextMenu" playername="AIR"/>
						<string name="nativeDragComplete" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_COMPLETE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户释放拖动手势时，由拖动发起者 InteractiveObject 调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_COMPLETE_nativeDragComplete" playername=""/>
						<string name="nativeDragUpdate" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_UPDATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在拖动操作期间由 InteractiveObject 调度，该对象被指定为 DragManager.doDrag() 调用中的拖动发起者。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_UPDATE_nativeDragUpdate" playername=""/>
						<string name="nativeDragStart" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_START{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在拖动操作开始时由 InteractiveObject 调度，该对象被指定为 DragManager.doDrag() 调用中的拖动发起者。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_START_nativeDragStart" playername=""/>
						<string name="nativeDragExit" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_EXIT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当拖动手势离开其边界时，由 InteractiveObject 调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_EXIT_nativeDragExit" playername=""/>
						<string name="nativeDragDrop" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_DROP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="将拖动对象放置在目标 InteractiveObject 上且已通过调用 DragManager.acceptDragDrop() 接受放置操作时，由该目标 InteractiveObject 调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_DROP_nativeDragDrop" playername=""/>
						<string name="nativeDragOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当拖动手势仍在其边界内时由 InteractiveObject 继续调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_OVER_nativeDragOver" playername=""/>
						<string name="nativeDragEnter" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=NativeDragEvent.NATIVE_DRAG_ENTER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当拖动手势进入其边界时由 InteractiveObject 调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.NativeDragEvent.NATIVE_DRAG_ENTER_nativeDragEnter" playername=""/>
						<string name="tabIndexChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.TAB_INDEX_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="对象的 tabIndex 属性的值更改时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.TAB_INDEX_CHANGE_tabIndexChange" playername=""/>
						<string name="tabEnabledChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.TAB_ENABLED_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="对象的 tabEnabled 标志更改时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.TAB_ENABLED_CHANGE_tabEnabledChange" playername=""/>
						<string name="tabChildrenChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.TAB_CHILDREN_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="对象的 tabChildren 标志的值更改时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.TAB_CHILDREN_CHANGE_tabChildrenChange" playername=""/>
						<string name="keyUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=KeyboardEvent.KEY_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户释放某个键时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_UP_keyUp" playername=""/>
						<string name="keyDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=KeyboardEvent.KEY_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户按下某个键时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.KeyboardEvent.KEY_DOWN_keyDown" playername=""/>
						<string name="rightMouseUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.RIGHT_MOUSE_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在 InteractiveObject 实例上释放鼠标按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_UP_rightMouseUp" playername=""/>
						<string name="rightMouseDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.RIGHT_MOUSE_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在 InteractiveObject 实例上按下鼠标按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_MOUSE_DOWN_rightMouseDown" playername=""/>
						<string name="rightClick" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.RIGHT_CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在同一 InteractiveObject 上按下并释放用户鼠标的右按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.RIGHT_CLICK_rightClick" playername=""/>
						<string name="middleMouseUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MIDDLE_MOUSE_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在 InteractiveObject 实例上释放鼠标按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_UP_middleMouseUp" playername=""/>
						<string name="middleMouseDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MIDDLE_MOUSE_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在 InteractiveObject 实例上按下鼠标中间按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_MOUSE_DOWN_middleMouseDown" playername=""/>
						<string name="middleClick" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MIDDLE_CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,priority:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在同一 InteractiveObject 上按下并释放用户鼠标的中间按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MIDDLE_CLICK_middleClick" playername=""/>
						<string name="gestureSwipe" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_SWIPE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在接触点处使用 InteractiveObject 实例执行滑动笔势（例如，在配有触摸屏的移动电话或绘图板上用三根手指触摸屏幕，然后在一个显示对象上平行移动这三根手指）时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_SWIPE_gestureSwipe" playername=""/>
						<string name="gestureZoom" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_ZOOM{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在接触点处使用 InteractiveObject 实例执行缩放笔势操作时调度（例如，将两个手指放在屏幕上，然后在配有触摸屏的移动电话或绘图板上的显示对象上快速伸展手指）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ZOOM_gestureZoom" playername=""/>
						<string name="gestureRotate" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_ROTATE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在接触点处使用 InteractiveObject 实例执行旋转笔势时调度（例如，将两个手指放在屏幕上，然后在配有触摸屏的移动电话或绘图板上的显示对象上旋转这两个手指）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_ROTATE_gestureRotate" playername=""/>
						<string name="gesturePressAndTap" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户使用 InteractiveObject 实例创建接触点，然后点击启用触屏的设备时调度（例如，将几个手指放在显示对象上以打开菜单，然后点击一个手指以在配有触摸屏的移动电话或绘图板上选择一个菜单项）。" version="" helpurl="flash.display:InteractiveObject_flash.events.PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP_gesturePressAndTap" playername=""/>
						<string name="gesturePan" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TransformGestureEvent.GESTURE_PAN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在启用触摸的设备上的 InteractiveObject 实例上移动接触点时（例如，在配有触摸屏的移动电话或绘图板上的显示对象上从左向右移动手指）调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.TransformGestureEvent.GESTURE_PAN_gesturePan" playername=""/>
						<string name="gestureTwoFingerTap" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=GestureEvent.GESTURE_TWO_FINGER_TAP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在启用触摸设备上的同一 InteractiveObject 实例上按下两个接触点时调度（例如，在配有触摸屏的移动电话或绘图板上的显示对象上按下和释放两个手指）。" version="" helpurl="flash.display:InteractiveObject_flash.events.GestureEvent.GESTURE_TWO_FINGER_TAP_gestureTwoFingerTap" playername=""/>
						<string name="touchTap" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_TAP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在启用触摸设备上的已启动接触的同一 InteractiveObject 实例上抬起接触点时调度（例如，在配有触摸屏的移动电话或绘图板的显示对象上的单一点处按下并释放手指）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_TAP_touchTap" playername=""/>
						<string name="touchRollOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_ROLL_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在启用触摸的设备的 InteractiveObject 实例上移动接触点时调度（例如，在配有触摸屏的移动电话或绘图板上，将手指从显示对象外的一点拖动到显示对象上的一点）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OVER_touchRollOver" playername=""/>
						<string name="touchRollOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_ROLL_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户移动接触点，使其远离启用触摸的设备上的 InteractiveObject 时调度（例如，在配有触摸屏的移动电话或绘图板上将一个手指从显示对象上的一点移动到显示对象外的一点）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_ROLL_OUT_touchRollOut" playername=""/>
						<string name="touchOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在启用触摸的设备的 InteractiveObject 实例上移动接触点时调度（例如，在配有触摸屏的移动电话或绘图板上，将手指从显示对象外的一点拖动到显示对象上的一点）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OVER_touchOver" playername=""/>
						<string name="touchOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从启用触摸的设备上的 InteractiveObject 实例将接触点移开时调度（例如，在配有触摸屏的移动电话或绘图板上，将手指从一个显示对象拖到另一个显示对象）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_OUT_touchOut" playername=""/>
						<string name="touchMove" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_MOVE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在启动触摸的设备上移动接触点时调度（例如，在配有触摸屏的移动电话或绘图板上拖动手指）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_MOVE_touchMove" playername=""/>
						<string name="touchEnd" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_END{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户移除与启用触摸的设备的接触时调度（例如，将手指从配有触摸屏的移动电话或绘图板上抬起）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_END_touchEnd" playername=""/>
						<string name="touchBegin" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=TouchEvent.TOUCH_BEGIN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户第一次触摸启用触摸的设备时调度（例如，用手指触摸配有触摸屏的移动电话或绘图板）。" version="" helpurl="flash.display:InteractiveObject_flash.events.TouchEvent.TOUCH_BEGIN_touchBegin" playername=""/>
						<string name="rollOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.ROLL_OVER{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户将鼠标移动到 InteractiveObject 实例上时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OVER_rollOver" playername=""/>
						<string name="rollOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.ROLL_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户将鼠标从 InteractiveObject 实例上移开时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.ROLL_OUT_rollOut" playername=""/>
						<string name="mouseWheel" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MOUSE_WHEEL{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="鼠标轮在 InteractiveObject 实例上旋转时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_WHEEL_mouseWheel" playername=""/>
						<string name="mouseUp" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MOUSE_UP{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在 InteractiveObject 实例上释放鼠标按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_UP_mouseUp" playername=""/>
						<string name="mouseOver" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=FocusEvent.MOUSE_FOCUS_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户将鼠标移动到 InteractiveObject 实例上时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OVER_mouseOver" playername=""/>
						<string name="mouseOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MOUSE_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户将鼠标从 InteractiveObject 实例上移开时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_OUT_mouseOut" playername=""/>
						<string name="mouseMove" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MOUSE_MOVE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户移动 InteractiveObject 上的鼠标时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_MOVE_mouseMove" playername=""/>
						<string name="mouseDown" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.MOUSE_DOWN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在 InteractiveObject 实例上按下鼠标按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.MOUSE_DOWN_mouseDown" playername=""/>
						<string name="doubleClick" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.DOUBLE_CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="如果 InteractiveObject 的 doubleClickEnabled 标志设置为 true，当用户在该对象上快速连续两次按下并释放鼠标的主按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.DOUBLE_CLICK_doubleClick" playername=""/>
						<string name="click" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=MouseEvent.CLICK{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户在同一 InteractiveObject 上按下并释放用户鼠标的主按钮时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.MouseEvent.CLICK_click" playername=""/>
						<string name="mouseFocusChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=FocusEvent.MOUSE_FOCUS_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户尝试使用鼠标设备更改焦点时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.MOUSE_FOCUS_CHANGE_mouseFocusChange" playername=""/>
						<string name="keyFocusChange" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=FocusEvent.KEY_FOCUS_CHANGE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户尝试使用键盘导航更改焦点时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.KEY_FOCUS_CHANGE_keyFocusChange" playername=""/>
						<string name="focusOut" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=FocusEvent.FOCUS_OUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="显示对象失去焦点后调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_OUT_focusOut" playername=""/>
						<string name="focusIn" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=FocusEvent.FOCUS_IN{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="显示对象获得焦点后调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.FocusEvent.FOCUS_IN_focusIn" playername=""/>
						<string name="selectAll" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.SELECT_ALL{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户激活特定于平台的全选操作的快捷键组合或从文本上下文菜单中选择&quot;全选&quot;时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.SELECT_ALL_selectAll" playername=""/>
						<string name="paste" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.PASTE{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户激活特定于平台的粘贴操作的快捷键组合或从文本上下文菜单中选择&quot;粘贴&quot;时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.PASTE_paste" playername=""/>
						<string name="cut" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.CUT{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户激活特定于平台的剪切操作的快捷键组合或从文本上下文菜单中选择&quot;剪切&quot;时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.CUT_cut" playername=""/>
						<string name="copy" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.COPY{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户激活特定于平台的复制操作的快捷键组合或从文本上下文菜单中选择&quot;复制&quot;时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.COPY_copy" playername=""/>
						<string name="clear" object="[flash.display.InteractiveObject]" text=".addEventListener(%类型:String=Event.CLEAR{SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE,SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING,TextEvent.TEXT_INPUT,IMEEvent.,MouseEvent.CONTEXT_MENU,NativeDragEvent.NATIVE_DRAG_COMPLETE,NativeDragEvent.NATIVE_DRAG_UPDATE,NativeDragEvent.NATIVE_DRAG_START,NativeDragEvent.NATIVE_DRAG_EXIT,NativeDragEvent.NATIVE_DRAG_DROP,NativeDragEvent.NATIVE_DRAG_OVER,NativeDragEvent.NATIVE_DRAG_ENTER,Event.TAB_INDEX_CHANGE,Event.TAB_ENABLED_CHANGE,Event.TAB_CHILDREN_CHANGE,KeyboardEvent.KEY_UP,KeyboardEvent.KEY_DOWN,MouseEvent.RIGHT_MOUSE_UP,MouseEvent.RIGHT_MOUSE_DOWN,MouseEvent.RIGHT_CLICK,MouseEvent.MIDDLE_MOUSE_UP,MouseEvent.MIDDLE_MOUSE_DOWN,MouseEvent.MIDDLE_CLICK,TransformGestureEvent.GESTURE_SWIPE,TransformGestureEvent.GESTURE_ZOOM,TransformGestureEvent.GESTURE_ROTATE,PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP,TransformGestureEvent.GESTURE_PAN,GestureEvent.GESTURE_TWO_FINGER_TAP,TouchEvent.TOUCH_TAP,TouchEvent.TOUCH_ROLL_OVER,TouchEvent.TOUCH_ROLL_OUT,TouchEvent.TOUCH_OVER,TouchEvent.TOUCH_OUT,TouchEvent.TOUCH_MOVE,TouchEvent.TOUCH_END,TouchEvent.TOUCH_BEGIN,MouseEvent.ROLL_OVER,MouseEvent.ROLL_OUT,MouseEvent.MOUSE_WHEEL,MouseEvent.MOUSE_UP,MouseEvent.MOUSE_OVER,MouseEvent.MOUSE_OUT,MouseEvent.MOUSE_MOVE,MouseEvent.MOUSE_DOWN,MouseEvent.DOUBLE_CLICK,MouseEvent.CLICK,FocusEvent.MOUSE_FOCUS_CHANGE,FocusEvent.KEY_FOCUS_CHANGE,FocusEvent.FOCUS_OUT,FocusEvent.FOCUS_IN,Event.SELECT_ALL,Event.PASTE,Event.CUT,Event.COPY,Event.CLEAR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从上下文菜单中选择&quot;清除&quot;（或&quot;删除&quot;）时调度。" version="" helpurl="flash.display:InteractiveObject_flash.events.Event.CLEAR_clear" playername=""/>
					</folder>
				</folder>
				<folder name="InterpolationMethod" id="[flash.display.InterpolationMethod]" sort="true" index="true" asAncestors="Object" tiptext="InterpolationMethod 类可为 Graphics.beginGradientFill() 和 Graphics.lineGradientStyle() 方法中的 interpolationMethod 参数提供值。" helpurl="flash.display:InterpolationMethod">
					<folder name="属性" id="Properties" tiptext="InterpolationMethod 类的属性" helpurl="flash.display:InterpolationMethod">
						<string name="LINEAR_RGB" object="[flash.display.InterpolationMethod]" text="InterpolationMethod.LINEAR_RGB" constant="true" tiptext="指定应使用线性 RGB 插值方法。" version="" helpurl="flash.display:InterpolationMethod:LINEAR_RGB" playername=""/>
						<string name="RGB" object="[flash.display.InterpolationMethod]" text="InterpolationMethod.RGB" constant="true" tiptext="指定应使用 RGB 插值方法。" version="" helpurl="flash.display:InterpolationMethod:RGB" playername=""/>
					</folder>
				</folder>
				<folder name="JointStyle" id="[flash.display.JointStyle]" sort="true" index="true" asAncestors="Object" tiptext="JointStyle 类是指定要在绘制线条中使用的联接点样式的常数值枚举。" helpurl="flash.display:JointStyle">
					<folder name="属性" id="Properties" tiptext="JointStyle 类的属性" helpurl="flash.display:JointStyle">
						<string name="BEVEL" object="[flash.display.JointStyle]" text="JointStyle.BEVEL" constant="true" tiptext="在 flash.display.Graphics.lineStyle() 方法的 joints 参数中指定斜角连接。" version="" helpurl="flash.display:JointStyle:BEVEL" playername=""/>
						<string name="MITER" object="[flash.display.JointStyle]" text="JointStyle.MITER" constant="true" tiptext="在 flash.display.Graphics.lineStyle() 方法的 joints 参数中指定尖角连接。" version="" helpurl="flash.display:JointStyle:MITER" playername=""/>
						<string name="ROUND" object="[flash.display.JointStyle]" text="JointStyle.ROUND" constant="true" tiptext="在 flash.display.Graphics.lineStyle() 方法的 joints 参数中指定圆角连接。" version="" helpurl="flash.display:JointStyle:ROUND" playername=""/>
					</folder>
				</folder>
				<folder name="LineScaleMode" id="[flash.display.LineScaleMode]" sort="true" index="true" asAncestors="Object" tiptext="LineScaleMode 类可为 Graphics.lineStyle() 方法中的 scaleMode 参数提供值。" helpurl="flash.display:LineScaleMode">
					<folder name="属性" id="Properties" tiptext="LineScaleMode 类的属性" helpurl="flash.display:LineScaleMode">
						<string name="HORIZONTAL" object="[flash.display.LineScaleMode]" text="LineScaleMode.HORIZONTAL" constant="true" tiptext="将此设置用作 lineStyle() 方法的 scaleMode 参数时，线条粗细只会垂直缩放。" version="" helpurl="flash.display:LineScaleMode:HORIZONTAL" playername=""/>
						<string name="NONE" object="[flash.display.LineScaleMode]" text="LineScaleMode.NONE" constant="true" tiptext="将此设置用作 lineStyle() 方法的 scaleMode 参数时，线条粗细从不缩放。" version="" helpurl="flash.display:LineScaleMode:NONE" playername=""/>
						<string name="NORMAL" object="[flash.display.LineScaleMode]" text="LineScaleMode.NORMAL" constant="true" tiptext="将此设置用作 lineStyle() 方法的 scaleMode 参数时，线条粗细会始终随对象的缩放而缩放（默认值）。" version="" helpurl="flash.display:LineScaleMode:NORMAL" playername=""/>
						<string name="VERTICAL" object="[flash.display.LineScaleMode]" text="LineScaleMode.VERTICAL" constant="true" tiptext="将此设置用作 lineStyle() 方法的 scaleMode 参数时，线条粗细只会水平缩放。" version="" helpurl="flash.display:LineScaleMode:VERTICAL" playername=""/>
					</folder>
				</folder>
				<folder name="Loader" id="[flash.display.Loader]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Loader 类可用于加载 SWF 文件或图像(JPG、PNG 或 GIF)文件。" helpurl="flash.display:Loader">
					<folder name="方法" id="Methods" tiptext="Loader 类的方法" helpurl="flash.display:Loader">
						<string name="Loader" object="[flash.display.Loader]" text="new Loader(%%)" constructor="true" tiptext="创建一个可用于加载文件(如 SWF、JPEG、GIF 或 PNG 文件)的 Loader 对象。" version="4" helpurl="flash.display:Loader:Loader" playername=""/>
						<string name="close" object="[flash.display.Loader]" text=".close(%%):void" tiptext="取消当前正在对 Loader 实例执行的 load() 方法操作。" version="4" helpurl="flash.display:Loader:close" playername=""/>
						<string name="loadBytes" object="[flash.display.Loader]" text=".loadBytes(%字节:flash.utils:ByteArray[,上下文:flash.system:LoaderContext=null]%):void" tiptext="从 ByteArray 对象中所存储的二进制数据中加载。" version="4" helpurl="flash.display:Loader:loadBytes" playername=""/>
						<string name="loadFilePromise" object="[flash.display.Loader]" text=".loadFilePromise(%承诺:flash.desktop:IFilePromise[,上下文:flash.system:LoaderContext=null]%):void" tiptext="加载 IFilePromise 实例。" version="2.5" helpurl="flash.display:Loader:loadFilePromise" playername="AIR"/>
						<string name="load" object="[flash.display.Loader]" text=".load(%请求:flash.net:URLRequest[,上下文:flash.system:LoaderContext=null]%):void" tiptext="将 SWF 文件或图像文件加载到该 Loader 实例的 DisplayObject 子级中。" version="4" helpurl="flash.display:Loader:load" playername=""/>
						<string name="unloadAndStop" object="[flash.display.Loader]" text=".unloadAndStop(%[gc:Boolean=true]%):void" tiptext="尝试卸载子级 SWF 文件内容，并且从所加载的 SWF 文件停止执行命令。" version="4" helpurl="flash.display:Loader:unloadAndStop" playername=""/>
						<string name="unload" object="[flash.display.Loader]" text=".unload(%%):void" tiptext="删除此 Loader 对象中使用 load() 方法加载的子级。" version="4" helpurl="flash.display:Loader:unload" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Loader 类的属性" helpurl="flash.display:Loader">
						<string name="contentLoaderInfo" object="[flash.display.Loader]" text=".contentLoaderInfo" tiptext="返回与正在加载的对象相对应的 LoaderInfo 对象。" version="" helpurl="flash.display:Loader:contentLoaderInfo:get" playername=""/>
						<string name="content" object="[flash.display.Loader]" text=".content" tiptext="包含使用 load() 或 loadBytes() 方法加载的 SWF 文件或图像(JPG、PNG 或 GIF)文件的根显示对象。" version="" helpurl="flash.display:Loader:content:get" playername=""/>
						<string name="uncaughtErrorEvents" object="[flash.display.Loader]" text=".uncaughtErrorEvents" tiptext="在此 Loader 对象加载的 SWF 中发生未处理错误时调度 uncaughtError 事件的对象。" version="" helpurl="flash.display:Loader:uncaughtErrorEvents:get" playername=""/>
					</folder>
				</folder>
				<folder name="LoaderInfo" id="[flash.display.LoaderInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="LoaderInfo 类可提供有关已加载的 SWF 文件或图像文件(JPEG、GIF 或 PNG)的信息。" helpurl="flash.display:LoaderInfo">
					<folder name="方法" id="Methods" tiptext="LoaderInfo 类的方法" helpurl="flash.display:LoaderInfo">
						<string name="getLoaderInfoByDefinition" object="[flash.display.LoaderInfo]" text="LoaderInfo.getLoaderInfoByDefinition(%对象:Object%):flash.display:LoaderInfo" static="true" tiptext="返回与被定义为对象的 SWF 文件关联的 LoaderInfo 对象。" version="4" helpurl="flash.display:LoaderInfo:getLoaderInfoByDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LoaderInfo 类的属性" helpurl="flash.display:LoaderInfo">
						<string name="actionScriptVersion" object="[flash.display.LoaderInfo]" text=".actionScriptVersion" tiptext="已加载的 SWF 文件的 ActionScript 版本。" version="" helpurl="flash.display:LoaderInfo:actionScriptVersion:get" playername=""/>
						<string name="applicationDomain" object="[flash.display.LoaderInfo]" text=".applicationDomain" tiptext="加载外部 SWF 文件后，包含在已加载类中的所有 ActionScript 3.0 定义将存储在 applicationDomain 属性中。" version="" helpurl="flash.display:LoaderInfo:applicationDomain:get" playername=""/>
						<string name="bytesLoaded" object="[flash.display.LoaderInfo]" text=".bytesLoaded" tiptext="媒体已加载的字节数。" version="" helpurl="flash.display:LoaderInfo:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.display.LoaderInfo]" text=".bytesTotal" tiptext="整个媒体文件中压缩的字节数。" version="" helpurl="flash.display:LoaderInfo:bytesTotal:get" playername=""/>
						<string name="bytes" object="[flash.display.LoaderInfo]" text=".bytes" tiptext="与 LoaderInfo 对象关联的字节数。" version="" helpurl="flash.display:LoaderInfo:bytes:get" playername=""/>
						<string name="childAllowsParent" object="[flash.display.LoaderInfo]" text=".childAllowsParent" tiptext="表示内容(子级)对加载器(父级)的信任关系。" version="" helpurl="flash.display:LoaderInfo:childAllowsParent:get" playername=""/>
						<string name="childSandboxBridge" object="[flash.display.LoaderInfo]" text=".childSandboxBridge" tiptext="一个可由已加载内容的代码设置的对象，用于显示可由 Loader 对象的沙箱中代码访问的属性和方法。" version="" helpurl="flash.display:LoaderInfo:childSandboxBridge:get" playername=""/>
						<string name="contentType" object="[flash.display.LoaderInfo]" text=".contentType" tiptext="加载文件的 MIME 类型。" version="" helpurl="flash.display:LoaderInfo:contentType:get" playername=""/>
						<string name="content" object="[flash.display.LoaderInfo]" text=".content" tiptext="与此 LoaderInfo 对象关联的已加载对象。" version="" helpurl="flash.display:LoaderInfo:content:get" playername=""/>
						<string name="frameRate" object="[flash.display.LoaderInfo]" text=".frameRate" tiptext="已加载的 SWF 文件的标称帧频，即每秒帧数。" version="" helpurl="flash.display:LoaderInfo:frameRate:get" playername=""/>
						<string name="height" object="[flash.display.LoaderInfo]" text=".height" tiptext="加载文件的标称高度。" version="" helpurl="flash.display:LoaderInfo:height:get" playername=""/>
						<string name="isURLInaccessible" object="[flash.display.LoaderInfo]" text=".isURLInaccessible" tiptext="指示 LoaderInfo.url 属性是否已截断。" version="" helpurl="flash.display:LoaderInfo:isURLInaccessible:get" playername=""/>
						<string name="loaderURL" object="[flash.display.LoaderInfo]" text=".loaderURL" tiptext="SWF 文件的 URL，该 SWF 文件将对此 LoaderInfo 对象所描述的媒体进行加载。" version="" helpurl="flash.display:LoaderInfo:loaderURL:get" playername=""/>
						<string name="loader" object="[flash.display.LoaderInfo]" text=".loader" tiptext="与此 LoaderInfo 对象关联的 Loader 对象。" version="" helpurl="flash.display:LoaderInfo:loader:get" playername=""/>
						<string name="parameters" object="[flash.display.LoaderInfo]" text=".parameters" tiptext="包含名称 - 值对的对象，该名称 - 值对表示为已加载的 SWF 文件提供的参数。" version="" helpurl="flash.display:LoaderInfo:parameters:get" playername=""/>
						<string name="parentAllowsChild" object="[flash.display.LoaderInfo]" text=".parentAllowsChild" tiptext="表示加载器(父级)对内容(子级)的信任关系。" version="" helpurl="flash.display:LoaderInfo:parentAllowsChild:get" playername=""/>
						<string name="parentSandboxBridge" object="[flash.display.LoaderInfo]" text=".parentSandboxBridge" tiptext="一个可由 Loader 对象的沙箱中的代码设置的对象，用于显示已加载内容的代码可以访问的属性和方法。" version="" helpurl="flash.display:LoaderInfo:parentSandboxBridge:get" playername=""/>
						<string name="sameDomain" object="[flash.display.LoaderInfo]" text=".sameDomain" tiptext="表示加载者和内容之间的域关系: 如果它们具有相同的原始域，则为 true；否则为 false。" version="" helpurl="flash.display:LoaderInfo:sameDomain:get" playername=""/>
						<string name="sharedEvents" object="[flash.display.LoaderInfo]" text=".sharedEvents" tiptext="EventDispatcher 实例，可用于跨安全边界交换事件。" version="" helpurl="flash.display:LoaderInfo:sharedEvents:get" playername=""/>
						<string name="swfVersion" object="[flash.display.LoaderInfo]" text=".swfVersion" tiptext="已加载的 SWF 文件的文件格式版本。" version="" helpurl="flash.display:LoaderInfo:swfVersion:get" playername=""/>
						<string name="uncaughtErrorEvents" object="[flash.display.LoaderInfo]" text=".uncaughtErrorEvents" tiptext="一个在此 LoaderInfo 对象的 SWF 文件中的代码中发生无法处理的错误时调度 uncaughtError 事件的对象。" version="" helpurl="flash.display:LoaderInfo:uncaughtErrorEvents:get" playername=""/>
						<string name="url" object="[flash.display.LoaderInfo]" text=".url" tiptext="所加载媒体的 URL。" version="" helpurl="flash.display:LoaderInfo:url:get" playername=""/>
						<string name="width" object="[flash.display.LoaderInfo]" text=".width" tiptext="加载内容的标称宽度。" version="" helpurl="flash.display:LoaderInfo:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LoaderInfo 类的事件" helpurl="flash.display:LoaderInfo">
						<string name="httpStatus" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_STATUS{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在通过 HTTP 发出网络请求并且可以检测到 HTTP 状态代码时调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="unload" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=Event.UNLOAD{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每当使用 Loader 对象的 unload() 方法删除已加载对象时，或者当同一 Loader 对象执行第二次加载并且在加载开始之前删除了原始内容时，由 LoaderInfo 对象调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.UNLOAD_unload" playername=""/>
						<string name="progress" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在下载操作过程中收到数据时调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=Event.OPEN{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载操作开始时调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在发生导致加载操作失败的输入或输出错误时调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="init" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=Event.INIT{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在已加载的 SWF 文件的属性和方法可访问、并且准备就绪可供使用时调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.INIT_init" playername=""/>
						<string name="complete" object="[flash.display.LoaderInfo]" text=".addEventListener(%类型:String=Event.COMPLETE{HTTPStatusEvent.HTTP_STATUS,Event.UNLOAD,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.INIT,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="成功加载数据后调度。" version="" helpurl="flash.display:LoaderInfo_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="MovieClip" id="[flash.display.MovieClip]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="MovieClip 类从以下类继承而来: Sprite、DisplayObjectContainer、InteractiveObject、DisplayObject 和 EventDispatcher。" helpurl="flash.display:MovieClip">
					<folder name="方法" id="Methods" tiptext="MovieClip 类的方法" helpurl="flash.display:MovieClip">
						<string name="MovieClip" object="[flash.display.MovieClip]" text="new MovieClip(%%)" constructor="true" tiptext="创建新的 MovieClip 实例。" version="4" helpurl="flash.display:MovieClip:MovieClip" playername=""/>
						<string name="gotoAndPlay" object="[flash.display.MovieClip]" text=".gotoAndPlay(%帧:Object[,场景: String=null]%):void" tiptext="从指定帧开始播放 SWF 文件。" version="4" helpurl="flash.display:MovieClip:gotoAndPlay" playername=""/>
						<string name="gotoAndStop" object="[flash.display.MovieClip]" text=".gotoAndStop(%帧:Object[,场景: String=null]%):void" tiptext="将播放头移到影片剪辑的指定帧并停在那里。" version="4" helpurl="flash.display:MovieClip:gotoAndStop" playername=""/>
						<string name="nextFrame" object="[flash.display.MovieClip]" text=".nextFrame(%%):void" tiptext="将播放头转到下一帧并停止。" version="4" helpurl="flash.display:MovieClip:nextFrame" playername=""/>
						<string name="nextScene" object="[flash.display.MovieClip]" text=".nextScene(%%):void" tiptext="将播放头移动到 MovieClip 实例的下一场景。" version="4" helpurl="flash.display:MovieClip:nextScene" playername=""/>
						<string name="play" object="[flash.display.MovieClip]" text=".play(%%):void" tiptext="在影片剪辑的时间轴中移动播放头。" version="4" helpurl="flash.display:MovieClip:play" playername=""/>
						<string name="prevFrame" object="[flash.display.MovieClip]" text=".prevFrame(%%):void" tiptext="将播放头转到前一帧并停止。" version="4" helpurl="flash.display:MovieClip:prevFrame" playername=""/>
						<string name="prevScene" object="[flash.display.MovieClip]" text=".prevScene(%%):void" tiptext="将播放头移动到 MovieClip 实例的前一场景。" version="4" helpurl="flash.display:MovieClip:prevScene" playername=""/>
						<string name="stop" object="[flash.display.MovieClip]" text=".stop(%%):void" tiptext="停止影片剪辑中的播放头。" version="4" helpurl="flash.display:MovieClip:stop" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MovieClip 类的属性" helpurl="flash.display:MovieClip">
						<string name="currentFrameLabel" object="[flash.display.MovieClip]" text=".currentFrameLabel" tiptext="MovieClip 实例时间轴中当前帧的标签。" version="" helpurl="flash.display:MovieClip:currentFrameLabel:get" playername=""/>
						<string name="currentFrame" object="[flash.display.MovieClip]" text=".currentFrame" tiptext="指定播放头在 MovieClip 实例的时间轴中所处的帧的编号。" version="" helpurl="flash.display:MovieClip:currentFrame:get" playername=""/>
						<string name="currentLabel" object="[flash.display.MovieClip]" text=".currentLabel" tiptext="在 MovieClip 实例的时间轴中播放头所在的当前标签。" version="" helpurl="flash.display:MovieClip:currentLabel:get" playername=""/>
						<string name="currentLabels" object="[flash.display.MovieClip]" text=".currentLabels" tiptext="返回由当前场景的 FrameLabel 对象组成的数组。" version="" helpurl="flash.display:MovieClip:currentLabels:get" playername=""/>
						<string name="currentScene" object="[flash.display.MovieClip]" text=".currentScene" tiptext="在 MovieClip 实例的时间轴中播放头所在的当前场景。" version="" helpurl="flash.display:MovieClip:currentScene:get" playername=""/>
						<string name="enabled" object="[flash.display.MovieClip]" text=".enabled" tiptext="一个布尔值，指示影片剪辑是否处于活动状态。" version="" helpurl="flash.display:MovieClip:enabled:get" playername=""/>
						<string name="framesLoaded" object="[flash.display.MovieClip]" text=".framesLoaded" tiptext="从流式 SWF 文件加载的帧数。" version="" helpurl="flash.display:MovieClip:framesLoaded:get" playername=""/>
						<string name="scenes" object="[flash.display.MovieClip]" text=".scenes" tiptext="一个由 Scene 对象组成的数组，每个对象都列出了 MovieClip 实例中场景的名称、帧数和帧标签。" version="" helpurl="flash.display:MovieClip:scenes:get" playername=""/>
						<string name="totalFrames" object="[flash.display.MovieClip]" text=".totalFrames" tiptext="MovieClip 实例中帧的总数。" version="" helpurl="flash.display:MovieClip:totalFrames:get" playername=""/>
						<string name="trackAsMenu" object="[flash.display.MovieClip]" text=".trackAsMenu" tiptext="指示属于 SimpleButton 或 MovieClip 对象的其它显示对象是否可以接收鼠标释放事件或其它用户输入释放事件。" version="" helpurl="flash.display:MovieClip:trackAsMenu:get" playername=""/>
					</folder>
				</folder>
				<folder name="NativeMenu" id="[flash.display.NativeMenu]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeMenu 类包含用于定义本机菜单的方法和属性。" helpurl="flash.display:NativeMenu">
					<folder name="方法" id="Methods" tiptext="NativeMenu 类的方法" helpurl="flash.display:NativeMenu">
						<string name="NativeMenu" object="[flash.display.NativeMenu]" text="new NativeMenu(%%)" constructor="true" tiptext="创建一个新的 NativeMenu 对象。" version="1.0" helpurl="flash.display:NativeMenu:NativeMenu" playername="AIR"/>
						<string name="addItemAt" object="[flash.display.NativeMenu]" text=".addItemAt(%项目:flash.display:NativeMenuItem,索引:int%):flash.display:NativeMenuItem" tiptext="在指定位置插入一个菜单项。" version="1.0" helpurl="flash.display:NativeMenu:addItemAt" playername="AIR"/>
						<string name="addItem" object="[flash.display.NativeMenu]" text=".addItem(%项目:flash.display:NativeMenuItem%):flash.display:NativeMenuItem" tiptext="在菜单底部添加一个菜单项。" version="1.0" helpurl="flash.display:NativeMenu:addItem" playername="AIR"/>
						<string name="addSubmenuAt" object="[flash.display.NativeMenu]" text=".addSubmenuAt(%子菜单:flash.display:NativeMenu,索引:int,标签:String%):flash.display:NativeMenuItem" tiptext="通过在指定位置插入新菜单项，在菜单中添加子菜单。" version="1.0" helpurl="flash.display:NativeMenu:addSubmenuAt" playername="AIR"/>
						<string name="addSubmenu" object="[flash.display.NativeMenu]" text=".addSubmenu(%子菜单:flash.display:NativeMenu,标签:String%):flash.display:NativeMenuItem" tiptext="通过插入新菜单项，在菜单中添加子菜单。" version="1.0" helpurl="flash.display:NativeMenu:addSubmenu" playername="AIR"/>
						<string name="clone" object="[flash.display.NativeMenu]" text=".clone(%%):flash.display:NativeMenu" tiptext="创建菜单和所有项目的副本。" version="1.0" helpurl="flash.display:NativeMenu:clone" playername="AIR"/>
						<string name="containsItem" object="[flash.display.NativeMenu]" text=".containsItem(%项目:flash.display:NativeMenuItem%):Boolean" tiptext="报告此菜单是否包含指定的菜单项。" version="1.0" helpurl="flash.display:NativeMenu:containsItem" playername="AIR"/>
						<string name="display" object="[flash.display.NativeMenu]" text=".display(%舞台:flash.display:Stage,stageX:Number,stageY:Number%):void" tiptext="在指定位置弹出此菜单。" version="1.0" helpurl="flash.display:NativeMenu:display" playername="AIR"/>
						<string name="getItemAt" object="[flash.display.NativeMenu]" text=".getItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="获取指定索引处的菜单项。" version="1.0" helpurl="flash.display:NativeMenu:getItemAt" playername="AIR"/>
						<string name="getItemByName" object="[flash.display.NativeMenu]" text=".getItemByName(%名称:String%):flash.display:NativeMenuItem" tiptext="获取具有指定名称的菜单项。" version="1.0" helpurl="flash.display:NativeMenu:getItemByName" playername="AIR"/>
						<string name="getItemIndex" object="[flash.display.NativeMenu]" text=".getItemIndex(%项目:flash.display:NativeMenuItem%):int" tiptext="获取指定项目的位置。" version="1.0" helpurl="flash.display:NativeMenu:getItemIndex" playername="AIR"/>
						<string name="removeAllItems" object="[flash.display.NativeMenu]" text=".removeAllItems(%%):void" tiptext="删除菜单中的所有项目。" version="1.0" helpurl="flash.display:NativeMenu:removeAllItems" playername="AIR"/>
						<string name="removeItemAt" object="[flash.display.NativeMenu]" text=".removeItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="删除并返回指定索引处的菜单项。" version="1.0" helpurl="flash.display:NativeMenu:removeItemAt" playername="AIR"/>
						<string name="removeItem" object="[flash.display.NativeMenu]" text=".removeItem(%项目:flash.display:NativeMenuItem%):flash.display:NativeMenuItem" tiptext="删除指定的菜单项。" version="1.0" helpurl="flash.display:NativeMenu:removeItem" playername="AIR"/>
						<string name="setItemIndex" object="[flash.display.NativeMenu]" text=".setItemIndex(%项目:flash.display:NativeMenuItem,索引:int%):void" tiptext="将菜单项移到指定位置。" version="1.0" helpurl="flash.display:NativeMenu:setItemIndex" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeMenu 类的属性" helpurl="flash.display:NativeMenu">
						<string name="isSupported" object="[flash.display.NativeMenu]" text=".isSupported" tiptext="指示客户端系统是否支持任何格式的本机菜单。" version="" helpurl="flash.display:NativeMenu:isSupported:get" playername="AIR"/>
						<string name="items" object="[flash.display.NativeMenu]" text=".items" tiptext="此菜单中 NativeMenuItem 对象的数组。" version="" helpurl="flash.display:NativeMenu:items:get" playername="AIR"/>
						<string name="numItems" object="[flash.display.NativeMenu]" text=".numItems" tiptext="此菜单中 NativeMenuItem 对象的数量。" version="" helpurl="flash.display:NativeMenu:numItems:get" playername="AIR"/>
						<string name="parent" object="[flash.display.NativeMenu]" text=".parent" tiptext="父菜单。" version="" helpurl="flash.display:NativeMenu:parent:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeMenu 类的事件" helpurl="flash.display:NativeMenu">
						<string name="preparing" object="[flash.display.NativeMenu]" text=".addEventListener(%类型:String=Event.PREPARING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="无论 NativeMenu 对象何时将要启动一个用户交互都由其调度。" version="" helpurl="flash.display:NativeMenu_flash.events.Event.PREPARING_preparing" playername="AIR"/>
						<string name="displaying" object="[flash.display.NativeMenu]" text=".addEventListener(%类型:String=Event.DISPLAYING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeMenu 对象在显示菜单的前一刻进行调度。" version="" helpurl="flash.display:NativeMenu_flash.events.Event.DISPLAYING_displaying" playername="AIR"/>
						<string name="select" object="[flash.display.NativeMenu]" text=".addEventListener(%类型:String=Event.SELECT{Event.PREPARING,Event.DISPLAYING,Event.SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeMenu 对象在选择其菜单项之一或其后代子菜单之一中的项目时调度。" version="" helpurl="flash.display:NativeMenu_flash.events.Event.SELECT_select" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeMenuItem" id="[flash.display.NativeMenuItem]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeMenuItem 类表示菜单中的单个项目。" helpurl="flash.display:NativeMenuItem">
					<folder name="方法" id="Methods" tiptext="NativeMenuItem 类的方法" helpurl="flash.display:NativeMenuItem">
						<string name="NativeMenuItem" object="[flash.display.NativeMenuItem]" text="new NativeMenuItem(%标签:String[,是分隔符:Boolean=false]%)" constructor="true" tiptext="创建新的 NativeMenuItem 对象。" version="1.0" helpurl="flash.display:NativeMenuItem:NativeMenuItem" playername="AIR"/>
						<string name="clone" object="[flash.display.NativeMenuItem]" text=".clone(%%):flash.display:NativeMenuItem" tiptext="创建 NativeMenuItem 对象的副本。" version="1.0" helpurl="flash.display:NativeMenuItem:clone" playername="AIR"/>
						<string name="toString" object="[flash.display.NativeMenuItem]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 NativeMenuItem 对象的所有属性。" version="1.0" helpurl="flash.display:NativeMenuItem:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeMenuItem 类的属性" helpurl="flash.display:NativeMenuItem">
						<string name="checked" object="[flash.display.NativeMenuItem]" text=".checked" tiptext="控制此菜单项是否显示复选标记。" version="" helpurl="flash.display:NativeMenuItem:checked:get" playername="AIR"/>
						<string name="data" object="[flash.display.NativeMenuItem]" text=".data" tiptext="与此菜单项关联的任意数据对象。" version="" helpurl="flash.display:NativeMenuItem:data:get" playername="AIR"/>
						<string name="enabled" object="[flash.display.NativeMenuItem]" text=".enabled" tiptext="控制是否启用此菜单项。" version="" helpurl="flash.display:NativeMenuItem:enabled:get" playername="AIR"/>
						<string name="isSeparator" object="[flash.display.NativeMenuItem]" text=".isSeparator" tiptext="报告此项目是否为菜单分隔线。" version="" helpurl="flash.display:NativeMenuItem:isSeparator:get" playername="AIR"/>
						<string name="keyEquivalentModifiers" object="[flash.display.NativeMenuItem]" text=".keyEquivalentModifiers" tiptext="等效功能键的键控代码数组。" version="" helpurl="flash.display:NativeMenuItem:keyEquivalentModifiers:get" playername="AIR"/>
						<string name="keyEquivalent" object="[flash.display.NativeMenuItem]" text=".keyEquivalent" tiptext="此菜单项的等效键。" version="" helpurl="flash.display:NativeMenuItem:keyEquivalent:get" playername="AIR"/>
						<string name="label" object="[flash.display.NativeMenuItem]" text=".label" tiptext="此菜单项的显示字符串。" version="" helpurl="flash.display:NativeMenuItem:label:get" playername="AIR"/>
						<string name="menu" object="[flash.display.NativeMenuItem]" text=".menu" tiptext="包含此项目的菜单。" version="" helpurl="flash.display:NativeMenuItem:menu:get" playername="AIR"/>
						<string name="mnemonicIndex" object="[flash.display.NativeMenuItem]" text=".mnemonicIndex" tiptext="菜单项标签中的助记键字符的位置。" version="" helpurl="flash.display:NativeMenuItem:mnemonicIndex:get" playername="AIR"/>
						<string name="name" object="[flash.display.NativeMenuItem]" text=".name" tiptext="此菜单项的名称。" version="" helpurl="flash.display:NativeMenuItem:name:get" playername="AIR"/>
						<string name="submenu" object="[flash.display.NativeMenuItem]" text=".submenu" tiptext="与此菜单项关联的子菜单。" version="" helpurl="flash.display:NativeMenuItem:submenu:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeMenuItem 类的事件" helpurl="flash.display:NativeMenuItem">
						<string name="preparing" object="[flash.display.NativeMenuItem]" text=".addEventListener(%类型:String=Event.PREPARING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在包含此项目的菜单启动交互的前一刻由此 NativeMenuItem 对象调度。" version="" helpurl="flash.display:NativeMenuItem_flash.events.Event.PREPARING_preparing" playername="AIR"/>
						<string name="displaying" object="[flash.display.NativeMenuItem]" text=".addEventListener(%类型:String=Event.DISPLAYING{Event.PREPARING,Event.DISPLAYING,Event.SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeMenuItem 对象在显示包含此项目的菜单的前一刻调度。" version="" helpurl="flash.display:NativeMenuItem_flash.events.Event.DISPLAYING_displaying" playername="AIR"/>
						<string name="select" object="[flash.display.NativeMenuItem]" text=".addEventListener(%类型:String=Event.SELECT{Event.PREPARING,Event.DISPLAYING,Event.SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每当用户选择菜单项时调度。" version="" helpurl="flash.display:NativeMenuItem_flash.events.Event.SELECT_select" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindow" id="[flash.display.NativeWindow]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NativeWindow 类提供一个接口，用于创建和控制本机桌面窗口。" helpurl="flash.display:NativeWindow">
					<folder name="方法" id="Methods" tiptext="NativeWindow 类的方法" helpurl="flash.display:NativeWindow">
						<string name="NativeWindow" object="[flash.display.NativeWindow]" text="new NativeWindow(%初始化选项:flash.display:NativeWindowInitOptions%)" constructor="true" tiptext="创建新的 NativeWindow 实例和相应的操作系统窗口。" version="1.0" helpurl="flash.display:NativeWindow:NativeWindow" playername="AIR"/>
						<string name="activate" object="[flash.display.NativeWindow]" text=".activate(%%):void" tiptext="激活此窗口。" version="1.0" helpurl="flash.display:NativeWindow:activate" playername="AIR"/>
						<string name="close" object="[flash.display.NativeWindow]" text=".close(%%):void" tiptext="关闭此窗口。" version="1.0" helpurl="flash.display:NativeWindow:close" playername="AIR"/>
						<string name="globalToScreen" object="[flash.display.NativeWindow]" text=".globalToScreen(%全局点:flash.geom:Point%):flash.geom:Point" tiptext="将像素坐标中相对于窗口舞台原点（就显示列表而言为全局点）转换为虚拟桌面上的点。" version="1.0" helpurl="flash.display:NativeWindow:globalToScreen" playername="AIR"/>
						<string name="listOwnedWindows" object="[flash.display.NativeWindow]" text=".listOwnedWindows(%%):Vector$flash.display:NativeWindow" tiptext="返回此窗口所拥有的 NativeWindow 对象的列表。" version="2.6" helpurl="flash.display:NativeWindow:listOwnedWindows" playername="AIR"/>
						<string name="maximize" object="[flash.display.NativeWindow]" text=".maximize(%%):void" tiptext="使此窗口最大化。" version="1.0" helpurl="flash.display:NativeWindow:maximize" playername="AIR"/>
						<string name="minimize" object="[flash.display.NativeWindow]" text=".minimize(%%):void" tiptext="使此窗口最小化。" version="1.0" helpurl="flash.display:NativeWindow:minimize" playername="AIR"/>
						<string name="notifyUser" object="[flash.display.NativeWindow]" text=".notifyUser(%类型:String%):void" tiptext="通过操作系统触发可视提示：发生了需要关注的事件。" version="1.0" helpurl="flash.display:NativeWindow:notifyUser" playername="AIR"/>
						<string name="orderInBackOf" object="[flash.display.NativeWindow]" text=".orderInBackOf(%窗口:flash.display:NativeWindow%):Boolean" tiptext="将此窗口放在紧靠指定窗口后面。" version="1.0" helpurl="flash.display:NativeWindow:orderInBackOf" playername="AIR"/>
						<string name="orderInFrontOf" object="[flash.display.NativeWindow]" text=".orderInFrontOf(%窗口:flash.display:NativeWindow%):Boolean" tiptext="将此窗口放在紧靠指定窗口前面。" version="1.0" helpurl="flash.display:NativeWindow:orderInFrontOf" playername="AIR"/>
						<string name="orderToBack" object="[flash.display.NativeWindow]" text=".orderToBack(%%):Boolean" tiptext="将此窗口放在任何其他可见窗口后面。" version="1.0" helpurl="flash.display:NativeWindow:orderToBack" playername="AIR"/>
						<string name="orderToFront" object="[flash.display.NativeWindow]" text=".orderToFront(%%):Boolean" tiptext="将此窗口放在任何其他可见窗口前面。" version="1.0" helpurl="flash.display:NativeWindow:orderToFront" playername="AIR"/>
						<string name="restore" object="[flash.display.NativeWindow]" text=".restore(%%):void" tiptext="从最小化或最大化状态恢复此窗口。" version="1.0" helpurl="flash.display:NativeWindow:restore" playername="AIR"/>
						<string name="startMove" object="[flash.display.NativeWindow]" text=".startMove(%%):Boolean" tiptext="启动此窗口的系统控制移动。" version="1.0" helpurl="flash.display:NativeWindow:startMove" playername="AIR"/>
						<string name="startResize" object="[flash.display.NativeWindow]" text=".startResize(%[边或角:String=BR]%):Boolean" tiptext="启动此窗口的系统控制调整大小操作。" version="1.0" helpurl="flash.display:NativeWindow:startResize" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeWindow 类的属性" helpurl="flash.display:NativeWindow">
						<string name="active" object="[flash.display.NativeWindow]" text=".active" tiptext="指示此窗口是否为活动应用程序窗口。" version="" helpurl="flash.display:NativeWindow:active:get" playername="AIR"/>
						<string name="alwaysInFront" object="[flash.display.NativeWindow]" text=".alwaysInFront" tiptext="指定此窗口是否始终显示在其他窗口前面（包括其他应用程序的窗口）。" version="" helpurl="flash.display:NativeWindow:alwaysInFront:get" playername="AIR"/>
						<string name="bounds" object="[flash.display.NativeWindow]" text=".bounds" tiptext="此窗口的大小和位置。" version="" helpurl="flash.display:NativeWindow:bounds:get" playername="AIR"/>
						<string name="closed" object="[flash.display.NativeWindow]" text=".closed" tiptext="指示此窗口是否已关闭。" version="" helpurl="flash.display:NativeWindow:closed:get" playername="AIR"/>
						<string name="displayState" object="[flash.display.NativeWindow]" text=".displayState" tiptext="此窗口的显示状态。" version="" helpurl="flash.display:NativeWindow:displayState:get" playername="AIR"/>
						<string name="height" object="[flash.display.NativeWindow]" text=".height" tiptext="此窗口的高度（以像素为单位）。" version="" helpurl="flash.display:NativeWindow:height:get" playername="AIR"/>
						<string name="isSupported" object="[flash.display.NativeWindow]" text=".isSupported" tiptext="指示客户端系统是否支持任何格式的本机窗口。" version="" helpurl="flash.display:NativeWindow:isSupported:get" playername="AIR"/>
						<string name="maxSize" object="[flash.display.NativeWindow]" text=".maxSize" tiptext="此窗口的最大大小。" version="" helpurl="flash.display:NativeWindow:maxSize:get" playername="AIR"/>
						<string name="maximizable" object="[flash.display.NativeWindow]" text=".maximizable" tiptext="报告用于创建此窗口的可最大化设置。" version="" helpurl="flash.display:NativeWindow:maximizable:get" playername="AIR"/>
						<string name="menu" object="[flash.display.NativeWindow]" text=".menu" tiptext="此窗口的本机菜单。" version="" helpurl="flash.display:NativeWindow:menu:get" playername="AIR"/>
						<string name="minSize" object="[flash.display.NativeWindow]" text=".minSize" tiptext="此窗口的最小大小。" version="" helpurl="flash.display:NativeWindow:minSize:get" playername="AIR"/>
						<string name="minimizable" object="[flash.display.NativeWindow]" text=".minimizable" tiptext="报告用于创建此窗口的可最小化设置。" version="" helpurl="flash.display:NativeWindow:minimizable:get" playername="AIR"/>
						<string name="owner" object="[flash.display.NativeWindow]" text=".owner" tiptext="拥有此窗口的 NativeWindow 对象。" version="" helpurl="flash.display:NativeWindow:owner:get" playername="AIR"/>
						<string name="resizable" object="[flash.display.NativeWindow]" text=".resizable" tiptext="报告用于创建此窗口的可调整大小设置。" version="" helpurl="flash.display:NativeWindow:resizable:get" playername="AIR"/>
						<string name="stage" object="[flash.display.NativeWindow]" text=".stage" tiptext="此窗口的 Stage 对象。" version="" helpurl="flash.display:NativeWindow:stage:get" playername="AIR"/>
						<string name="supportsMenu" object="[flash.display.NativeWindow]" text=".supportsMenu" tiptext="指示 AIR 是否在当前计算机系统上支持本机窗口菜单。" version="" helpurl="flash.display:NativeWindow:supportsMenu:get" playername="AIR"/>
						<string name="supportsNotification" object="[flash.display.NativeWindow]" text=".supportsNotification" tiptext="指示 AIR 是否在当前计算机系统上支持窗口通知提示。" version="" helpurl="flash.display:NativeWindow:supportsNotification:get" playername="AIR"/>
						<string name="supportsTransparency" object="[flash.display.NativeWindow]" text=".supportsTransparency" tiptext="指示 AIR 是否支持具有透明像素的本机窗口。" version="" helpurl="flash.display:NativeWindow:supportsTransparency:get" playername="AIR"/>
						<string name="systemChrome" object="[flash.display.NativeWindow]" text=".systemChrome" tiptext="报告用于创建此窗口的系统镶边设置。" version="" helpurl="flash.display:NativeWindow:systemChrome:get" playername="AIR"/>
						<string name="systemMaxSize" object="[flash.display.NativeWindow]" text=".systemMaxSize" tiptext="操作系统允许的最大窗口大小。" version="" helpurl="flash.display:NativeWindow:systemMaxSize:get" playername="AIR"/>
						<string name="systemMinSize" object="[flash.display.NativeWindow]" text=".systemMinSize" tiptext="操作系统允许的最小窗口大小。" version="" helpurl="flash.display:NativeWindow:systemMinSize:get" playername="AIR"/>
						<string name="title" object="[flash.display.NativeWindow]" text=".title" tiptext="窗口标题。" version="" helpurl="flash.display:NativeWindow:title:get" playername="AIR"/>
						<string name="transparent" object="[flash.display.NativeWindow]" text=".transparent" tiptext="报告用于创建此窗口的透明度设置。" version="" helpurl="flash.display:NativeWindow:transparent:get" playername="AIR"/>
						<string name="type" object="[flash.display.NativeWindow]" text=".type" tiptext="报告用于创建此窗口的窗口类型设置。" version="" helpurl="flash.display:NativeWindow:type:get" playername="AIR"/>
						<string name="visible" object="[flash.display.NativeWindow]" text=".visible" tiptext="" version="" helpurl="flash.display:NativeWindow:visible:get" playername=""/>
						<string name="width" object="[flash.display.NativeWindow]" text=".width" tiptext="此窗口的宽度（以像素为单位）。" version="" helpurl="flash.display:NativeWindow:width:get" playername="AIR"/>
						<string name="x" object="[flash.display.NativeWindow]" text=".x" tiptext="此窗口的左上角相对于操作系统桌面原点的水平轴坐标。" version="" helpurl="flash.display:NativeWindow:x:get" playername="AIR"/>
						<string name="y" object="[flash.display.NativeWindow]" text=".y" tiptext="此窗口的左上角相对于操作系统桌面左上角的垂直轴坐标。" version="" helpurl="flash.display:NativeWindow:y:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NativeWindow 类的事件" helpurl="flash.display:NativeWindow">
						<string name="deactivate" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=Event.DEACTIVATE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在取消激活窗口后调度。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.DEACTIVATE_deactivate" playername="AIR"/>
						<string name="activate" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=Event.ACTIVATE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在激活窗口后调度。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.ACTIVATE_activate" playername="AIR"/>
						<string name="close" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=Event.CLOSE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在关闭窗口后调度。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.CLOSE_close" playername="AIR"/>
						<string name="closing" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=Event.CLOSING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在关闭窗口的前一刻调度。" version="" helpurl="flash.display:NativeWindow_flash.events.Event.CLOSING_closing" playername="AIR"/>
						<string name="displayStateChange" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在窗口的 displayState 属性发生更改后调度。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE_displayStateChange" playername="AIR"/>
						<string name="displayStateChanging" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在窗口更改其显示状态的前一刻由此 NativeWindow 对象调度。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING_displayStateChanging" playername="AIR"/>
						<string name="resize" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=NativeWindowBoundsEvent.RESIZE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在调整窗口大小后调度。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.RESIZE_resize" playername="AIR"/>
						<string name="resizing" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=NativeWindowBoundsEvent.RESIZING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在桌面上调整窗口大小的前一刻调度。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.RESIZING_resizing" playername="AIR"/>
						<string name="move" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=NativeWindowBoundsEvent.MOVE{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在桌面上移动窗口后调度。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.MOVE_move" playername="AIR"/>
						<string name="moving" object="[flash.display.NativeWindow]" text=".addEventListener(%类型:String=NativeWindowBoundsEvent.MOVING{Event.DEACTIVATE,Event.ACTIVATE,Event.CLOSE,Event.CLOSING,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE,NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING,NativeWindowBoundsEvent.RESIZE,NativeWindowBoundsEvent.RESIZING,NativeWindowBoundsEvent.MOVE,NativeWindowBoundsEvent.MOVING},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由此 NativeWindow 对象在桌面上移动窗口的前一刻调度。" version="" helpurl="flash.display:NativeWindow_flash.events.NativeWindowBoundsEvent.MOVING_moving" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowDisplayState" id="[flash.display.NativeWindowDisplayState]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowDisplayState 类定义表示窗口显示状态名称的常量。" helpurl="flash.display:NativeWindowDisplayState">
					<folder name="属性" id="Properties" tiptext="NativeWindowDisplayState 类的属性" helpurl="flash.display:NativeWindowDisplayState">
						<string name="MAXIMIZED" object="[flash.display.NativeWindowDisplayState]" text="NativeWindowDisplayState.MAXIMIZED" constant="true" tiptext="最大化显示状态。" version="" helpurl="flash.display:NativeWindowDisplayState:MAXIMIZED" playername="AIR"/>
						<string name="MINIMIZED" object="[flash.display.NativeWindowDisplayState]" text="NativeWindowDisplayState.MINIMIZED" constant="true" tiptext="最小化显示状态。" version="" helpurl="flash.display:NativeWindowDisplayState:MINIMIZED" playername="AIR"/>
						<string name="NORMAL" object="[flash.display.NativeWindowDisplayState]" text="NativeWindowDisplayState.NORMAL" constant="true" tiptext="正常显示状态。" version="" helpurl="flash.display:NativeWindowDisplayState:NORMAL" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowInitOptions" id="[flash.display.NativeWindowInitOptions]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowInitOptions 类定义用于构造新的 NativeWindow 实例的初始化选项。" helpurl="flash.display:NativeWindowInitOptions">
					<folder name="方法" id="Methods" tiptext="NativeWindowInitOptions 类的方法" helpurl="flash.display:NativeWindowInitOptions">
						<string name="NativeWindowInitOptions" object="[flash.display.NativeWindowInitOptions]" text="new NativeWindowInitOptions(%%)" constructor="true" tiptext="创建新的 NativeWindowInitOptions 对象。" version="1.0" helpurl="flash.display:NativeWindowInitOptions:NativeWindowInitOptions" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeWindowInitOptions 类的属性" helpurl="flash.display:NativeWindowInitOptions">
						<string name="maximizable" object="[flash.display.NativeWindowInitOptions]" text=".maximizable" tiptext="指定用户否可将窗口最大化。" version="" helpurl="flash.display:NativeWindowInitOptions:maximizable:get" playername="AIR"/>
						<string name="minimizable" object="[flash.display.NativeWindowInitOptions]" text=".minimizable" tiptext="指定用户是否可将窗口最小化。" version="" helpurl="flash.display:NativeWindowInitOptions:minimizable:get" playername="AIR"/>
						<string name="owner" object="[flash.display.NativeWindowInitOptions]" text=".owner" tiptext="指定应该拥有任何使用此 NativeWindowInitOptions 创建的窗口的 NativeWindow 对象。" version="" helpurl="flash.display:NativeWindowInitOptions:owner:get" playername="AIR"/>
						<string name="resizable" object="[flash.display.NativeWindowInitOptions]" text=".resizable" tiptext="指定用户是否可以调整窗口大小。" version="" helpurl="flash.display:NativeWindowInitOptions:resizable:get" playername="AIR"/>
						<string name="systemChrome" object="[flash.display.NativeWindowInitOptions]" text=".systemChrome" tiptext="指定是否为窗口提供系统镶边。" version="" helpurl="flash.display:NativeWindowInitOptions:systemChrome:get" playername="AIR"/>
						<string name="transparent" object="[flash.display.NativeWindowInitOptions]" text=".transparent" tiptext="指定窗口是否支持针对桌面的透明度和 Alpha 混合。" version="" helpurl="flash.display:NativeWindowInitOptions:transparent:get" playername="AIR"/>
						<string name="type" object="[flash.display.NativeWindowInitOptions]" text=".type" tiptext="指定要创建的窗口的类型。" version="" helpurl="flash.display:NativeWindowInitOptions:type:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowResize" id="[flash.display.NativeWindowResize]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowResize 类定义一些常量，它们用作 NativeWindow startResize() 方法的 edgeOrCorner 参数的可能值。" helpurl="flash.display:NativeWindowResize">
					<folder name="属性" id="Properties" tiptext="NativeWindowResize 类的属性" helpurl="flash.display:NativeWindowResize">
						<string name="BOTTOM_LEFT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.BOTTOM_LEFT" constant="true" tiptext="窗口的左下角。" version="" helpurl="flash.display:NativeWindowResize:BOTTOM_LEFT" playername="AIR"/>
						<string name="BOTTOM_RIGHT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.BOTTOM_RIGHT" constant="true" tiptext="窗口的右下角。" version="" helpurl="flash.display:NativeWindowResize:BOTTOM_RIGHT" playername="AIR"/>
						<string name="BOTTOM" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.BOTTOM" constant="true" tiptext="窗口的底边。" version="" helpurl="flash.display:NativeWindowResize:BOTTOM" playername="AIR"/>
						<string name="LEFT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.LEFT" constant="true" tiptext="窗口的左边。" version="" helpurl="flash.display:NativeWindowResize:LEFT" playername="AIR"/>
						<string name="NONE" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.NONE" constant="true" tiptext="用于在支持键盘调整大小的系统（如 Windows）上进行键盘大小调整。" version="" helpurl="flash.display:NativeWindowResize:NONE" playername="AIR"/>
						<string name="RIGHT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.RIGHT" constant="true" tiptext="窗口的右边。" version="" helpurl="flash.display:NativeWindowResize:RIGHT" playername="AIR"/>
						<string name="TOP_LEFT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.TOP_LEFT" constant="true" tiptext="窗口的左上角。" version="" helpurl="flash.display:NativeWindowResize:TOP_LEFT" playername="AIR"/>
						<string name="TOP_RIGHT" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.TOP_RIGHT" constant="true" tiptext="窗口的右上角。" version="" helpurl="flash.display:NativeWindowResize:TOP_RIGHT" playername="AIR"/>
						<string name="TOP" object="[flash.display.NativeWindowResize]" text="NativeWindowResize.TOP" constant="true" tiptext="窗口的顶边。" version="" helpurl="flash.display:NativeWindowResize:TOP" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowSystemChrome" id="[flash.display.NativeWindowSystemChrome]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowSystemChrome 类定义一些常量，它们用作创建本机窗口的 NativeWindowInitOptions 对象的 systemChrome 属性。" helpurl="flash.display:NativeWindowSystemChrome">
					<folder name="属性" id="Properties" tiptext="NativeWindowSystemChrome 类的属性" helpurl="flash.display:NativeWindowSystemChrome">
						<string name="ALTERNATE" object="[flash.display.NativeWindowSystemChrome]" text="NativeWindowSystemChrome.ALTERNATE" constant="true" tiptext="保留供以后使用。" version="" helpurl="flash.display:NativeWindowSystemChrome:ALTERNATE" playername="AIR"/>
						<string name="NONE" object="[flash.display.NativeWindowSystemChrome]" text="NativeWindowSystemChrome.NONE" constant="true" tiptext="无系统镶边。" version="" helpurl="flash.display:NativeWindowSystemChrome:NONE" playername="AIR"/>
						<string name="STANDARD" object="[flash.display.NativeWindowSystemChrome]" text="NativeWindowSystemChrome.STANDARD" constant="true" tiptext="主机操作系统的标准镶边。" version="" helpurl="flash.display:NativeWindowSystemChrome:STANDARD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowType" id="[flash.display.NativeWindowType]" sort="true" index="true" asAncestors="Object" tiptext="NativeWindowType 类定义一些常量，它们用作创建本机窗口的 NativeWindowInitOptions 对象的 type 属性。" helpurl="flash.display:NativeWindowType">
					<folder name="属性" id="Properties" tiptext="NativeWindowType 类的属性" helpurl="flash.display:NativeWindowType">
						<string name="LIGHTWEIGHT" object="[flash.display.NativeWindowType]" text="NativeWindowType.LIGHTWEIGHT" constant="true" tiptext="最小窗口。" version="" helpurl="flash.display:NativeWindowType:LIGHTWEIGHT" playername="AIR"/>
						<string name="NORMAL" object="[flash.display.NativeWindowType]" text="NativeWindowType.NORMAL" constant="true" tiptext="典型窗口。" version="" helpurl="flash.display:NativeWindowType:NORMAL" playername="AIR"/>
						<string name="UTILITY" object="[flash.display.NativeWindowType]" text="NativeWindowType.UTILITY" constant="true" tiptext="实用程序窗口。" version="" helpurl="flash.display:NativeWindowType:UTILITY" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PixelSnapping" id="[flash.display.PixelSnapping]" sort="true" index="true" asAncestors="Object" tiptext="PixelSnapping 类是可使用 Bitmap 对象的 pixelSnapping 属性来设置像素贴紧选项的常数值枚举。" helpurl="flash.display:PixelSnapping">
					<folder name="属性" id="Properties" tiptext="PixelSnapping 类的属性" helpurl="flash.display:PixelSnapping">
						<string name="ALWAYS" object="[flash.display.PixelSnapping]" text="PixelSnapping.ALWAYS" constant="true" tiptext="一个在 Bitmap 对象的 pixelSnapping 属性中使用的常数值，用于指定位图图像始终与最近的像素贴紧，与任何变形无关。" version="" helpurl="flash.display:PixelSnapping:ALWAYS" playername=""/>
						<string name="AUTO" object="[flash.display.PixelSnapping]" text="PixelSnapping.AUTO" constant="true" tiptext="用于 Bitmap 对象的 pixelSnapping 属性的常数值，可指定在位图没有旋转或倾斜、且以 99.9% 至 100.1% 的缩放比例绘制的情况下，将位图与最近的像素贴齐。" version="" helpurl="flash.display:PixelSnapping:AUTO" playername=""/>
						<string name="NEVER" object="[flash.display.PixelSnapping]" text="PixelSnapping.NEVER" constant="true" tiptext="一个在 Bitmap 对象的 pixelSnapping 属性中使用的常数值，用于指定没有发生任何像素贴紧。" version="" helpurl="flash.display:PixelSnapping:NEVER" playername=""/>
					</folder>
				</folder>
				<folder name="Scene" id="[flash.display.Scene]" sort="true" index="true" asAncestors="Object" tiptext="Scene 类包括用于标识场景中帧的名称、标签和数量的属性。" helpurl="flash.display:Scene">
					<folder name="属性" id="Properties" tiptext="Scene 类的属性" helpurl="flash.display:Scene">
						<string name="labels" object="[flash.display.Scene]" text=".labels" tiptext="一个由场景的 FrameLabel 对象组成的数组。" version="" helpurl="flash.display:Scene:labels:get" playername=""/>
						<string name="name" object="[flash.display.Scene]" text=".name" tiptext="场景的名称。" version="" helpurl="flash.display:Scene:name:get" playername=""/>
						<string name="numFrames" object="[flash.display.Scene]" text=".numFrames" tiptext="场景中的帧数。" version="" helpurl="flash.display:Scene:numFrames:get" playername=""/>
					</folder>
				</folder>
				<folder name="Screen" id="[flash.display.Screen]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Screen 类提供此应用程序的可用显示屏幕的相关信息。" helpurl="flash.display:Screen">
					<folder name="方法" id="Methods" tiptext="Screen 类的方法" helpurl="flash.display:Screen">
						<string name="getScreensForRectangle" object="[flash.display.Screen]" text="Screen.getScreensForRectangle(%矩形:flash.geom:Rectangle%):Array" static="true" tiptext="返回一组与提供的矩形相交的屏幕（可能为空）。" version="1.0" helpurl="flash.display:Screen:getScreensForRectangle" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Screen 类的属性" helpurl="flash.display:Screen">
						<string name="bounds" object="[flash.display.Screen]" text=".bounds" tiptext="此屏幕的范围。" version="" helpurl="flash.display:Screen:bounds:get" playername="AIR"/>
						<string name="colorDepth" object="[flash.display.Screen]" text=".colorDepth" tiptext="此屏幕的颜色深度（以位数为单位）。" version="" helpurl="flash.display:Screen:colorDepth:get" playername="AIR"/>
						<string name="mainScreen" object="[flash.display.Screen]" text=".mainScreen" tiptext="主显示器。" version="" helpurl="flash.display:Screen:mainScreen:get" playername="AIR"/>
						<string name="screens" object="[flash.display.Screen]" text=".screens" tiptext="当前可用的屏幕的数组。" version="" helpurl="flash.display:Screen:screens:get" playername="AIR"/>
						<string name="visibleBounds" object="[flash.display.Screen]" text=".visibleBounds" tiptext="此屏幕上窗口可见区域的范围。" version="" helpurl="flash.display:Screen:visibleBounds:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Shader" id="[flash.display.Shader]" sort="true" index="true" asAncestors="Object" tiptext="Shader 实例表示 ActionScript 中的 Pixel Bender 着色器内核。" helpurl="flash.display:Shader">
					<folder name="方法" id="Methods" tiptext="Shader 类的方法" helpurl="flash.display:Shader">
						<string name="Shader" object="[flash.display.Shader]" text="new Shader(%[代码:flash.utils:ByteArray=null]%)" constructor="true" tiptext="创建新的 Shader 实例。" version="1.5" helpurl="flash.display:Shader:Shader" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Shader 类的属性" helpurl="flash.display:Shader">
						<string name="data" object="[flash.display.Shader]" text=".data" tiptext="提供对 Shader 实例的参数、输入图像和元数据的访问。" version="" helpurl="flash.display:Shader:data:get" playername=""/>
						<string name="precisionHint" object="[flash.display.Shader]" text=".precisionHint" tiptext="着色器所执行数学运算的精度。" version="" helpurl="flash.display:Shader:precisionHint:get" playername=""/>
						<string name="byteCode" object="[flash.display.Shader]" text=".byteCode" tiptext="此 Shader 实例的原始着色器字节代码。" version="" helpurl="flash.display:Shader:byteCode:set" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderData" id="[flash.display.ShaderData]" sort="true" index="true" asAncestors="Object" tiptext="ShaderData 对象包含以下属性表示着色器内核的任何参数和输入的属性，以及包含为着色器指定的任何元数据的属性。" helpurl="flash.display:ShaderData">
					<folder name="方法" id="Methods" tiptext="ShaderData 类的方法" helpurl="flash.display:ShaderData">
						<string name="ShaderData" object="[flash.display.ShaderData]" text="new ShaderData(%字节代码:flash.utils:ByteArray%)" constructor="true" tiptext="创建 ShaderData 实例。" version="1.5" helpurl="flash.display:ShaderData:ShaderData" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderInput" id="[flash.display.ShaderInput]" sort="true" index="true" asAncestors="Object" tiptext="ShaderInput 实例表示着色器内核的单一输入图像。" helpurl="flash.display:ShaderInput">
					<folder name="方法" id="Methods" tiptext="ShaderInput 类的方法" helpurl="flash.display:ShaderInput">
						<string name="ShaderInput" object="[flash.display.ShaderInput]" text="new ShaderInput(%%)" constructor="true" tiptext="创建 ShaderInput 实例。" version="1.5" helpurl="flash.display:ShaderInput:ShaderInput" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ShaderInput 类的属性" helpurl="flash.display:ShaderInput">
						<string name="channels" object="[flash.display.ShaderInput]" text=".channels" tiptext="着色器输入所需的通道数量。" version="" helpurl="flash.display:ShaderInput:channels:get" playername=""/>
						<string name="height" object="[flash.display.ShaderInput]" text=".height" tiptext="着色器输入的高度。" version="" helpurl="flash.display:ShaderInput:height:get" playername=""/>
						<string name="index" object="[flash.display.ShaderInput]" text=".index" tiptext="着色器中的输入从零开始的索引，指示着色器中输入定义的顺序。" version="" helpurl="flash.display:ShaderInput:index:get" playername=""/>
						<string name="input" object="[flash.display.ShaderInput]" text=".input" tiptext="在着色器执行时使用的输入数据。" version="" helpurl="flash.display:ShaderInput:input:get" playername=""/>
						<string name="width" object="[flash.display.ShaderInput]" text=".width" tiptext="着色器输入的宽度。" version="" helpurl="flash.display:ShaderInput:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderJob" id="[flash.display.ShaderJob]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ShaderJob 实例用于以独立模式执行着色器操作。" helpurl="flash.display:ShaderJob">
					<folder name="方法" id="Methods" tiptext="ShaderJob 类的方法" helpurl="flash.display:ShaderJob">
						<string name="ShaderJob" object="[flash.display.ShaderJob]" text="new ShaderJob(%[着色器:flash.display:Shader=null,目标:Object=null,宽度:int=0,高度:int=0]%)" constructor="true" tiptext="ShaderJob 实例用于以独立模式执行着色器操作。" version="1.5" helpurl="flash.display:ShaderJob:ShaderJob" playername=""/>
						<string name="cancel" object="[flash.display.ShaderJob]" text=".cancel(%%):void" tiptext="取消当前运行的着色器操作。" version="1.5" helpurl="flash.display:ShaderJob:cancel" playername=""/>
						<string name="start" object="[flash.display.ShaderJob]" text=".start(%[等待完成:Boolean=false]%):void" tiptext="根据 waitForCompletion 参数的值，在同步或异步模式下启动着色器操作。" version="1.5" helpurl="flash.display:ShaderJob:start" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ShaderJob 类的属性" helpurl="flash.display:ShaderJob">
						<string name="height" object="[flash.display.ShaderJob]" text=".height" tiptext="target 中结果数据的高度（如果为 ByteArray 或 Vector.&amp;lt;Number&amp;gt; 实例）。" version="" helpurl="flash.display:ShaderJob:height:get" playername=""/>
						<string name="progress" object="[flash.display.ShaderJob]" text=".progress" tiptext="正在运行的着色器的进度。" version="" helpurl="flash.display:ShaderJob:progress:get" playername=""/>
						<string name="shader" object="[flash.display.ShaderJob]" text=".shader" tiptext="用于操作的着色器。" version="" helpurl="flash.display:ShaderJob:shader:get" playername=""/>
						<string name="target" object="[flash.display.ShaderJob]" text=".target" tiptext="在其中写入着色器操作结果的对象。" version="" helpurl="flash.display:ShaderJob:target:get" playername=""/>
						<string name="width" object="[flash.display.ShaderJob]" text=".width" tiptext="target 中结果数据的宽度（如果为 ByteArray 或 Vector.&amp;lt;Number&amp;gt; 实例）。" version="" helpurl="flash.display:ShaderJob:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ShaderJob 类的事件" helpurl="flash.display:ShaderJob">
						<string name="complete" object="[flash.display.ShaderJob]" text=".addEventListener(%类型:String=ShaderEvent.COMPLETE{ShaderEvent.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在异步执行的 ShaderJob 使用着色器完成数据处理时调度。" version="" helpurl="flash.display:ShaderJob_flash.events.ShaderEvent.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderParameter" id="[flash.display.ShaderParameter]" sort="true" index="true" asAncestors="Object" tiptext="ShaderParameter 实例表示着色器内核的单一输入参数。" helpurl="flash.display:ShaderParameter">
					<folder name="方法" id="Methods" tiptext="ShaderParameter 类的方法" helpurl="flash.display:ShaderParameter">
						<string name="ShaderParameter" object="[flash.display.ShaderParameter]" text="new ShaderParameter(%%)" constructor="true" tiptext="创建 ShaderParameter 实例。" version="1.5" helpurl="flash.display:ShaderParameter:ShaderParameter" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ShaderParameter 类的属性" helpurl="flash.display:ShaderParameter">
						<string name="index" object="[flash.display.ShaderParameter]" text=".index" tiptext="参数的从零开始的索引。" version="" helpurl="flash.display:ShaderParameter:index:get" playername=""/>
						<string name="type" object="[flash.display.ShaderParameter]" text=".type" tiptext="着色器中定义的参数的数据类型。" version="" helpurl="flash.display:ShaderParameter:type:get" playername=""/>
						<string name="value" object="[flash.display.ShaderParameter]" text=".value" tiptext="以参数值形式传入到着色器的一个或多个值。" version="" helpurl="flash.display:ShaderParameter:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderParameterType" id="[flash.display.ShaderParameterType]" sort="true" index="true" asAncestors="Object" tiptext="该类定义一些常量，它们表示 ShaderParameter 类的 type 属性的可能值。" helpurl="flash.display:ShaderParameterType">
					<folder name="属性" id="Properties" tiptext="ShaderParameterType 类的属性" helpurl="flash.display:ShaderParameterType">
						<string name="BOOL2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL2" constant="true" tiptext="指示将着色器参数定义为 bool2 值，等同于 ActionScript 中由 2 个 Boolean 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:BOOL2" playername=""/>
						<string name="BOOL3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL3" constant="true" tiptext="指示将着色器参数定义为 bool3 值，等同于 ActionScript 中由 3 个 Boolean 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:BOOL3" playername=""/>
						<string name="BOOL4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL4" constant="true" tiptext="指示将着色器参数定义为 bool4 值，等同于 ActionScript 中由 4 个 Boolean 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:BOOL4" playername=""/>
						<string name="BOOL" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.BOOL" constant="true" tiptext="指示将着色器参数定义为 bool 值，等同于 ActionScript 中的单一 Boolean 实例。" version="" helpurl="flash.display:ShaderParameterType:BOOL" playername=""/>
						<string name="FLOAT2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT2" constant="true" tiptext="指示将着色器参数定义为 float2 值，等同于 ActionScript 中由 2 个 Number 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:FLOAT2" playername=""/>
						<string name="FLOAT3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT3" constant="true" tiptext="指示将着色器参数定义为 float3 值，等同于 ActionScript 中由 3 个 Number 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:FLOAT3" playername=""/>
						<string name="FLOAT4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT4" constant="true" tiptext="指示将着色器参数定义为 float4 值，等同于 ActionScript 中由 4 个 Number 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:FLOAT4" playername=""/>
						<string name="FLOAT" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.FLOAT" constant="true" tiptext="指示将着色器参数定义为 float 值，等同于 ActionScript 中的单一 Number 实例。" version="" helpurl="flash.display:ShaderParameterType:FLOAT" playername=""/>
						<string name="INT2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT2" constant="true" tiptext="指示将着色器参数定义为 int2 值，等同于 ActionScript 中由 2 个 int 或 uint 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:INT2" playername=""/>
						<string name="INT3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT3" constant="true" tiptext="指示将着色器参数定义为 int3 值，等同于 ActionScript 中由 3 个 int 或 uint 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:INT3" playername=""/>
						<string name="INT4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT4" constant="true" tiptext="指示将着色器参数定义为 int4 值，等同于 ActionScript 中由 4 个 int 或 uint 实例组成的数组。" version="" helpurl="flash.display:ShaderParameterType:INT4" playername=""/>
						<string name="INT" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.INT" constant="true" tiptext="指示将着色器参数定义为 int 值，等同于 ActionScript 中的单一 int 或 uint 实例。" version="" helpurl="flash.display:ShaderParameterType:INT" playername=""/>
						<string name="MATRIX2X2" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.MATRIX2X2" constant="true" tiptext="指示将着色器参数定义为 float2x2 值，等同于一个 2x2 的矩阵。" version="" helpurl="flash.display:ShaderParameterType:MATRIX2X2" playername=""/>
						<string name="MATRIX3X3" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.MATRIX3X3" constant="true" tiptext="指示将着色器参数定义为 float3x3 值，等同于一个 3x3 的矩阵。" version="" helpurl="flash.display:ShaderParameterType:MATRIX3X3" playername=""/>
						<string name="MATRIX4X4" object="[flash.display.ShaderParameterType]" text="ShaderParameterType.MATRIX4X4" constant="true" tiptext="指示将着色器参数定义为 float4x4 值，等同于一个 4x4 的矩阵。" version="" helpurl="flash.display:ShaderParameterType:MATRIX4X4" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderPrecision" id="[flash.display.ShaderPrecision]" sort="true" index="true" asAncestors="Object" tiptext="该类定义一些常量，它们表示 Shader 类的 precisionHint 属性的可能值。" helpurl="flash.display:ShaderPrecision">
					<folder name="属性" id="Properties" tiptext="ShaderPrecision 类的属性" helpurl="flash.display:ShaderPrecision">
						<string name="FAST" object="[flash.display.ShaderPrecision]" text="ShaderPrecision.FAST" constant="true" tiptext="表示 fast 精度模式。" version="" helpurl="flash.display:ShaderPrecision:FAST" playername=""/>
						<string name="FULL" object="[flash.display.ShaderPrecision]" text="ShaderPrecision.FULL" constant="true" tiptext="表示 full 精度模式。" version="" helpurl="flash.display:ShaderPrecision:FULL" playername=""/>
					</folder>
				</folder>
				<folder name="Shape" id="[flash.display.Shape]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="通过 ActionScript 绘图应用程序接口 (API)，可使用此类创建简单形状。" helpurl="flash.display:Shape">
					<folder name="方法" id="Methods" tiptext="Shape 类的方法" helpurl="flash.display:Shape">
						<string name="Shape" object="[flash.display.Shape]" text="new Shape(%%)" constructor="true" tiptext="创建新的 Shape 对象。" version="4" helpurl="flash.display:Shape:Shape" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Shape 类的属性" helpurl="flash.display:Shape">
						<string name="graphics" object="[flash.display.Shape]" text=".graphics" tiptext="指定属于该 Shape 对象的 Graphics 对象，可通过此对象执行矢量图命令。" version="" helpurl="flash.display:Shape:graphics:get" playername=""/>
					</folder>
				</folder>
				<folder name="SimpleButton" id="[flash.display.SimpleButton]" sort="true" index="true" asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="使用 SimpleButton 类，您可以控制 SWF 文件中按钮元件的所有实例。" helpurl="flash.display:SimpleButton">
					<folder name="方法" id="Methods" tiptext="SimpleButton 类的方法" helpurl="flash.display:SimpleButton">
						<string name="SimpleButton" object="[flash.display.SimpleButton]" text="new SimpleButton(%[弹起状态:flash.display:DisplayObject=null,经过状态:flash.display:DisplayObject=null,按下状态:flash.display:DisplayObject=null,点击测试状态:flash.display:DisplayObject=null]%)" constructor="true" tiptext="创建一个新的 SimpleButton 实例。" version="4" helpurl="flash.display:SimpleButton:SimpleButton" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SimpleButton 类的属性" helpurl="flash.display:SimpleButton">
						<string name="downState" object="[flash.display.SimpleButton]" text=".downState" tiptext="指定一个用作按钮&quot;按下&quot;状态 &amp;#8212;（当用户选择 hitTestState 对象时按钮所处的状态）时的可视对象的显示对象。" version="" helpurl="flash.display:SimpleButton:downState:get" playername=""/>
						<string name="enabled" object="[flash.display.SimpleButton]" text=".enabled" tiptext="布尔值，指定按钮是否处于启用状态。" version="" helpurl="flash.display:SimpleButton:enabled:get" playername=""/>
						<string name="hitTestState" object="[flash.display.SimpleButton]" text=".hitTestState" tiptext="指定一个用作按钮的点击测试对象的显示对象。" version="" helpurl="flash.display:SimpleButton:hitTestState:get" playername=""/>
						<string name="overState" object="[flash.display.SimpleButton]" text=".overState" tiptext="指定一个用作按钮经过状态&amp;#8212;（当指针位于按钮上方时按钮所处的状态）时的可视对象的显示对象。" version="" helpurl="flash.display:SimpleButton:overState:get" playername=""/>
						<string name="soundTransform" object="[flash.display.SimpleButton]" text=".soundTransform" tiptext="分配给此按钮的 SoundTransform 对象。" version="" helpurl="flash.display:SimpleButton:soundTransform:get" playername=""/>
						<string name="trackAsMenu" object="[flash.display.SimpleButton]" text=".trackAsMenu" tiptext="指示属于 SimpleButton 或 MovieClip 对象的其它显示对象是否可以接收用户输入释放事件。" version="" helpurl="flash.display:SimpleButton:trackAsMenu:get" playername=""/>
						<string name="upState" object="[flash.display.SimpleButton]" text=".upState" tiptext="指定一个用作按钮弹起状态&amp;#8212;（当指针不在按钮上方时按钮所处的状态）时的可视对象的显示对象。" version="" helpurl="flash.display:SimpleButton:upState:get" playername=""/>
						<string name="useHandCursor" object="[flash.display.SimpleButton]" text=".useHandCursor" tiptext="一个布尔值，设置为 true 时可指示在指针滑过按钮时是否显示手形光标。" version="" helpurl="flash.display:SimpleButton:useHandCursor:get" playername=""/>
					</folder>
				</folder>
				<folder name="SpreadMethod" id="[flash.display.SpreadMethod]" sort="true" index="true" asAncestors="Object" tiptext="SpreadMethod 类为 Graphics 类的 beginGradientFill() 和 lineGradientStyle() 方法中的 spreadMethod 参数提供值。" helpurl="flash.display:SpreadMethod">
					<folder name="属性" id="Properties" tiptext="SpreadMethod 类的属性" helpurl="flash.display:SpreadMethod">
						<string name="PAD" object="[flash.display.SpreadMethod]" text="SpreadMethod.PAD" constant="true" tiptext="指定渐变使用 pad spread 方法。" version="" helpurl="flash.display:SpreadMethod:PAD" playername=""/>
						<string name="REFLECT" object="[flash.display.SpreadMethod]" text="SpreadMethod.REFLECT" constant="true" tiptext="指定渐变使用 reflect spread 方法。" version="" helpurl="flash.display:SpreadMethod:REFLECT" playername=""/>
						<string name="REPEAT" object="[flash.display.SpreadMethod]" text="SpreadMethod.REPEAT" constant="true" tiptext="指定渐变使用 repeat spread 方法。" version="" helpurl="flash.display:SpreadMethod:REPEAT" playername=""/>
					</folder>
				</folder>
				<folder name="Sprite" id="[flash.display.Sprite]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Sprite 类是基本显示列表构造块: 一个可显示图形并且还可包含子级的显示列表节点。" helpurl="flash.display:Sprite">
					<folder name="方法" id="Methods" tiptext="Sprite 类的方法" helpurl="flash.display:Sprite">
						<string name="Sprite" object="[flash.display.Sprite]" text="new Sprite(%%)" constructor="true" tiptext="创建一个新的 Sprite 实例。" version="4" helpurl="flash.display:Sprite:Sprite" playername=""/>
						<string name="startDrag" object="[flash.display.Sprite]" text=".startDrag(%[固定:Boolean=false,边界:flash.geom:Rectangle=null]%):void" tiptext="允许用户拖动指定的 Sprite。" version="4" helpurl="flash.display:Sprite:startDrag" playername=""/>
						<string name="startTouchDrag" object="[flash.display.Sprite]" text=".startTouchDrag(%触点ID:int[,固定中心:Boolean=false,边界:flash.geom:Rectangle=null]%):void" tiptext="使用户可以在启用触摸的设备上拖动指定的 Sprite。" version="4" helpurl="flash.display:Sprite:startTouchDrag" playername=""/>
						<string name="stopDrag" object="[flash.display.Sprite]" text=".stopDrag(%%):void" tiptext="结束 startDrag() 方法。" version="4" helpurl="flash.display:Sprite:stopDrag" playername=""/>
						<string name="stopTouchDrag" object="[flash.display.Sprite]" text=".stopTouchDrag(%触点ID:int%):void" tiptext="结束 startTouchDrag() 方法，用于启用触摸的设备。" version="4" helpurl="flash.display:Sprite:stopTouchDrag" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Sprite 类的属性" helpurl="flash.display:Sprite">
						<string name="buttonMode" object="[flash.display.Sprite]" text=".buttonMode" tiptext="指定此 sprite 的按钮模式。" version="" helpurl="flash.display:Sprite:buttonMode:get" playername=""/>
						<string name="dropTarget" object="[flash.display.Sprite]" text=".dropTarget" tiptext="指定拖动 sprite 时经过的显示对象或放置 sprite 的显示对象。" version="" helpurl="flash.display:Sprite:dropTarget:get" playername=""/>
						<string name="graphics" object="[flash.display.Sprite]" text=".graphics" tiptext="指定属于此 sprite 的 Graphics 对象，在此 sprite 中可执行矢量绘画命令。" version="" helpurl="flash.display:Sprite:graphics:get" playername=""/>
						<string name="hitArea" object="[flash.display.Sprite]" text=".hitArea" tiptext="指定一个 sprite 用作另一个 sprite 的点击区域。" version="" helpurl="flash.display:Sprite:hitArea:get" playername=""/>
						<string name="soundTransform" object="[flash.display.Sprite]" text=".soundTransform" tiptext="控制此 sprite 中的声音。" version="" helpurl="flash.display:Sprite:soundTransform:get" playername=""/>
						<string name="useHandCursor" object="[flash.display.Sprite]" text=".useHandCursor" tiptext="一个布尔值，指示当指针滑过其 buttonMode 属性设置为 true 的 sprite 时是否显示手指形（手形光标）。" version="" helpurl="flash.display:Sprite:useHandCursor:get" playername=""/>
					</folder>
				</folder>
				<folder name="Stage" id="[flash.display.Stage]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Stage 类代表主绘图区。" helpurl="flash.display:Stage">
					<folder name="方法" id="Methods" tiptext="Stage 类的方法" helpurl="flash.display:Stage">
						<string name="addChildAt" object="[flash.display.Stage]" text=".addChildAt(%子级:flash.display:DisplayObject,索引:int%):flash.display:DisplayObject" tiptext="将一个 DisplayObject 子实例添加到该 DisplayObjectContainer 实例中。" version="4" helpurl="flash.display:Stage:addChildAt" playername=""/>
						<string name="addChild" object="[flash.display.Stage]" text=".addChild(%子级:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="将一个 DisplayObject 子实例添加到该 DisplayObjectContainer 实例中。" version="4" helpurl="flash.display:Stage:addChild" playername=""/>
						<string name="addEventListener" object="[flash.display.Stage]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="使用 EventDispatcher 对象注册事件侦听器对象，以使侦听器能够接收事件通知。" version="4" helpurl="flash.display:Stage:addEventListener" playername=""/>
						<string name="assignFocus" object="[flash.display.Stage]" text=".assignFocus(%焦点对象:flash.display:InteractiveObject,方向:String%):void" tiptext="将键盘焦点分配给一个交互式对象并指定焦点的来自方向。" version="1.0" helpurl="flash.display:Stage:assignFocus" playername="AIR"/>
						<string name="dispatchEvent" object="[flash.display.Stage]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="4" helpurl="flash.display:Stage:dispatchEvent" playername=""/>
						<string name="getChildAt" object="[flash.display.Stage]" text=".getChildAt(%索引:int%):flash.display:DisplayObject" tiptext="" version="" helpurl="flash.display:Stage:getChildAt" playername=""/>
						<string name="hasEventListener" object="[flash.display.Stage]" text=".hasEventListener(%类型:String%):Boolean" tiptext="检查 EventDispatcher 对象是否为特定事件类型注册了任何侦听器。" version="4" helpurl="flash.display:Stage:hasEventListener" playername=""/>
						<string name="invalidate" object="[flash.display.Stage]" text=".invalidate(%%):void" tiptext="在下一次 Flash 运行时必须刷新舞台时，向其发送更新显示对象属性的信号。" version="4" helpurl="flash.display:Stage:invalidate" playername=""/>
						<string name="isFocusInaccessible" object="[flash.display.Stage]" text=".isFocusInaccessible(%%):Boolean" tiptext="确定 Stage.focus 属性是否因某些安全原因返回 null。" version="4" helpurl="flash.display:Stage:isFocusInaccessible" playername=""/>
						<string name="removeChildAt" object="[flash.display.Stage]" text=".removeChildAt(%索引:int%):flash.display:DisplayObject" tiptext="从 DisplayObjectContainer 的子级列表中指定的索引位置删除子 DisplayObject。" version="4" helpurl="flash.display:Stage:removeChildAt" playername=""/>
						<string name="removeChild" object="[flash.display.Stage]" text=".removeChild(%子级:flash.display:DisplayObject%):flash.display:DisplayObject" tiptext="" version="" helpurl="flash.display:Stage:removeChild" playername=""/>
						<string name="setAspectRatio" object="[flash.display.Stage]" text=".setAspectRatio(%新高宽比:String%):void" tiptext="将舞台设置成使用指定长宽比的方向。" version="2" helpurl="flash.display:Stage:setAspectRatio" playername="AIR"/>
						<string name="setChildIndex" object="[flash.display.Stage]" text=".setChildIndex(%子级:flash.display:DisplayObject,索引:int%):void" tiptext="更改现有子级在显示对象容器中的位置。" version="4" helpurl="flash.display:Stage:setChildIndex" playername=""/>
						<string name="setOrientation" object="[flash.display.Stage]" text=".setOrientation(%新方向:String%):void" tiptext="将舞台设置成指定方向。" version="2" helpurl="flash.display:Stage:setOrientation" playername="AIR"/>
						<string name="swapChildrenAt" object="[flash.display.Stage]" text=".swapChildrenAt(%索引1:int,索引2:int%):void" tiptext="" version="" helpurl="flash.display:Stage:swapChildrenAt" playername=""/>
						<string name="swapChildren" object="[flash.display.Stage]" text=".swapChildren(%子级1:flash.display:DisplayObject,子级2:flash.display:DisplayObject%):void" tiptext="交换两个指定子对象的 z 顺序(从前到后顺序)。" version="4" helpurl="flash.display:Stage:swapChildren" playername=""/>
						<string name="willTrigger" object="[flash.display.Stage]" text=".willTrigger(%类型:String%):Boolean" tiptext="检查是否用此 EventDispatcher 对象或其任何始祖为指定事件类型注册了事件侦听器。" version="9" helpurl="flash.display:Stage:willTrigger" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Stage 类的属性" helpurl="flash.display:Stage">
						<string name="align" object="[flash.display.Stage]" text=".align" tiptext="一个 StageAlign 类中指定舞台在 Flash Player 或浏览器中的对齐方式的值。" version="" helpurl="flash.display:Stage:align:get" playername=""/>
						<string name="allowsFullScreen" object="[flash.display.Stage]" text=".allowsFullScreen" tiptext="指定此舞台是否允许使用全屏模式" version="" helpurl="flash.display:Stage:allowsFullScreen:get" playername=""/>
						<string name="autoOrients" object="[flash.display.Stage]" text=".autoOrients" tiptext="指定当计算设备实际发生旋转时舞台是否自动更改方向。" version="" helpurl="flash.display:Stage:autoOrients:get" playername="AIR"/>
						<string name="colorCorrectionSupport" object="[flash.display.Stage]" text=".colorCorrectionSupport" tiptext="指定 Flash 运行时当前所在的操作系统是否支持颜色校正，以及 Flash Player 是否能够读取和理解主显示器的颜色配置文件。" version="" helpurl="flash.display:Stage:colorCorrectionSupport:get" playername=""/>
						<string name="colorCorrection" object="[flash.display.Stage]" text=".colorCorrection" tiptext="控制 Flash 运行时显示颜色校正。" version="" helpurl="flash.display:Stage:colorCorrection:get" playername=""/>
						<string name="deviceOrientation" object="[flash.display.Stage]" text=".deviceOrientation" tiptext="设备的物理方向。" version="" helpurl="flash.display:Stage:deviceOrientation:get" playername="AIR"/>
						<string name="displayState" object="[flash.display.Stage]" text=".displayState" tiptext="用于指定要使用哪个显示状态的 StageDisplayState 类的值。" version="" helpurl="flash.display:Stage:displayState:get" playername=""/>
						<string name="focus" object="[flash.display.Stage]" text=".focus" tiptext="具有键盘焦点的交互式对象；如果没有设置焦点，或者具有焦点的对象属于调用对象无权访问的安全沙箱，则为 null。" version="" helpurl="flash.display:Stage:focus:get" playername=""/>
						<string name="frameRate" object="[flash.display.Stage]" text=".frameRate" tiptext="获取并设置舞台的帧频。" version="" helpurl="flash.display:Stage:frameRate:get" playername=""/>
						<string name="fullScreenHeight" object="[flash.display.Stage]" text=".fullScreenHeight" tiptext="返回立即转到全屏大小状态后将使用的显示器高度。" version="" helpurl="flash.display:Stage:fullScreenHeight:get" playername=""/>
						<string name="fullScreenSourceRect" object="[flash.display.Stage]" text=".fullScreenSourceRect" tiptext="将 Flash 运行时设置为将舞台的特定区域放大到全屏模式。" version="" helpurl="flash.display:Stage:fullScreenSourceRect:get" playername=""/>
						<string name="fullScreenWidth" object="[flash.display.Stage]" text=".fullScreenWidth" tiptext="返回立即转到全屏大小状态后将使用的显示器宽度。" version="" helpurl="flash.display:Stage:fullScreenWidth:get" playername=""/>
						<string name="height" object="[flash.display.Stage]" text=".height" tiptext="指示显示对象的高度，以像素为单位。" version="" helpurl="flash.display:Stage:height:get" playername=""/>
						<string name="mouseChildren" object="[flash.display.Stage]" text=".mouseChildren" tiptext="确定对象的子项是否支持鼠标或用户输入设备。" version="" helpurl="flash.display:Stage:mouseChildren:get" playername=""/>
						<string name="nativeWindow" object="[flash.display.Stage]" text=".nativeWindow" tiptext="指向包含此 Stage 的 NativeWindow 对象的引用。" version="" helpurl="flash.display:Stage:nativeWindow:get" playername=""/>
						<string name="numChildren" object="[flash.display.Stage]" text=".numChildren" tiptext="返回此对象的子级数目。" version="" helpurl="flash.display:Stage:numChildren:get" playername=""/>
						<string name="orientation" object="[flash.display.Stage]" text=".orientation" tiptext="舞台的当前方向。" version="" helpurl="flash.display:Stage:orientation:get" playername="AIR"/>
						<string name="quality" object="[flash.display.Stage]" text=".quality" tiptext="StageQuality 类中的一个用于指定使用哪种呈现品质的值。" version="" helpurl="flash.display:Stage:quality:get" playername=""/>
						<string name="scaleMode" object="[flash.display.Stage]" text=".scaleMode" tiptext="一个 StageScaleMode 类中指定要使用哪种缩放模式的值。" version="" helpurl="flash.display:Stage:scaleMode:get" playername=""/>
						<string name="showDefaultContextMenu" object="[flash.display.Stage]" text=".showDefaultContextMenu" tiptext="指定显示或隐藏 Flash 运行时上下文菜单中的默认项目。" version="" helpurl="flash.display:Stage:showDefaultContextMenu:get" playername=""/>
						<string name="softKeyboardRect" object="[flash.display.Stage]" text=".softKeyboardRect" tiptext="一个指定目前被软键盘覆盖的舞台区域的矩形。" version="" helpurl="flash.display:Stage:softKeyboardRect:get" playername=""/>
						<string name="stageFocusRect" object="[flash.display.Stage]" text=".stageFocusRect" tiptext="指定对象在具有焦点时是否显示加亮的边框。" version="" helpurl="flash.display:Stage:stageFocusRect:get" playername=""/>
						<string name="stageHeight" object="[flash.display.Stage]" text=".stageHeight" tiptext="舞台的当前高度(以像素为单位)。" version="" helpurl="flash.display:Stage:stageHeight:get" playername=""/>
						<string name="stageVideos" object="[flash.display.Stage]" text=".stageVideos" tiptext="播放外部视频可以使用的 StageVideo 对象列表。" version="" helpurl="flash.display:Stage:stageVideos:get" playername="AIR"/>
						<string name="stageWidth" object="[flash.display.Stage]" text=".stageWidth" tiptext="指定舞台的当前宽度(以像素为单位)。" version="" helpurl="flash.display:Stage:stageWidth:get" playername=""/>
						<string name="supportedOrientations" object="[flash.display.Stage]" text=".supportedOrientations" tiptext="当前设备支持的方向。" version="" helpurl="flash.display:Stage:supportedOrientations:get" playername="AIR"/>
						<string name="supportsOrientationChange" object="[flash.display.Stage]" text=".supportsOrientationChange" tiptext="应用程序是否支持对舞台方向（和设备旋转）进行更改。" version="" helpurl="flash.display:Stage:supportsOrientationChange:get" playername="AIR"/>
						<string name="tabChildren" object="[flash.display.Stage]" text=".tabChildren" tiptext="确定对象的子级是否支持 Tab 键。" version="" helpurl="flash.display:Stage:tabChildren:get" playername=""/>
						<string name="textSnapshot" object="[flash.display.Stage]" text=".textSnapshot" tiptext="返回此 DisplayObjectContainer 实例的 TextSnapshot 对象。" version="" helpurl="flash.display:Stage:textSnapshot:get" playername=""/>
						<string name="width" object="[flash.display.Stage]" text=".width" tiptext="指示显示对象的宽度，以像素为单位。" version="" helpurl="flash.display:Stage:width:get" playername=""/>
						<string name="wmodeGPU" object="[flash.display.Stage]" text=".wmodeGPU" tiptext="指示 GPU 合成是否可用并正处于使用中。" version="" helpurl="flash.display:Stage:wmodeGPU:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Stage 类的事件" helpurl="flash.display:Stage">
						<string name="stageVideoAvailability" object="[flash.display.Stage]" text=".addEventListener(%类型:String=StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 stageVideos 属性更改时，由 Stage 对象调度。" version="" helpurl="flash.display:Stage__stageVideoAvailability" playername=""/>
						<string name="orientationChange" object="[flash.display.Stage]" text=".addEventListener(%类型:String=StageOrientationEvent.ORIENTATION_CHANGE{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当舞台方向更改时，由 Stage 对象调度。" version="" helpurl="flash.display:Stage_flash.events.StageOrientationEvent.ORIENTATION_CHANGE_orientationChange" playername="AIR"/>
						<string name="orientationChanging" object="[flash.display.Stage]" text=".addEventListener(%类型:String=StageOrientationEvent.ORIENTATION_CHANGING{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="舞台方向开始变化后，由 Stage 对象调度。" version="" helpurl="flash.display:Stage__orientationChanging" playername="AIR"/>
						<string name="fullScreen" object="[flash.display.Stage]" text=".addEventListener(%类型:String=FullScreenEvent.FULL_SCREEN{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 Stage 对象进入或离开全屏模式时调度。" version="" helpurl="flash.display:Stage_flash.events.FullScreenEvent.FULL_SCREEN_fullScreen" playername=""/>
						<string name="resize" object="[flash.display.Stage]" text=".addEventListener(%类型:String=Event.RESIZE{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 Stage 对象的 scaleMode 属性设置为 StageScaleMode.NO_SCALE 并且调整 SWF 文件大小时进行调度。" version="" helpurl="flash.display:Stage_flash.events.Event.RESIZE_resize" playername=""/>
						<string name="mouseLeave" object="[flash.display.Stage]" text=".addEventListener(%类型:String=Event.MOUSE_LEAVE{StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY,StageOrientationEvent.ORIENTATION_CHANGE,StageOrientationEvent.ORIENTATION_CHANGING,FullScreenEvent.FULL_SCREEN,Event.RESIZE,Event.MOUSE_LEAVE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当指针移出舞台区域时由 Stage 对象调度。" version="" helpurl="flash.display:Stage_flash.events.Event.MOUSE_LEAVE_mouseLeave" playername=""/>
					</folder>
				</folder>
				<folder name="StageAlign" id="[flash.display.StageAlign]" sort="true" index="true" asAncestors="Object" tiptext="StageAlign 类提供了用于 Stage.align 属性的常数值。" helpurl="flash.display:StageAlign">
					<folder name="属性" id="Properties" tiptext="StageAlign 类的属性" helpurl="flash.display:StageAlign">
						<string name="BOTTOM_LEFT" object="[flash.display.StageAlign]" text="StageAlign.BOTTOM_LEFT" constant="true" tiptext="指定舞台靠左下角对齐。" version="" helpurl="flash.display:StageAlign:BOTTOM_LEFT" playername=""/>
						<string name="BOTTOM_RIGHT" object="[flash.display.StageAlign]" text="StageAlign.BOTTOM_RIGHT" constant="true" tiptext="指定舞台靠右下角对齐。" version="" helpurl="flash.display:StageAlign:BOTTOM_RIGHT" playername=""/>
						<string name="BOTTOM" object="[flash.display.StageAlign]" text="StageAlign.BOTTOM" constant="true" tiptext="指定舞台靠底部对齐。" version="" helpurl="flash.display:StageAlign:BOTTOM" playername=""/>
						<string name="LEFT" object="[flash.display.StageAlign]" text="StageAlign.LEFT" constant="true" tiptext="指定舞台靠左对齐。" version="" helpurl="flash.display:StageAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[flash.display.StageAlign]" text="StageAlign.RIGHT" constant="true" tiptext="指定舞台靠右对齐。" version="" helpurl="flash.display:StageAlign:RIGHT" playername=""/>
						<string name="TOP_LEFT" object="[flash.display.StageAlign]" text="StageAlign.TOP_LEFT" constant="true" tiptext="指定舞台靠左上角对齐。" version="" helpurl="flash.display:StageAlign:TOP_LEFT" playername=""/>
						<string name="TOP_RIGHT" object="[flash.display.StageAlign]" text="StageAlign.TOP_RIGHT" constant="true" tiptext="指定舞台靠右上角对齐。" version="" helpurl="flash.display:StageAlign:TOP_RIGHT" playername=""/>
						<string name="TOP" object="[flash.display.StageAlign]" text="StageAlign.TOP" constant="true" tiptext="指定舞台靠顶部对齐。" version="" helpurl="flash.display:StageAlign:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="StageAspectRatio" id="[flash.display.StageAspectRatio]" sort="true" index="true" asAncestors="Object" tiptext="StageAspectRatio 类为 Stage.setAspectRatio() 方法提供值。" helpurl="flash.display:StageAspectRatio">
					<folder name="属性" id="Properties" tiptext="StageAspectRatio 类的属性" helpurl="flash.display:StageAspectRatio">
						<string name="LANDSCAPE" object="[flash.display.StageAspectRatio]" text="StageAspectRatio.LANDSCAPE" constant="true" tiptext="指定显示横向 UI 的设备方向" version="" helpurl="flash.display:StageAspectRatio:LANDSCAPE" playername=""/>
						<string name="PORTRAIT" object="[flash.display.StageAspectRatio]" text="StageAspectRatio.PORTRAIT" constant="true" tiptext="指定显示纵向 UI 的设备方向" version="" helpurl="flash.display:StageAspectRatio:PORTRAIT" playername=""/>
					</folder>
				</folder>
				<folder name="StageDisplayState" id="[flash.display.StageDisplayState]" sort="true" index="true" asAncestors="Object" tiptext="StageDisplayState 类可为 Stage.displayState 属性提供值。" helpurl="flash.display:StageDisplayState">
					<folder name="属性" id="Properties" tiptext="StageDisplayState 类的属性" helpurl="flash.display:StageDisplayState">
						<string name="FULL_SCREEN_INTERACTIVE" object="[flash.display.StageDisplayState]" text="StageDisplayState.FULL_SCREEN_INTERACTIVE" constant="true" tiptext="指定舞台处于启用键盘交互的全屏模式。" version="" helpurl="flash.display:StageDisplayState:FULL_SCREEN_INTERACTIVE" playername=""/>
						<string name="FULL_SCREEN" object="[flash.display.StageDisplayState]" text="StageDisplayState.FULL_SCREEN" constant="true" tiptext="指定舞台处于全屏模式。" version="" helpurl="flash.display:StageDisplayState:FULL_SCREEN" playername=""/>
						<string name="NORMAL" object="[flash.display.StageDisplayState]" text="StageDisplayState.NORMAL" constant="true" tiptext="指定舞台处于标准模式。" version="" helpurl="flash.display:StageDisplayState:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="StageOrientation" id="[flash.display.StageOrientation]" sort="true" index="true" asAncestors="Object" tiptext="StageOrientation 类定义枚举此舞台和设备的可能方向的常量。" helpurl="flash.display:StageOrientation">
					<folder name="属性" id="Properties" tiptext="StageOrientation 类的属性" helpurl="flash.display:StageOrientation">
						<string name="DEFAULT" object="[flash.display.StageOrientation]" text="StageOrientation.DEFAULT" constant="true" tiptext="指定舞台当前位于设备的默认方向（正面向上）。" version="" helpurl="flash.display:StageOrientation:DEFAULT" playername="AIR"/>
						<string name="ROTATED_LEFT" object="[flash.display.StageOrientation]" text="StageOrientation.ROTATED_LEFT" constant="true" tiptext="指定舞台当前相对于默认方向向左旋转。" version="" helpurl="flash.display:StageOrientation:ROTATED_LEFT" playername="AIR"/>
						<string name="ROTATED_RIGHT" object="[flash.display.StageOrientation]" text="StageOrientation.ROTATED_RIGHT" constant="true" tiptext="指定舞台当前相对于默认方向向右旋转。" version="" helpurl="flash.display:StageOrientation:ROTATED_RIGHT" playername="AIR"/>
						<string name="UNKNOWN" object="[flash.display.StageOrientation]" text="StageOrientation.UNKNOWN" constant="true" tiptext="指定设备尚未确定方向。" version="" helpurl="flash.display:StageOrientation:UNKNOWN" playername="AIR"/>
						<string name="UPSIDE_DOWN" object="[flash.display.StageOrientation]" text="StageOrientation.UPSIDE_DOWN" constant="true" tiptext="指定舞台当前相对于默认方向向下翻转。" version="" helpurl="flash.display:StageOrientation:UPSIDE_DOWN" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StageQuality" id="[flash.display.StageQuality]" sort="true" index="true" asAncestors="Object" tiptext="StageQuality 类可为 Stage.quality 属性提供值。" helpurl="flash.display:StageQuality">
					<folder name="属性" id="Properties" tiptext="StageQuality 类的属性" helpurl="flash.display:StageQuality">
						<string name="BEST" object="[flash.display.StageQuality]" text="StageQuality.BEST" constant="true" tiptext="指定极高呈现品质: 使用 4 x 4 像素网格消除图形锯齿，并且始终对位图进行平滑处理。" version="" helpurl="flash.display:StageQuality:BEST" playername=""/>
						<string name="HIGH" object="[flash.display.StageQuality]" text="StageQuality.HIGH" constant="true" tiptext="指定高呈现品质: 使用 4 x 4 像素网格消除图形锯齿，如果影片是静态的，则对位图进行平滑处理。" version="" helpurl="flash.display:StageQuality:HIGH" playername=""/>
						<string name="LOW" object="[flash.display.StageQuality]" text="StageQuality.LOW" constant="true" tiptext="指定低呈现品质: 不消除图形的锯齿，不对位图进行平滑处理。" version="" helpurl="flash.display:StageQuality:LOW" playername=""/>
						<string name="MEDIUM" object="[flash.display.StageQuality]" text="StageQuality.MEDIUM" constant="true" tiptext="指定中等呈现品质: 使用 2 x 2 像素网格消除图形锯齿，但不对位图进行平滑处理。" version="" helpurl="flash.display:StageQuality:MEDIUM" playername=""/>
					</folder>
				</folder>
				<folder name="StageScaleMode" id="[flash.display.StageScaleMode]" sort="true" index="true" asAncestors="Object" tiptext="StageScaleMode 类可为 Stage.scaleMode 属性提供值。" helpurl="flash.display:StageScaleMode">
					<folder name="属性" id="Properties" tiptext="StageScaleMode 类的属性" helpurl="flash.display:StageScaleMode">
						<string name="EXACT_FIT" object="[flash.display.StageScaleMode]" text="StageScaleMode.EXACT_FIT" constant="true" tiptext="指定整个应用程序在指定区域中可见，而不会尝试保持原始高宽比。" version="" helpurl="flash.display:StageScaleMode:EXACT_FIT" playername=""/>
						<string name="NO_BORDER" object="[flash.display.StageScaleMode]" text="StageScaleMode.NO_BORDER" constant="true" tiptext="指定整个应用程序填充指定区域，没有扭曲，然而可能会有一定的裁剪，同时保持应用程序的原始高宽比。" version="" helpurl="flash.display:StageScaleMode:NO_BORDER" playername=""/>
						<string name="NO_SCALE" object="[flash.display.StageScaleMode]" text="StageScaleMode.NO_SCALE" constant="true" tiptext="指定应用程序的大小固定不变，因此，即便播放器窗口大小发生变化，应用程序仍然保持不变。" version="" helpurl="flash.display:StageScaleMode:NO_SCALE" playername=""/>
						<string name="SHOW_ALL" object="[flash.display.StageScaleMode]" text="StageScaleMode.SHOW_ALL" constant="true" tiptext="指定整个应用程序在指定区域中可见，而无扭曲，同时保持应用程序的原始高宽比。" version="" helpurl="flash.display:StageScaleMode:SHOW_ALL" playername=""/>
					</folder>
				</folder>
				<folder name="SWFVersion" id="[flash.display.SWFVersion]" sort="true" index="true" asAncestors="Object" tiptext="SWFVersion 类是可指示已加载 SWF 文件的文件格式版本的常数值枚举。" helpurl="flash.display:SWFVersion">
					<folder name="属性" id="Properties" tiptext="SWFVersion 类的属性" helpurl="flash.display:SWFVersion">
						<string name="FLASH10" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH10" constant="true" tiptext="SWF 文件格式版本 10.0。" version="" helpurl="flash.display:SWFVersion:FLASH10" playername=""/>
						<string name="FLASH11" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH11" constant="true" tiptext="SWF 文件格式版本 11.0。" version="" helpurl="flash.display:SWFVersion:FLASH11" playername=""/>
						<string name="FLASH1" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH1" constant="true" tiptext="SWF 文件格式版本 1.0。" version="" helpurl="flash.display:SWFVersion:FLASH1" playername=""/>
						<string name="FLASH2" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH2" constant="true" tiptext="SWF 文件格式版本 2.0。" version="" helpurl="flash.display:SWFVersion:FLASH2" playername=""/>
						<string name="FLASH3" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH3" constant="true" tiptext="SWF 文件格式版本 3.0。" version="" helpurl="flash.display:SWFVersion:FLASH3" playername=""/>
						<string name="FLASH4" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH4" constant="true" tiptext="SWF 文件格式版本 4.0。" version="" helpurl="flash.display:SWFVersion:FLASH4" playername=""/>
						<string name="FLASH5" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH5" constant="true" tiptext="SWF 文件格式版本 5.0。" version="" helpurl="flash.display:SWFVersion:FLASH5" playername=""/>
						<string name="FLASH6" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH6" constant="true" tiptext="SWF 文件格式版本 6.0。" version="" helpurl="flash.display:SWFVersion:FLASH6" playername=""/>
						<string name="FLASH7" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH7" constant="true" tiptext="SWF 文件格式版本 7.0。" version="" helpurl="flash.display:SWFVersion:FLASH7" playername=""/>
						<string name="FLASH8" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH8" constant="true" tiptext="SWF 文件格式版本 8.0。" version="" helpurl="flash.display:SWFVersion:FLASH8" playername=""/>
						<string name="FLASH9" object="[flash.display.SWFVersion]" text="SWFVersion.FLASH9" constant="true" tiptext="SWF 文件格式版本 9.0。" version="" helpurl="flash.display:SWFVersion:FLASH9" playername=""/>
					</folder>
				</folder>
				<folder name="TriangleCulling" id="[flash.display.TriangleCulling]" sort="true" index="true" asAncestors="Object" tiptext="定义剔除算法的代码，这些算法确定在绘制三角形路径时不呈现哪些三角形。" helpurl="flash.display:TriangleCulling">
					<folder name="属性" id="Properties" tiptext="TriangleCulling 类的属性" helpurl="flash.display:TriangleCulling">
						<string name="NEGATIVE" object="[flash.display.TriangleCulling]" text="TriangleCulling.NEGATIVE" constant="true" tiptext="指定剔除朝向当前视图点的所有三角形。" version="" helpurl="flash.display:TriangleCulling:NEGATIVE" playername=""/>
						<string name="NONE" object="[flash.display.TriangleCulling]" text="TriangleCulling.NONE" constant="true" tiptext="指定不进行剔除。" version="" helpurl="flash.display:TriangleCulling:NONE" playername=""/>
						<string name="POSITIVE" object="[flash.display.TriangleCulling]" text="TriangleCulling.POSITIVE" constant="true" tiptext="指定剔除背向当前视图点的所有三角形。" version="" helpurl="flash.display:TriangleCulling:POSITIVE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.errors" id="flash.errors" sort="true" tiptext="flash.errors 包的类" helpurl="flash.errors">
				<folder name="DRMManagerError" id="[flash.errors.DRMManagerError]" sort="true" index="true" asAncestors="Error,Object" tiptext="DRMManager 调度 DRMManagerError 事件以报错。" helpurl="flash.errors:DRMManagerError">
					<folder name="方法" id="Methods" tiptext="DRMManagerError 类的方法" helpurl="flash.errors:DRMManagerError">
						<string name="DRMManagerError" object="[flash.errors.DRMManagerError]" text="new DRMManagerError(%消息:String,id:int,子错误ID:int%)" constructor="true" tiptext="创建 DRMManagerError 类的新实例。" version="1.5" helpurl="flash.errors:DRMManagerError:DRMManagerError" playername="AIR"/>
						<string name="toString" object="[flash.errors.DRMManagerError]" text=".toString(%%):String" tiptext="在默认情况下返回字符串&quot;Error&quot;；如果已定义，则返回 Error.message 属性中包含的值。" version="" helpurl="flash.errors:DRMManagerError:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMManagerError 类的属性" helpurl="flash.errors:DRMManagerError">
						<string name="subErrorID" object="[flash.errors.DRMManagerError]" text=".subErrorID" tiptext="特定错误号。" version="" helpurl="flash.errors:DRMManagerError:subErrorID:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="EOFError" id="[flash.errors.EOFError]" sort="true" index="true" asAncestors="flash.errors:IOError,Error,Object" tiptext="当您尝试读取的内容超出可用数据的末尾时，将引发 EOFError 异常。" helpurl="flash.errors:EOFError">
					<folder name="方法" id="Methods" tiptext="EOFError 类的方法" helpurl="flash.errors:EOFError">
						<string name="EOFError" object="[flash.errors.EOFError]" text="new EOFError(%消息:String%)" constructor="true" tiptext="创建新的 EOFError 对象。" version="9" helpurl="flash.errors:EOFError:EOFError" playername=""/>
					</folder>
				</folder>
				<folder name="IllegalOperationError" id="[flash.errors.IllegalOperationError]" sort="true" index="true" asAncestors="Error,Object" tiptext="方法未实现或者实现中未涉及当前用法时，将引发 IllegalOperationError 异常。" helpurl="flash.errors:IllegalOperationError">
					<folder name="方法" id="Methods" tiptext="IllegalOperationError 类的方法" helpurl="flash.errors:IllegalOperationError">
						<string name="IllegalOperationError" object="[flash.errors.IllegalOperationError]" text="new IllegalOperationError(%消息:String%)" constructor="true" tiptext="创建新的 IllegalOperationError 对象。" version="9" helpurl="flash.errors:IllegalOperationError:IllegalOperationError" playername=""/>
					</folder>
				</folder>
				<folder name="InvalidSWFError" id="[flash.errors.InvalidSWFError]" sort="true" index="true" asAncestors="Error,Object" tiptext="遇到损坏的 SWF 文件时，Flash 运行时会引发此异常。" helpurl="flash.errors:InvalidSWFError">
					<folder name="方法" id="Methods" tiptext="InvalidSWFError 类的方法" helpurl="flash.errors:InvalidSWFError">
						<string name="InvalidSWFError" object="[flash.errors.InvalidSWFError]" text="new InvalidSWFError(%消息:String[,:int=0]%)" constructor="true" tiptext="创建新的 InvalidSWFError 对象。" version="4" helpurl="flash.errors:InvalidSWFError:InvalidSWFError" playername=""/>
					</folder>
				</folder>
				<folder name="IOError" id="[flash.errors.IOError]" sort="true" index="true" asAncestors="Error,Object" tiptext="某些类型的输入或输出失败时，将引发 IOError 异常。" helpurl="flash.errors:IOError">
					<folder name="方法" id="Methods" tiptext="IOError 类的方法" helpurl="flash.errors:IOError">
						<string name="IOError" object="[flash.errors.IOError]" text="new IOError(%消息:String%)" constructor="true" tiptext="创建新的 IOError 对象。" version="9" helpurl="flash.errors:IOError:IOError" playername=""/>
					</folder>
				</folder>
				<folder name="MemoryError" id="[flash.errors.MemoryError]" sort="true" index="true" asAncestors="Error,Object" tiptext="内存分配请求失败时，将引发 MemoryError 异常。" helpurl="flash.errors:MemoryError">
					<folder name="方法" id="Methods" tiptext="MemoryError 类的方法" helpurl="flash.errors:MemoryError">
						<string name="MemoryError" object="[flash.errors.MemoryError]" text="new MemoryError(%消息:String%)" constructor="true" tiptext="创建新的 MemoryError 对象。" version="9" helpurl="flash.errors:MemoryError:MemoryError" playername=""/>
					</folder>
				</folder>
				<folder name="ScriptTimeoutError" id="[flash.errors.ScriptTimeoutError]" sort="true" index="true" asAncestors="Error,Object" tiptext="达到脚本超时间隔时，将引发 ScriptTimeoutError 异常。" helpurl="flash.errors:ScriptTimeoutError">
					<folder name="方法" id="Methods" tiptext="ScriptTimeoutError 类的方法" helpurl="flash.errors:ScriptTimeoutError">
						<string name="ScriptTimeoutError" object="[flash.errors.ScriptTimeoutError]" text="new ScriptTimeoutError(%消息:String%)" constructor="true" tiptext="创建新的 ScriptTimeoutError 对象。" version="9" helpurl="flash.errors:ScriptTimeoutError:ScriptTimeoutError" playername=""/>
					</folder>
				</folder>
				<folder name="SQLError" id="[flash.errors.SQLError]" sort="true" index="true" asAncestors="Error,Object" tiptext="SQLError 实例提供有关操作失败的详细信息。" helpurl="flash.errors:SQLError">
					<folder name="方法" id="Methods" tiptext="SQLError 类的方法" helpurl="flash.errors:SQLError">
						<string name="SQLError" object="[flash.errors.SQLError]" text="new SQLError(%操作:String,详细信息:String,消息:String[,id:int=0,详细信息ID:int=-1,详细信息参数:Array=null]%)" constructor="true" tiptext="创建一个 SQLError 实例，它可以单独引发或与 SQLErrorEvent 实例的 error 属性一起使用。" version="1.0" helpurl="flash.errors:SQLError:SQLError" playername="AIR"/>
						<string name="toString" object="[flash.errors.SQLError]" text=".toString(%%):String" tiptext="在默认情况下返回字符串&quot;Error&quot;；如果已定义，则返回 Error.message 属性中包含的值。" version="1.0" helpurl="flash.errors:SQLError:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLError 类的属性" helpurl="flash.errors:SQLError">
						<string name="detailArguments" object="[flash.errors.SQLError]" text=".detailArguments" tiptext="一个由字符串值构成的数组，这些值可以用于构造区域设置特定详细错误消息。" version="" helpurl="flash.errors:SQLError:detailArguments:get" playername="AIR"/>
						<string name="detailID" object="[flash.errors.SQLError]" text=".detailID" tiptext="与特定详细消息关联的引用编号。" version="" helpurl="flash.errors:SQLError:detailID:get" playername="AIR"/>
						<string name="details" object="[flash.errors.SQLError]" text=".details" tiptext="当前错误的详细信息。" version="" helpurl="flash.errors:SQLError:details:get" playername="AIR"/>
						<string name="operation" object="[flash.errors.SQLError]" text=".operation" tiptext="指示在发生错误时尝试执行的操作的值。" version="" helpurl="flash.errors:SQLError:operation:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLErrorOperation" id="[flash.errors.SQLErrorOperation]" sort="true" index="true" asAncestors="Object" tiptext="该类包含一些常量，它们表示 SQLError.operation 属性的可能值。" helpurl="flash.errors:SQLErrorOperation">
					<folder name="属性" id="Properties" tiptext="SQLErrorOperation 类的属性" helpurl="flash.errors:SQLErrorOperation">
						<string name="ANALYZE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ANALYZE" constant="true" tiptext="指示调用了 SQLConnection.analyze() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ANALYZE" playername="AIR"/>
						<string name="ATTACH" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ATTACH" constant="true" tiptext="指示调用了 SQLConnection.attach() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ATTACH" playername="AIR"/>
						<string name="BEGIN" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.BEGIN" constant="true" tiptext="指示调用了 SQLConnection.begin() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:BEGIN" playername="AIR"/>
						<string name="CLOSE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.CLOSE" constant="true" tiptext="指示调用了 SQLConnection.close() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:CLOSE" playername="AIR"/>
						<string name="COMMIT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.COMMIT" constant="true" tiptext="指示调用了 SQLConnection.commit() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:COMMIT" playername="AIR"/>
						<string name="COMPACT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.COMPACT" constant="true" tiptext="指示调用了 SQLConnection.compact() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:COMPACT" playername="AIR"/>
						<string name="DEANALYZE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.DEANALYZE" constant="true" tiptext="指示调用了 SQLConnection.deanalyze() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:DEANALYZE" playername="AIR"/>
						<string name="DETACH" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.DETACH" constant="true" tiptext="指示调用了 SQLConnection.detach() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:DETACH" playername="AIR"/>
						<string name="EXECUTE" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.EXECUTE" constant="true" tiptext="指示调用了 SQLStatement.execute() 方法或 SQLStatement.next() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:EXECUTE" playername="AIR"/>
						<string name="OPEN" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.OPEN" constant="true" tiptext="指示调用了 SQLConnection.open() 方法或 SQLConnection.openAsync() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:OPEN" playername="AIR"/>
						<string name="REENCRYPT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.REENCRYPT" constant="true" tiptext="指示调用了 SQLConnection.reencrypt() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:REENCRYPT" playername="AIR"/>
						<string name="RELEASE_SAVEPOINT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.RELEASE_SAVEPOINT" constant="true" tiptext="指示调用了 SQLConnection.releaseSavepoint() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:RELEASE_SAVEPOINT" playername="AIR"/>
						<string name="ROLLBACK_TO_SAVEPOINT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ROLLBACK_TO_SAVEPOINT" constant="true" tiptext="指示调用了 SQLConnection.rollbackToSavepoint() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ROLLBACK_TO_SAVEPOINT" playername="AIR"/>
						<string name="ROLLBACK" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.ROLLBACK" constant="true" tiptext="指示调用了 SQLConnection.rollback() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:ROLLBACK" playername="AIR"/>
						<string name="SCHEMA" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.SCHEMA" constant="true" tiptext="指示调用了 SQLConnection.loadSchema() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:SCHEMA" playername="AIR"/>
						<string name="SET_SAVEPOINT" object="[flash.errors.SQLErrorOperation]" text="SQLErrorOperation.SET_SAVEPOINT" constant="true" tiptext="指示调用了 SQLConnection.setSavepoint() 方法。" version="" helpurl="flash.errors:SQLErrorOperation:SET_SAVEPOINT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StackOverflowError" id="[flash.errors.StackOverflowError]" sort="true" index="true" asAncestors="Error,Object" tiptext="可用于脚本的堆栈用尽时，ActionScript 将引发 StackOverflowError 异常。" helpurl="flash.errors:StackOverflowError">
					<folder name="方法" id="Methods" tiptext="StackOverflowError 类的方法" helpurl="flash.errors:StackOverflowError">
						<string name="StackOverflowError" object="[flash.errors.StackOverflowError]" text="new StackOverflowError(%消息:String%)" constructor="true" tiptext="创建新的 StackOverflowError 对象。" version="9" helpurl="flash.errors:StackOverflowError:StackOverflowError" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.events" id="flash.events" sort="true" tiptext="flash.events 包的类" helpurl="flash.events">
				<folder name="AccelerometerEvent" id="[flash.events.AccelerometerEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当从安装在设备上的加速计传感器获得加速更新时，Accelerometer 类调度 AccelerometerEvent 对象。" helpurl="flash.events:AccelerometerEvent">
					<folder name="方法" id="Methods" tiptext="AccelerometerEvent 类的方法" helpurl="flash.events:AccelerometerEvent">
						<string name="AccelerometerEvent" object="[flash.events.AccelerometerEvent]" text="new AccelerometerEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,时间戳:Number=0,加速X:Number=0,加速Y:Number=0,加速Z:Number=0]%)" constructor="true" tiptext="AccelerometerEvent 对象的构造函数。" version="4" helpurl="flash.events:AccelerometerEvent:AccelerometerEvent" playername=""/>
						<string name="clone" object="[flash.events.AccelerometerEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 AccelerometerEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="10.1" helpurl="flash.events:AccelerometerEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.AccelerometerEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 AccelerometerEvent 对象的所有属性。" version="10.1" helpurl="flash.events:AccelerometerEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AccelerometerEvent 类的属性" helpurl="flash.events:AccelerometerEvent">
						<string name="UPDATE" object="[flash.events.AccelerometerEvent]" text="AccelerometerEvent.UPDATE" constant="true" tiptext="定义 AccelerometerEvent 事件对象的 type 属性值。" version="" helpurl="flash.events:AccelerometerEvent:UPDATE" playername=""/>
						<string name="accelerationX" object="[flash.events.AccelerometerEvent]" text=".accelerationX" tiptext="沿 X 轴的加速，以 G 为度量单位。" version="" helpurl="flash.events:AccelerometerEvent:accelerationX:get" playername=""/>
						<string name="accelerationY" object="[flash.events.AccelerometerEvent]" text=".accelerationY" tiptext="沿 Y 轴的加速，以 G 为度量单位。" version="" helpurl="flash.events:AccelerometerEvent:accelerationY:get" playername=""/>
						<string name="accelerationZ" object="[flash.events.AccelerometerEvent]" text=".accelerationZ" tiptext="沿 Z 轴的加速，以 G 为度量单位。" version="" helpurl="flash.events:AccelerometerEvent:accelerationZ:get" playername=""/>
						<string name="timestamp" object="[flash.events.AccelerometerEvent]" text=".timestamp" tiptext="自初始化运行时后事件的毫秒数。" version="" helpurl="flash.events:AccelerometerEvent:timestamp:get" playername=""/>
					</folder>
				</folder>
				<folder name="ActivityEvent" id="[flash.events.ActivityEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每次摄像头或麦克风报告其变为活动或非活动状态时，Camera 或 Microphone 对象将调度 ActivityEvent 对象。" helpurl="flash.events:ActivityEvent">
					<folder name="方法" id="Methods" tiptext="ActivityEvent 类的方法" helpurl="flash.events:ActivityEvent">
						<string name="ActivityEvent" object="[flash.events.ActivityEvent]" text="new ActivityEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,激活:Boolean=false]%)" constructor="true" tiptext="ActivityEvent 对象的构造函数。" version="9" helpurl="flash.events:ActivityEvent:ActivityEvent" playername=""/>
						<string name="clone" object="[flash.events.ActivityEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ActivityEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="9" helpurl="flash.events:ActivityEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ActivityEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ActivityEvent 对象的所有属性。" version="9" helpurl="flash.events:ActivityEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ActivityEvent 类的属性" helpurl="flash.events:ActivityEvent">
						<string name="ACTIVITY" object="[flash.events.ActivityEvent]" text="ActivityEvent.ACTIVITY" constant="true" tiptext="ActivityEvent.ACTIVITY 常数定义 activity 事件对象的 type 属性值。" version="" helpurl="flash.events:ActivityEvent:ACTIVITY" playername=""/>
						<string name="activating" object="[flash.events.ActivityEvent]" text=".activating" tiptext="指示设备已激活(true)还是被取消激活(false)。" version="" helpurl="flash.events:ActivityEvent:activating:get" playername=""/>
					</folder>
				</folder>
				<folder name="AsyncErrorEvent" id="[flash.events.AsyncErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="当可能来自于 LocalConnection、NetConnection、SharedObject 或 NetStream 之类的本机异步代码中引发异常时，对象将调度 AsyncErrorEvent。" helpurl="flash.events:AsyncErrorEvent">
					<folder name="方法" id="Methods" tiptext="AsyncErrorEvent 类的方法" helpurl="flash.events:AsyncErrorEvent">
						<string name="AsyncErrorEvent" object="[flash.events.AsyncErrorEvent]" text="new AsyncErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,错误:Error=null]%)" constructor="true" tiptext="AsyncErrorEvent 对象的构造函数。" version="4" helpurl="flash.events:AsyncErrorEvent:AsyncErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.AsyncErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 AsyncErrorEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="4" helpurl="flash.events:AsyncErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.AsyncErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 AsyncErrorEvent 对象的所有属性。" version="4" helpurl="flash.events:AsyncErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AsyncErrorEvent 类的属性" helpurl="flash.events:AsyncErrorEvent">
						<string name="ASYNC_ERROR" object="[flash.events.AsyncErrorEvent]" text="AsyncErrorEvent.ASYNC_ERROR" constant="true" tiptext="AsyncErrorEvent.ASYNC_ERROR 常数定义 asyncError 事件对象的 type 属性值。" version="" helpurl="flash.events:AsyncErrorEvent:ASYNC_ERROR" playername=""/>
						<string name="error" object="[flash.events.AsyncErrorEvent]" text=".error" tiptext="引发的异常。" version="" helpurl="flash.events:AsyncErrorEvent:error" playername=""/>
					</folder>
				</folder>
				<folder name="BrowserInvokeEvent" id="[flash.events.BrowserInvokeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当由于浏览器中的 SWF 文件而使用浏览器调用功能调用 AIR 应用程序时，该应用程序的 NativeApplication 对象将调度 browserInvoke 事件。" helpurl="flash.events:BrowserInvokeEvent">
					<folder name="方法" id="Methods" tiptext="BrowserInvokeEvent 类的方法" helpurl="flash.events:BrowserInvokeEvent">
						<string name="BrowserInvokeEvent" object="[flash.events.BrowserInvokeEvent]" text="new BrowserInvokeEvent(%类型:String,冒泡:Boolean,可取消:Boolean,参数:Array,沙箱类型:String,安全域:String,是HTTPS:Boolean,是用户事件:Boolean%)" constructor="true" tiptext="BrowserInvokeEvent 类的构造函数。" version="1.0" helpurl="flash.events:BrowserInvokeEvent:BrowserInvokeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.BrowserInvokeEvent]" text=".clone(%%):flash.events:Event" tiptext="创建此事件的新副本。" version="1.0" helpurl="flash.events:BrowserInvokeEvent:clone" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BrowserInvokeEvent 类的属性" helpurl="flash.events:BrowserInvokeEvent">
						<string name="BROWSER_INVOKE" object="[flash.events.BrowserInvokeEvent]" text="BrowserInvokeEvent.BROWSER_INVOKE" constant="true" tiptext="BrowserInvokeEvent.BROWSER_INVOKE 常量定义 BrowserInvokeEvent 对象的 type 属性值。" version="" helpurl="flash.events:BrowserInvokeEvent:BROWSER_INVOKE" playername="AIR"/>
						<string name="arguments" object="[flash.events.BrowserInvokeEvent]" text=".arguments" tiptext="要传递给应用程序的参数（字符串）数组。" version="" helpurl="flash.events:BrowserInvokeEvent:arguments:get" playername="AIR"/>
						<string name="isHTTPS" object="[flash.events.BrowserInvokeEvent]" text=".isHTTPS" tiptext="浏览器中的内容是否使用 HTTPS URL 架构，如果是，则为 true，否则为 false。" version="" helpurl="flash.events:BrowserInvokeEvent:isHTTPS:get" playername="AIR"/>
						<string name="isUserEvent" object="[flash.events.BrowserInvokeEvent]" text=".isUserEvent" tiptext="浏览器调用是否生成用户事件（如鼠标单击）。" version="" helpurl="flash.events:BrowserInvokeEvent:isUserEvent:get" playername="AIR"/>
						<string name="sandboxType" object="[flash.events.BrowserInvokeEvent]" text=".sandboxType" tiptext="浏览器中的内容的沙箱类型。" version="" helpurl="flash.events:BrowserInvokeEvent:sandboxType:get" playername="AIR"/>
						<string name="securityDomain" object="[flash.events.BrowserInvokeEvent]" text=".securityDomain" tiptext="浏览器中的内容的安全域，如 www.adobe.com 或 www.example.org。" version="" helpurl="flash.events:BrowserInvokeEvent:securityDomain:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ContextMenuEvent" id="[flash.events.ContextMenuEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当用户打开上下文菜单或与之进行交互时，InteractiveObject 将调度 ContextMenuEvent 对象。" helpurl="flash.events:ContextMenuEvent">
					<folder name="方法" id="Methods" tiptext="ContextMenuEvent 类的方法" helpurl="flash.events:ContextMenuEvent">
						<string name="ContextMenuEvent" object="[flash.events.ContextMenuEvent]" text="new ContextMenuEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,鼠标目标:flash.display:InteractiveObject=null,上下文菜单所有者:flash.display:InteractiveObject=null]%)" constructor="true" tiptext="ContextMenuEvent 对象的构造函数。" version="9" helpurl="flash.events:ContextMenuEvent:ContextMenuEvent" playername=""/>
						<string name="clone" object="[flash.events.ContextMenuEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ContextMenuEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="9" helpurl="flash.events:ContextMenuEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ContextMenuEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ContextMenuEvent 对象的所有属性。" version="9" helpurl="flash.events:ContextMenuEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContextMenuEvent 类的属性" helpurl="flash.events:ContextMenuEvent">
						<string name="MENU_ITEM_SELECT" object="[flash.events.ContextMenuEvent]" text="ContextMenuEvent.MENU_ITEM_SELECT" constant="true" tiptext="定义 menuItemSelect 事件对象的 type 属性值。" version="" helpurl="flash.events:ContextMenuEvent:MENU_ITEM_SELECT" playername=""/>
						<string name="MENU_SELECT" object="[flash.events.ContextMenuEvent]" text="ContextMenuEvent.MENU_SELECT" constant="true" tiptext="定义 menuSelect event 事件对象的 type 属性值。" version="" helpurl="flash.events:ContextMenuEvent:MENU_SELECT" playername=""/>
						<string name="contextMenuOwner" object="[flash.events.ContextMenuEvent]" text=".contextMenuOwner" tiptext="菜单附加到的显示列表对象。" version="" helpurl="flash.events:ContextMenuEvent:contextMenuOwner:get" playername=""/>
						<string name="isMouseTargetInaccessible" object="[flash.events.ContextMenuEvent]" text=".isMouseTargetInaccessible" tiptext="指示 mouseTarget 属性是否因某些安全原因设置为 null。" version="" helpurl="flash.events:ContextMenuEvent:isMouseTargetInaccessible:get" playername=""/>
						<string name="mouseTarget" object="[flash.events.ContextMenuEvent]" text=".mouseTarget" tiptext="用户右键单击以显示上下文菜单的显示列表对象。" version="" helpurl="flash.events:ContextMenuEvent:mouseTarget:get" playername=""/>
					</folder>
				</folder>
				<folder name="DataEvent" id="[flash.events.DataEvent]" sort="true" index="true" asAncestors="flash.events:TextEvent,flash.events:Event,Object" tiptext="当原始数据完成加载后，对象将调度 DataEvent 对象。" helpurl="flash.events:DataEvent">
					<folder name="方法" id="Methods" tiptext="DataEvent 类的方法" helpurl="flash.events:DataEvent">
						<string name="DataEvent" object="[flash.events.DataEvent]" text="new DataEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,数据:String]%)" constructor="true" tiptext="DataEvent 对象的构造函数。" version="4" helpurl="flash.events:DataEvent:DataEvent" playername=""/>
						<string name="clone" object="[flash.events.DataEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DataEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="4" helpurl="flash.events:DataEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.DataEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DataEvent 对象的所有属性。" version="4" helpurl="flash.events:DataEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DataEvent 类的属性" helpurl="flash.events:DataEvent">
						<string name="DATA" object="[flash.events.DataEvent]" text="DataEvent.DATA" constant="true" tiptext="定义 data 事件对象的 type 属性值。" version="" helpurl="flash.events:DataEvent:DATA" playername=""/>
						<string name="UPLOAD_COMPLETE_DATA" object="[flash.events.DataEvent]" text="DataEvent.UPLOAD_COMPLETE_DATA" constant="true" tiptext="定义 uploadCompleteData 事件对象的 type 属性值。" version="" helpurl="flash.events:DataEvent:UPLOAD_COMPLETE_DATA" playername=""/>
						<string name="data" object="[flash.events.DataEvent]" text=".data" tiptext="加载到 Flash Player 或 Adobe AIR 中的原始数据。" version="" helpurl="flash.events:DataEvent:data:get" playername=""/>
					</folder>
				</folder>
				<folder name="DatagramSocketDataEvent" id="[flash.events.DatagramSocketDataEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在数据报套接字接收到数据后，将调度 DatagramSocketDataEvent 对象。" helpurl="flash.events:DatagramSocketDataEvent">
					<folder name="方法" id="Methods" tiptext="DatagramSocketDataEvent 类的方法" helpurl="flash.events:DatagramSocketDataEvent">
						<string name="DatagramSocketDataEvent" object="[flash.events.DatagramSocketDataEvent]" text="new DatagramSocketDataEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,源地址:String,源端口:int=0,目标地址:String,目标端口:int=0,数据:flash.utils:ByteArray=null]%)" constructor="true" tiptext="创建包含有关 Datagram 事件信息的 Event 对象。" version="2" helpurl="flash.events:DatagramSocketDataEvent:DatagramSocketDataEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.DatagramSocketDataEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DatagramSocketDataEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2" helpurl="flash.events:DatagramSocketDataEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DatagramSocketDataEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DatagramSocketDataEvent 对象的所有属性。" version="2" helpurl="flash.events:DatagramSocketDataEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DatagramSocketDataEvent 类的属性" helpurl="flash.events:DatagramSocketDataEvent">
						<string name="DATA" object="[flash.events.DatagramSocketDataEvent]" text="DatagramSocketDataEvent.DATA" constant="true" tiptext="定义 data 事件对象的 type 属性值。" version="" helpurl="flash.events:DatagramSocketDataEvent:DATA" playername="AIR"/>
						<string name="data" object="[flash.events.DatagramSocketDataEvent]" text=".data" tiptext="数据报数据包数据。" version="" helpurl="flash.events:DatagramSocketDataEvent:data:get" playername="AIR"/>
						<string name="dstAddress" object="[flash.events.DatagramSocketDataEvent]" text=".dstAddress" tiptext="调用此事件的 DatagramSocket 对象的 IP 地址。" version="" helpurl="flash.events:DatagramSocketDataEvent:dstAddress:get" playername="AIR"/>
						<string name="dstPort" object="[flash.events.DatagramSocketDataEvent]" text=".dstPort" tiptext="调用此事件的 DatagramSocket 对象的端口。" version="" helpurl="flash.events:DatagramSocketDataEvent:dstPort:get" playername="AIR"/>
						<string name="srcAddress" object="[flash.events.DatagramSocketDataEvent]" text=".srcAddress" tiptext="发送此包的计算机的 IP 地址。" version="" helpurl="flash.events:DatagramSocketDataEvent:srcAddress:get" playername="AIR"/>
						<string name="srcPort" object="[flash.events.DatagramSocketDataEvent]" text=".srcPort" tiptext="发送此包的计算机上的端口。" version="" helpurl="flash.events:DatagramSocketDataEvent:srcPort:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DNSResolverEvent" id="[flash.events.DNSResolverEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="DNSResolverEvent 类表示域名系统 (DNS) 查找操作的结果。" helpurl="flash.events:DNSResolverEvent">
					<folder name="方法" id="Methods" tiptext="DNSResolverEvent 类的方法" helpurl="flash.events:DNSResolverEvent">
						<string name="DNSResolverEvent" object="[flash.events.DNSResolverEvent]" text="new DNSResolverEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,主机:String,资源记录:Array=null]%)" constructor="true" tiptext="创建一个包含 DNS 查找操作结果的 DNSResolverEvent 对象。" version="2" helpurl="flash.events:DNSResolverEvent:DNSResolverEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.DNSResolverEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DNSResolverEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="2" helpurl="flash.events:DNSResolverEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DNSResolverEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DNSResolverEvent 对象的所有属性。" version="2" helpurl="flash.events:DNSResolverEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DNSResolverEvent 类的属性" helpurl="flash.events:DNSResolverEvent">
						<string name="LOOKUP" object="[flash.events.DNSResolverEvent]" text="DNSResolverEvent.LOOKUP" constant="true" tiptext="定义查找事件对象的 type 属性值。" version="" helpurl="flash.events:DNSResolverEvent:LOOKUP" playername="AIR"/>
						<string name="host" object="[flash.events.DNSResolverEvent]" text=".host" tiptext="查询字符串，如主机名称、IP 地址或服务定位器，用于此事件作为响应的 DNSResolver 类的 lookup() 方法的调用。" version="" helpurl="flash.events:DNSResolverEvent:host:get" playername="AIR"/>
						<string name="resourceRecords" object="[flash.events.DNSResolverEvent]" text=".resourceRecords" tiptext="包含由 DNS 查找操作返回的资源记录的数组。" version="" helpurl="flash.events:DNSResolverEvent:resourceRecords:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DRMAuthenticateEvent" id="[flash.events.DRMAuthenticateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在尝试播放数字权限管理 (DRM) 加密的内容（需要用户凭据以进行身份验证）时，NetStream 对象将调度 DRMAuthenticateEvent 对象。" helpurl="flash.events:DRMAuthenticateEvent">
					<folder name="方法" id="Methods" tiptext="DRMAuthenticateEvent 类的方法" helpurl="flash.events:DRMAuthenticateEvent">
						<string name="DRMAuthenticateEvent" object="[flash.events.DRMAuthenticateEvent]" text="new DRMAuthenticateEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,标题:String,用户提示:String,密码提示:String,URL提示:String,验证类型:String,网络流:flash.net:NetStream=null]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 DRM 验证事件的特定信息。" version="1.0" helpurl="flash.events:DRMAuthenticateEvent:DRMAuthenticateEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.DRMAuthenticateEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DRMAuthenticateEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:DRMAuthenticateEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DRMAuthenticateEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DRMAuthenticateEvent 对象的所有属性。" version="1.0" helpurl="flash.events:DRMAuthenticateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMAuthenticateEvent 类的属性" helpurl="flash.events:DRMAuthenticateEvent">
						<string name="AUTHENTICATION_TYPE_DRM" object="[flash.events.DRMAuthenticateEvent]" text="DRMAuthenticateEvent.AUTHENTICATION_TYPE_DRM" constant="true" tiptext="DRMAuthenticateEvent.AUTHENTICATION_TYPE_DRM 常量定义 DRMAuthenticateEvent 对象的 authenticationType 属性值。" version="" helpurl="flash.events:DRMAuthenticateEvent:AUTHENTICATION_TYPE_DRM" playername="AIR"/>
						<string name="AUTHENTICATION_TYPE_PROXY" object="[flash.events.DRMAuthenticateEvent]" text="DRMAuthenticateEvent.AUTHENTICATION_TYPE_PROXY" constant="true" tiptext="DRMAuthenticateEvent.AUTHENTICATION_TYPE_PROXY 常量定义 DRMAuthenticateEvent 对象的 authenticationType 属性值。" version="" helpurl="flash.events:DRMAuthenticateEvent:AUTHENTICATION_TYPE_PROXY" playername="AIR"/>
						<string name="DRM_AUTHENTICATE" object="[flash.events.DRMAuthenticateEvent]" text="DRMAuthenticateEvent.DRM_AUTHENTICATE" constant="true" tiptext="DRMAuthenticateEvent.DRM_AUTHENTICATE 常量定义 DRMAuthenticateEvent 对象的 type 属性值。" version="" helpurl="flash.events:DRMAuthenticateEvent:DRM_AUTHENTICATE" playername="AIR"/>
						<string name="authenticationType" object="[flash.events.DRMAuthenticateEvent]" text=".authenticationType" tiptext="指示提供的凭据是用于针对 Flash Media Rights Management Server (FMRMS) 进行验证，还是用于针对代理服务器进行验证。" version="" helpurl="flash.events:DRMAuthenticateEvent:authenticationType:get" playername="AIR"/>
						<string name="header" object="[flash.events.DRMAuthenticateEvent]" text=".header" tiptext="服务器提供的加密内容文件标头。" version="" helpurl="flash.events:DRMAuthenticateEvent:header:get" playername="AIR"/>
						<string name="netstream" object="[flash.events.DRMAuthenticateEvent]" text=".netstream" tiptext="启动此事件的 NetStream 对象。" version="" helpurl="flash.events:DRMAuthenticateEvent:netstream:get" playername="AIR"/>
						<string name="passwordPrompt" object="[flash.events.DRMAuthenticateEvent]" text=".passwordPrompt" tiptext="服务器提供的密码凭据提示。" version="" helpurl="flash.events:DRMAuthenticateEvent:passwordPrompt:get" playername="AIR"/>
						<string name="urlPrompt" object="[flash.events.DRMAuthenticateEvent]" text=".urlPrompt" tiptext="服务器提供的 URL 字符串提示。" version="" helpurl="flash.events:DRMAuthenticateEvent:urlPrompt:get" playername="AIR"/>
						<string name="usernamePrompt" object="[flash.events.DRMAuthenticateEvent]" text=".usernamePrompt" tiptext="服务器提供的用户名凭据提示。" version="" helpurl="flash.events:DRMAuthenticateEvent:usernamePrompt:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DRMAuthenticationCompleteEvent" id="[flash.events.DRMAuthenticationCompleteEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在 DRMManager 对象的 authenticate() 方法调用成功后，DRMManager 将调度 DRMAuthenticationCompleteEvent 对象。" helpurl="flash.events:DRMAuthenticationCompleteEvent">
					<folder name="方法" id="Methods" tiptext="DRMAuthenticationCompleteEvent 类的方法" helpurl="flash.events:DRMAuthenticationCompleteEvent">
						<string name="DRMAuthenticationCompleteEvent" object="[flash.events.DRMAuthenticationCompleteEvent]" text="new DRMAuthenticationCompleteEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,服务器URL:String=null,域:String=null,标记:flash.utils:ByteArray=null]%)" constructor="true" tiptext="创建一个新的 DRMAuthenticationCompleteEvent 对象实例。" version="10.1" helpurl="flash.events:DRMAuthenticationCompleteEvent:DRMAuthenticationCompleteEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".clone(%%):flash.events:Event" tiptext="复制 Event 子类的实例。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMAuthenticationCompleteEvent 类的属性" helpurl="flash.events:DRMAuthenticationCompleteEvent">
						<string name="AUTHENTICATION_COMPLETE" object="[flash.events.DRMAuthenticationCompleteEvent]" text="DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE" constant="true" tiptext="此字符串常量用于在添加和删除事件侦听器时对 complete 事件中的 type 参数进行身份验证。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:AUTHENTICATION_COMPLETE" playername=""/>
						<string name="domain" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".domain" tiptext="Media Rights Server 的内容域。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:domain:get" playername=""/>
						<string name="serverURL" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".serverURL" tiptext="Media Rights Server 的 URL。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:serverURL:get" playername=""/>
						<string name="token" object="[flash.events.DRMAuthenticationCompleteEvent]" text=".token" tiptext="身份验证令牌。" version="" helpurl="flash.events:DRMAuthenticationCompleteEvent:token:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMAuthenticationErrorEvent" id="[flash.events.DRMAuthenticationErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="在 DRMManager 对象的 authenticate() 方法调用失败后，DRMManager 将调度 DRMAuthenticationErrorEvent 对象。" helpurl="flash.events:DRMAuthenticationErrorEvent">
					<folder name="方法" id="Methods" tiptext="DRMAuthenticationErrorEvent 类的方法" helpurl="flash.events:DRMAuthenticationErrorEvent">
						<string name="DRMAuthenticationErrorEvent" object="[flash.events.DRMAuthenticationErrorEvent]" text="new DRMAuthenticationErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,详细信息:String,错误ID:int=0,子错误ID:int=0,服务器URL:String=null,域:String=null]%)" constructor="true" tiptext="创建一个新的 DRMAuthenticationErrorEvent 对象实例。" version="10.1" helpurl="flash.events:DRMAuthenticationErrorEvent:DRMAuthenticationErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMAuthenticationErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ErrorEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMAuthenticationErrorEvent 类的属性" helpurl="flash.events:DRMAuthenticationErrorEvent">
						<string name="AUTHENTICATION_ERROR" object="[flash.events.DRMAuthenticationErrorEvent]" text="DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR" constant="true" tiptext="此字符串常量用于在添加和删除事件侦听器时对 error 事件中的 type 参数进行身份验证。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:AUTHENTICATION_ERROR" playername=""/>
						<string name="domain" object="[flash.events.DRMAuthenticationErrorEvent]" text=".domain" tiptext="Media Rights Server 的内容域。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:domain:get" playername=""/>
						<string name="serverURL" object="[flash.events.DRMAuthenticationErrorEvent]" text=".serverURL" tiptext="拒绝身份验证尝试的媒体权限服务器的 URL。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:serverURL:get" playername=""/>
						<string name="subErrorID" object="[flash.events.DRMAuthenticationErrorEvent]" text=".subErrorID" tiptext="更详细的错误代码。" version="" helpurl="flash.events:DRMAuthenticationErrorEvent:subErrorID:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMErrorEvent" id="[flash.events.DRMErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="DRMErrorEvent 类提供播放数字权限管理 (DRM) 加密文件时出现的错误的相关信息。" helpurl="flash.events:DRMErrorEvent">
					<folder name="方法" id="Methods" tiptext="DRMErrorEvent 类的方法" helpurl="flash.events:DRMErrorEvent">
						<string name="DRMErrorEvent" object="[flash.events.DRMErrorEvent]" text="new DRMErrorEvent(%[类型:String=unknown,冒泡:Boolean=false,可取消:Boolean=false,以错误详细信息表示:String,以错误代码表示:int=0,以子错误ID表示:int=0,以元数据表示:flash.net.drm:DRMContentData=null,以需要的系统更新表示:Boolean=false,以需要的Drm更新表示:Boolean=false]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 DRM 错误事件的特定信息。" version="10.1" helpurl="flash.events:DRMErrorEvent:DRMErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DRMErrorEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="10.1" helpurl="flash.events:DRMErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.DRMErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DRMErrorEvent 对象的所有属性。" version="10.1" helpurl="flash.events:DRMErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMErrorEvent 类的属性" helpurl="flash.events:DRMErrorEvent">
						<string name="DRM_ERROR" object="[flash.events.DRMErrorEvent]" text="DRMErrorEvent.DRM_ERROR" constant="true" tiptext="DRMErrorEvent.DRM_ERROR 常量定义 drmError 事件对象的 type 属性值。" version="" helpurl="flash.events:DRMErrorEvent:DRM_ERROR" playername=""/>
						<string name="contentData" object="[flash.events.DRMErrorEvent]" text=".contentData" tiptext="适用于媒体文件的 DRMContentData。" version="" helpurl="flash.events:DRMErrorEvent:contentData:get" playername=""/>
						<string name="drmUpdateNeeded" object="[flash.events.DRMErrorEvent]" text=".drmUpdateNeeded" tiptext="指示是否需要更新 DRM 来播放受 DRM 保护的内容。" version="" helpurl="flash.events:DRMErrorEvent:drmUpdateNeeded:get" playername=""/>
						<string name="subErrorID" object="[flash.events.DRMErrorEvent]" text=".subErrorID" tiptext="指示有关基本问题的更多详细信息的错误 ID。" version="" helpurl="flash.events:DRMErrorEvent:subErrorID:get" playername=""/>
						<string name="systemUpdateNeeded" object="[flash.events.DRMErrorEvent]" text=".systemUpdateNeeded" tiptext="指示是否需要更新系统来播放受 DRM 保护的内容。" version="" helpurl="flash.events:DRMErrorEvent:systemUpdateNeeded:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMStatusEvent" id="[flash.events.DRMStatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在使用数字权限管理 (DRM) 加密保护的内容成功开始播放时（在验证凭证以及在用户经过身份验证并获得查看内容的授权时），NetStream 对象将调度 DRMStatusEvent 对象。" helpurl="flash.events:DRMStatusEvent">
					<folder name="方法" id="Methods" tiptext="DRMStatusEvent 类的方法" helpurl="flash.events:DRMStatusEvent">
						<string name="DRMStatusEvent" object="[flash.events.DRMStatusEvent]" text="new DRMStatusEvent(%[类型:String=unknown,冒泡:Boolean=false,可取消:Boolean=false,以元数据表示:flash.net.drm:DRMContentData=null,以凭证表示:flash.net.drm:DRMVoucher=null,以本地表示:Boolean=false]%)" constructor="true" tiptext="创建一个 Event 对象，其中包含有关 DRM 状态事件的特定信息。" version="10.1" helpurl="flash.events:DRMStatusEvent:DRMStatusEvent" playername=""/>
						<string name="clone" object="[flash.events.DRMStatusEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 DRMStatusEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:DRMStatusEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.DRMStatusEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 DRMStatusEvent 对象的所有属性。" version="1.0" helpurl="flash.events:DRMStatusEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMStatusEvent 类的属性" helpurl="flash.events:DRMStatusEvent">
						<string name="DRM_STATUS" object="[flash.events.DRMStatusEvent]" text="DRMStatusEvent.DRM_STATUS" constant="true" tiptext="DRMStatusEvent.DRM_STATUS 常量定义 drmStatus 事件对象的 type 属性值。" version="" helpurl="flash.events:DRMStatusEvent:DRM_STATUS" playername=""/>
						<string name="contentData" object="[flash.events.DRMStatusEvent]" text=".contentData" tiptext="一个 DRMContentData 对象，其中包含获取查看受 DRM 保护内容的凭证所必需的信息。" version="" helpurl="flash.events:DRMStatusEvent:contentData:get" playername=""/>
						<string name="detail" object="[flash.events.DRMStatusEvent]" text=".detail" tiptext="说明状态事件上下文的字符串。" version="" helpurl="flash.events:DRMStatusEvent:detail:get" playername="AIR"/>
						<string name="isAnonymous" object="[flash.events.DRMStatusEvent]" text=".isAnonymous" tiptext="表示使用数字版权管理 (DRM) 加密保护的内容是否可用而不需要用户提供身份验证凭据。" version="" helpurl="flash.events:DRMStatusEvent:isAnonymous:get" playername="AIR"/>
						<string name="isAvailableOffline" object="[flash.events.DRMStatusEvent]" text=".isAvailableOffline" tiptext="表示是否可以脱机使用由数字权限管理 (DRM) 加密保护的内容。" version="" helpurl="flash.events:DRMStatusEvent:isAvailableOffline:get" playername="AIR"/>
						<string name="isLocal" object="[flash.events.DRMStatusEvent]" text=".isLocal" tiptext="指示凭证是否在本地凭证存储中进行了缓存。" version="" helpurl="flash.events:DRMStatusEvent:isLocal:get" playername=""/>
						<string name="offlineLeasePeriod" object="[flash.events.DRMStatusEvent]" text=".offlineLeasePeriod" tiptext="可以脱机查看内容的剩余天数。" version="" helpurl="flash.events:DRMStatusEvent:offlineLeasePeriod:get" playername="AIR"/>
						<string name="policies" object="[flash.events.DRMStatusEvent]" text=".policies" tiptext="DRM 状态事件的自定义对象。" version="" helpurl="flash.events:DRMStatusEvent:policies:get" playername="AIR"/>
						<string name="voucherEndDate" object="[flash.events.DRMStatusEvent]" text=".voucherEndDate" tiptext="凭证的绝对到期日期，此后，用户将无法再查看该内容。" version="" helpurl="flash.events:DRMStatusEvent:voucherEndDate:get" playername="AIR"/>
						<string name="voucher" object="[flash.events.DRMStatusEvent]" text=".voucher" tiptext="内容的 DRMVoucher 对象。" version="" helpurl="flash.events:DRMStatusEvent:voucher:get" playername=""/>
					</folder>
				</folder>
				<folder name="ErrorEvent" id="[flash.events.ErrorEvent]" sort="true" index="true" asAncestors="flash.events:TextEvent,flash.events:Event,Object" tiptext="当发生错误导致异步操作失败时，对象会调度 ErrorEvent 对象。" helpurl="flash.events:ErrorEvent">
					<folder name="方法" id="Methods" tiptext="ErrorEvent 类的方法" helpurl="flash.events:ErrorEvent">
						<string name="ErrorEvent" object="[flash.events.ErrorEvent]" text="new ErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" constructor="true" tiptext="ErrorEvent 对象的构造函数。" version="4" helpurl="flash.events:ErrorEvent:ErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.ErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ErrorEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:ErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ErrorEvent 对象的所有属性。" version="4" helpurl="flash.events:ErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ErrorEvent 类的属性" helpurl="flash.events:ErrorEvent">
						<string name="ERROR" object="[flash.events.ErrorEvent]" text="ErrorEvent.ERROR" constant="true" tiptext="定义 error 事件对象的 type 属性值。" version="" helpurl="flash.events:ErrorEvent:ERROR" playername=""/>
						<string name="errorID" object="[flash.events.ErrorEvent]" text=".errorID" tiptext="包含与特定错误相关联的引用编号。" version="" helpurl="flash.events:ErrorEvent:errorID:get" playername=""/>
					</folder>
				</folder>
				<folder name="Event" id="[flash.events.Event]" sort="true" index="true" asAncestors="Object" tiptext="Event 类作为创建 Event 对象的基类，当发生事件时，Event 对象将作为参数传递给事件侦听器。" helpurl="flash.events:Event">
					<folder name="方法" id="Methods" tiptext="Event 类的方法" helpurl="flash.events:Event">
						<string name="Event" object="[flash.events.Event]" text="new Event(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="用于创建新的 Event 对象。" version="4" helpurl="flash.events:Event:Event" playername=""/>
						<string name="clone" object="[flash.events.Event]" text=".clone(%%):flash.events:Event" tiptext="复制 Event 子类的实例。" version="4" helpurl="flash.events:Event:clone" playername=""/>
						<string name="formatToString" object="[flash.events.Event]" text=".formatToString(%类名称:String,参数:可变长度参数%):String" tiptext="用于在自定义 ActionScript 3.0 Event 类中实现 toString() 方法的实用程序函数。" version="4" helpurl="flash.events:Event:formatToString" playername=""/>
						<string name="isDefaultPrevented" object="[flash.events.Event]" text=".isDefaultPrevented(%%):Boolean" tiptext="检查是否已对事件调用 preventDefault() 方法。" version="4" helpurl="flash.events:Event:isDefaultPrevented" playername=""/>
						<string name="preventDefault" object="[flash.events.Event]" text=".preventDefault(%%):void" tiptext="如果可以取消事件的默认行为，则取消该行为。" version="4" helpurl="flash.events:Event:preventDefault" playername=""/>
						<string name="stopImmediatePropagation" object="[flash.events.Event]" text=".stopImmediatePropagation(%%):void" tiptext="防止对事件流中当前节点中和所有后续节点中的事件侦听器进行处理。" version="4" helpurl="flash.events:Event:stopImmediatePropagation" playername=""/>
						<string name="stopPropagation" object="[flash.events.Event]" text=".stopPropagation(%%):void" tiptext="防止对事件流中当前节点的后续节点中的所有事件侦听器进行处理。" version="4" helpurl="flash.events:Event:stopPropagation" playername=""/>
						<string name="toString" object="[flash.events.Event]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 Event 对象的所有属性。" version="4" helpurl="flash.events:Event:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Event 类的属性" helpurl="flash.events:Event">
						<string name="ACTIVATE" object="[flash.events.Event]" text="Event.ACTIVATE" constant="true" tiptext="ACTIVATE 常量定义 activate 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:ACTIVATE" playername=""/>
						<string name="ADDED_TO_STAGE" object="[flash.events.Event]" text="Event.ADDED_TO_STAGE" constant="true" tiptext="Event.ADDED_TO_STAGE 常量定义 addedToStage 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:ADDED_TO_STAGE" playername=""/>
						<string name="ADDED" object="[flash.events.Event]" text="Event.ADDED" constant="true" tiptext="Event.ADDED 常量定义 added 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:ADDED" playername=""/>
						<string name="CANCEL" object="[flash.events.Event]" text="Event.CANCEL" constant="true" tiptext="Event.CANCEL 常量定义 cancel 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:CANCEL" playername=""/>
						<string name="CHANGE" object="[flash.events.Event]" text="Event.CHANGE" constant="true" tiptext="Event.CHANGE 常量定义 change 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:CHANGE" playername=""/>
						<string name="CLEAR" object="[flash.events.Event]" text="Event.CLEAR" constant="true" tiptext="Event.CLEAR 常量定义 clear 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:CLEAR" playername=""/>
						<string name="CLOSE" object="[flash.events.Event]" text="Event.CLOSE" constant="true" tiptext="Event.CLOSE 常量定义 close 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:CLOSE" playername=""/>
						<string name="CLOSING" object="[flash.events.Event]" text="Event.CLOSING" constant="true" tiptext="Event.CLOSING 常量定义 closing 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:CLOSING" playername=""/>
						<string name="COMPLETE" object="[flash.events.Event]" text="Event.COMPLETE" constant="true" tiptext="Event.COMPLETE 常量定义 complete 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:COMPLETE" playername=""/>
						<string name="CONNECT" object="[flash.events.Event]" text="Event.CONNECT" constant="true" tiptext="Event.CONNECT 常量定义 connect 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:CONNECT" playername=""/>
						<string name="COPY" object="[flash.events.Event]" text="Event.COPY" constant="true" tiptext="定义 copy 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:COPY" playername=""/>
						<string name="CUT" object="[flash.events.Event]" text="Event.CUT" constant="true" tiptext="定义 cut 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:CUT" playername=""/>
						<string name="DEACTIVATE" object="[flash.events.Event]" text="Event.DEACTIVATE" constant="true" tiptext="Event.DEACTIVATE 常量定义 deactivate 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:DEACTIVATE" playername=""/>
						<string name="DISPLAYING" object="[flash.events.Event]" text="Event.DISPLAYING" constant="true" tiptext="Event.DISPLAYING 常量定义 displaying 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:DISPLAYING" playername=""/>
						<string name="ENTER_FRAME" object="[flash.events.Event]" text="Event.ENTER_FRAME" constant="true" tiptext="Event.ENTER_FRAME 常量定义 enterFrame 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:ENTER_FRAME" playername=""/>
						<string name="EXITING" object="[flash.events.Event]" text="Event.EXITING" constant="true" tiptext="Event.EXITING 常量定义 exiting 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:EXITING" playername=""/>
						<string name="EXIT_FRAME" object="[flash.events.Event]" text="Event.EXIT_FRAME" constant="true" tiptext="Event.EXIT_FRAME 常量定义 exitFrame 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:EXIT_FRAME" playername=""/>
						<string name="FRAME_CONSTRUCTED" object="[flash.events.Event]" text="Event.FRAME_CONSTRUCTED" constant="true" tiptext="Event.FRAME_CONSTRUCTED 常量定义 frameConstructed 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:FRAME_CONSTRUCTED" playername=""/>
						<string name="FULLSCREEN" object="[flash.events.Event]" text="Event.FULLSCREEN" constant="true" tiptext="Event.FULL_SCREEN 常量定义 fullScreen 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:FULLSCREEN" playername=""/>
						<string name="HTML_BOUNDS_CHANGE" object="[flash.events.Event]" text="Event.HTML_BOUNDS_CHANGE" constant="true" tiptext="Event.HTML_BOUNDS_CHANGE 常量定义 htmlBoundsChange 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:HTML_BOUNDS_CHANGE" playername=""/>
						<string name="HTML_DOM_INITIALIZE" object="[flash.events.Event]" text="Event.HTML_DOM_INITIALIZE" constant="true" tiptext="Event.HTML_DOM_INITIALIZE 常量定义 htmlDOMInitialize 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:HTML_DOM_INITIALIZE" playername=""/>
						<string name="HTML_RENDER" object="[flash.events.Event]" text="Event.HTML_RENDER" constant="true" tiptext="Event.HTML_RENDER 常量定义 htmlRender 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:HTML_RENDER" playername=""/>
						<string name="ID3" object="[flash.events.Event]" text="Event.ID3" constant="true" tiptext="Event.ID3 常量定义 id3 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:ID3" playername=""/>
						<string name="INIT" object="[flash.events.Event]" text="Event.INIT" constant="true" tiptext="Event.INIT 常量定义 init 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:INIT" playername=""/>
						<string name="LOCATION_CHANGE" object="[flash.events.Event]" text="Event.LOCATION_CHANGE" constant="true" tiptext="Event.LOCATION_CHANGE 常量定义 locationChange 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:LOCATION_CHANGE" playername=""/>
						<string name="MOUSE_LEAVE" object="[flash.events.Event]" text="Event.MOUSE_LEAVE" constant="true" tiptext="Event.MOUSE_LEAVE 常量定义 mouseLeave 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:MOUSE_LEAVE" playername=""/>
						<string name="NETWORK_CHANGE" object="[flash.events.Event]" text="Event.NETWORK_CHANGE" constant="true" tiptext="Event.NETWORK_CHANGE 常量定义 networkChange 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:NETWORK_CHANGE" playername=""/>
						<string name="OPEN" object="[flash.events.Event]" text="Event.OPEN" constant="true" tiptext="Event.OPEN 常量用于定义 open 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:OPEN" playername=""/>
						<string name="PASTE" object="[flash.events.Event]" text="Event.PASTE" constant="true" tiptext="Event.PASTE 常量定义 paste 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:PASTE" playername=""/>
						<string name="PREPARING" object="[flash.events.Event]" text="Event.PREPARING" constant="true" tiptext="Event.PREPARING 常量定义 preparing 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:PREPARING" playername="AIR"/>
						<string name="REMOVED_FROM_STAGE" object="[flash.events.Event]" text="Event.REMOVED_FROM_STAGE" constant="true" tiptext="Event.REMOVED_FROM_STAGE 常量定义 removedFromStage 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:REMOVED_FROM_STAGE" playername=""/>
						<string name="REMOVED" object="[flash.events.Event]" text="Event.REMOVED" constant="true" tiptext="Event.REMOVED 常量定义 removed 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:REMOVED" playername=""/>
						<string name="RENDER" object="[flash.events.Event]" text="Event.RENDER" constant="true" tiptext="Event.RENDER 常量定义 render 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:RENDER" playername=""/>
						<string name="RESIZE" object="[flash.events.Event]" text="Event.RESIZE" constant="true" tiptext="Event.RESIZE 常量定义 resize 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:RESIZE" playername=""/>
						<string name="SCROLL" object="[flash.events.Event]" text="Event.SCROLL" constant="true" tiptext="Event.SCROLL 常量定义 scroll 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:SCROLL" playername=""/>
						<string name="SELECT_ALL" object="[flash.events.Event]" text="Event.SELECT_ALL" constant="true" tiptext="Event.SELECT_ALL 常量定义 selectAll 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:SELECT_ALL" playername=""/>
						<string name="SELECT" object="[flash.events.Event]" text="Event.SELECT" constant="true" tiptext="Event.SELECT 常量定义 select 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:SELECT" playername=""/>
						<string name="SOUND_COMPLETE" object="[flash.events.Event]" text="Event.SOUND_COMPLETE" constant="true" tiptext="Event.SOUND_COMPLETE 常量定义 soundComplete 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:SOUND_COMPLETE" playername=""/>
						<string name="STANDARD_ERROR_CLOSE" object="[flash.events.Event]" text="Event.STANDARD_ERROR_CLOSE" constant="true" tiptext="Event.STANDARD_ERROR_CLOSE 常量定义 standardErrorClose 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:STANDARD_ERROR_CLOSE" playername=""/>
						<string name="STANDARD_INPUT_CLOSE" object="[flash.events.Event]" text="Event.STANDARD_INPUT_CLOSE" constant="true" tiptext="Event.STANDARD_INPUT_CLOSE 常量定义 standardInputClose 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:STANDARD_INPUT_CLOSE" playername=""/>
						<string name="STANDARD_OUTPUT_CLOSE" object="[flash.events.Event]" text="Event.STANDARD_OUTPUT_CLOSE" constant="true" tiptext="Event.STANDARD_OUTPUT_CLOSE 常量定义 standardOutputClose 事件对象的 type 属性的值。" version="" helpurl="flash.events:Event:STANDARD_OUTPUT_CLOSE" playername=""/>
						<string name="TAB_CHILDREN_CHANGE" object="[flash.events.Event]" text="Event.TAB_CHILDREN_CHANGE" constant="true" tiptext="Event.TAB_CHILDREN_CHANGE 常量定义 tabChildrenChange 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:TAB_CHILDREN_CHANGE" playername=""/>
						<string name="TAB_ENABLED_CHANGE" object="[flash.events.Event]" text="Event.TAB_ENABLED_CHANGE" constant="true" tiptext="Event.TAB_ENABLED_CHANGE 常量定义 tabEnabledChange 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:TAB_ENABLED_CHANGE" playername=""/>
						<string name="TAB_INDEX_CHANGE" object="[flash.events.Event]" text="Event.TAB_INDEX_CHANGE" constant="true" tiptext="Event.TAB_INDEX_CHANGE 常量定义 tabIndexChange 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:TAB_INDEX_CHANGE" playername=""/>
						<string name="TEXT_INTERACTION_MODE_CHANGE" object="[flash.events.Event]" text="Event.TEXT_INTERACTION_MODE_CHANGE" constant="true" tiptext="Event.TEXT_INTERACTION_MODE_CHANGE 常量定义交互模式事件对象的 type 属性值。" version="" helpurl="flash.events:Event:TEXT_INTERACTION_MODE_CHANGE" playername=""/>
						<string name="UNLOAD" object="[flash.events.Event]" text="Event.UNLOAD" constant="true" tiptext="Event.UNLOAD 常量定义 unload 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:UNLOAD" playername=""/>
						<string name="USER_IDLE" object="[flash.events.Event]" text="Event.USER_IDLE" constant="true" tiptext="Event.USER_IDLE 常量定义 userIdle 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:USER_IDLE" playername=""/>
						<string name="USER_PRESENT" object="[flash.events.Event]" text="Event.USER_PRESENT" constant="true" tiptext="Event.USER_PRESENT 常量定义 userPresent 事件对象的 type 属性值。" version="" helpurl="flash.events:Event:USER_PRESENT" playername=""/>
						<string name="bubbles" object="[flash.events.Event]" text=".bubbles" tiptext="指示事件是否为 bubbling 事件。" version="" helpurl="flash.events:Event:bubbles:get" playername=""/>
						<string name="cancelable" object="[flash.events.Event]" text=".cancelable" tiptext="指示是否可以阻止与事件相关联的行为。" version="" helpurl="flash.events:Event:cancelable:get" playername=""/>
						<string name="currentTarget" object="[flash.events.Event]" text=".currentTarget" tiptext="当前正在使用某个事件侦听器处理 Event 对象的对象。" version="" helpurl="flash.events:Event:currentTarget:get" playername=""/>
						<string name="eventPhase" object="[flash.events.Event]" text=".eventPhase" tiptext="事件流中的当前阶段。" version="" helpurl="flash.events:Event:eventPhase:get" playername=""/>
						<string name="target" object="[flash.events.Event]" text=".target" tiptext="事件目标。" version="" helpurl="flash.events:Event:target:get" playername=""/>
						<string name="type" object="[flash.events.Event]" text=".type" tiptext="事件的类型。" version="" helpurl="flash.events:Event:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="EventDispatcher" id="[flash.events.EventDispatcher]" sort="true" index="true" asAncestors="Object" tiptext="EventDispatcher 类是所有调度事件的运行时类的基类。" helpurl="flash.events:EventDispatcher">
					<folder name="方法" id="Methods" tiptext="EventDispatcher 类的方法" helpurl="flash.events:EventDispatcher">
						<string name="EventDispatcher" object="[flash.events.EventDispatcher]" text="new EventDispatcher(%[目标:flash.events:IEventDispatcher=null]%)" constructor="true" tiptext="聚合 EventDispatcher 类的实例。" version="4" helpurl="flash.events:EventDispatcher:EventDispatcher" playername=""/>
						<string name="addEventListener" object="[flash.events.EventDispatcher]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="使用 EventDispatcher 对象注册事件侦听器对象，以使侦听器能够接收事件通知。" version="4" helpurl="flash.events:EventDispatcher:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flash.events.EventDispatcher]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="4" helpurl="flash.events:EventDispatcher:dispatchEvent" playername=""/>
						<string name="hasEventListener" object="[flash.events.EventDispatcher]" text=".hasEventListener(%类型:String%):Boolean" tiptext="检查 EventDispatcher 对象是否为特定事件类型注册了任何侦听器。" version="4" helpurl="flash.events:EventDispatcher:hasEventListener" playername=""/>
						<string name="removeEventListener" object="[flash.events.EventDispatcher]" text=".removeEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false]%):void" tiptext="从 EventDispatcher 对象中删除侦听器。" version="4" helpurl="flash.events:EventDispatcher:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flash.events.EventDispatcher]" text=".willTrigger(%类型:String%):Boolean" tiptext="检查是否用此 EventDispatcher 对象或其任何始祖为指定事件类型注册了事件侦听器。" version="4" helpurl="flash.events:EventDispatcher:willTrigger" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="EventDispatcher 类的事件" helpurl="flash.events:EventDispatcher">
						<string name="deactivate" object="[flash.events.EventDispatcher]" text=".addEventListener(%类型:String=Event.DEACTIVATE{Event.DEACTIVATE,Event.ACTIVATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="[广播事件] 当 Flash Player 或 AIR 应用程序失去操作系统焦点并变为非活动状态时调度。" version="" helpurl="flash.events:EventDispatcher_flash.events.Event.DEACTIVATE_deactivate" playername=""/>
						<string name="activate" object="[flash.events.EventDispatcher]" text=".addEventListener(%类型:String=Event.ACTIVATE{Event.DEACTIVATE,Event.ACTIVATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="[广播事件] 当 Flash Player 或 AIR 应用程序获得操作系统焦点并变为活动状态时调度。" version="" helpurl="flash.events:EventDispatcher_flash.events.Event.ACTIVATE_activate" playername=""/>
					</folder>
				</folder>
				<folder name="EventPhase" id="[flash.events.EventPhase]" sort="true" index="true" asAncestors="Object" tiptext="EventPhase 类可为 Event 类的 eventPhase 属性提供值。" helpurl="flash.events:EventPhase">
					<folder name="属性" id="Properties" tiptext="EventPhase 类的属性" helpurl="flash.events:EventPhase">
						<string name="AT_TARGET" object="[flash.events.EventPhase]" text="EventPhase.AT_TARGET" constant="true" tiptext="目标阶段，是事件流的第二个阶段。" version="" helpurl="flash.events:EventPhase:AT_TARGET" playername=""/>
						<string name="BUBBLING_PHASE" object="[flash.events.EventPhase]" text="EventPhase.BUBBLING_PHASE" constant="true" tiptext="Bubbling 阶段，是事件流的第三个阶段。" version="" helpurl="flash.events:EventPhase:BUBBLING_PHASE" playername=""/>
						<string name="CAPTURING_PHASE" object="[flash.events.EventPhase]" text="EventPhase.CAPTURING_PHASE" constant="true" tiptext="捕获阶段，是事件流的第一个阶段。" version="" helpurl="flash.events:EventPhase:CAPTURING_PHASE" playername=""/>
					</folder>
				</folder>
				<folder name="FileListEvent" id="[flash.events.FileListEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在 File 对象的 getDirectoryListingAsync() 方法调用成功枚举一组文件和目录时，或在用户调用 browseForOpenMultiple() 方法后选择文件时，File 对象将调度 FileListEvent 对象。" helpurl="flash.events:FileListEvent">
					<folder name="方法" id="Methods" tiptext="FileListEvent 类的方法" helpurl="flash.events:FileListEvent">
						<string name="FileListEvent" object="[flash.events.FileListEvent]" text="new FileListEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文件:Array=null]%)" constructor="true" tiptext="FileListEvent 对象的构造函数。" version="1.0" helpurl="flash.events:FileListEvent:FileListEvent" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FileListEvent 类的属性" helpurl="flash.events:FileListEvent">
						<string name="DIRECTORY_LISTING" object="[flash.events.FileListEvent]" text="FileListEvent.DIRECTORY_LISTING" constant="true" tiptext="FileListEvent.DIRECTORY_LISTING 常量定义 directoryListing 事件的事件对象的 type 属性值。" version="" helpurl="flash.events:FileListEvent:DIRECTORY_LISTING" playername="AIR"/>
						<string name="SELECT_MULTIPLE" object="[flash.events.FileListEvent]" text="FileListEvent.SELECT_MULTIPLE" constant="true" tiptext="FileListEvent.SELECT_MULTIPLE 常量定义 selectMultiple 事件的事件对象的 type 属性值。" version="" helpurl="flash.events:FileListEvent:SELECT_MULTIPLE" playername="AIR"/>
						<string name="files" object="[flash.events.FileListEvent]" text=".files" tiptext="表示已找到或已选择的文件或目录的 File 对象的数组。" version="" helpurl="flash.events:FileListEvent:files" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FocusEvent" id="[flash.events.FocusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在用户将焦点从显示列表中的一个对象转移到另一个对象时，对象将调度 FocusEvent 对象。" helpurl="flash.events:FocusEvent">
					<folder name="方法" id="Methods" tiptext="FocusEvent 类的方法" helpurl="flash.events:FocusEvent">
						<string name="FocusEvent" object="[flash.events.FocusEvent]" text="new FocusEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,相关对象:flash.display:InteractiveObject=null,Shift键:Boolean=false,键控代码:uint=0,方向:String=none]%)" constructor="true" tiptext="FocusEvent 对象的构造函数。" version="4" helpurl="flash.events:FocusEvent:FocusEvent" playername=""/>
						<string name="clone" object="[flash.events.FocusEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 FocusEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:FocusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.FocusEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 FocusEvent 对象的所有属性。" version="4" helpurl="flash.events:FocusEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FocusEvent 类的属性" helpurl="flash.events:FocusEvent">
						<string name="FOCUS_IN" object="[flash.events.FocusEvent]" text="FocusEvent.FOCUS_IN" constant="true" tiptext="定义 focusIn 事件对象的 type 属性值。" version="" helpurl="flash.events:FocusEvent:FOCUS_IN" playername=""/>
						<string name="FOCUS_OUT" object="[flash.events.FocusEvent]" text="FocusEvent.FOCUS_OUT" constant="true" tiptext="定义 focusOut 事件对象的 type 属性值。" version="" helpurl="flash.events:FocusEvent:FOCUS_OUT" playername=""/>
						<string name="KEY_FOCUS_CHANGE" object="[flash.events.FocusEvent]" text="FocusEvent.KEY_FOCUS_CHANGE" constant="true" tiptext="定义 keyFocusChange 事件对象的 type 属性值。" version="" helpurl="flash.events:FocusEvent:KEY_FOCUS_CHANGE" playername=""/>
						<string name="MOUSE_FOCUS_CHANGE" object="[flash.events.FocusEvent]" text="FocusEvent.MOUSE_FOCUS_CHANGE" constant="true" tiptext="定义 mouseFocusChange 事件对象的 type 属性值。" version="" helpurl="flash.events:FocusEvent:MOUSE_FOCUS_CHANGE" playername=""/>
						<string name="direction" object="[flash.events.FocusEvent]" text=".direction" tiptext="指定 focusIn 事件的焦点方向。" version="" helpurl="flash.events:FocusEvent:direction:get" playername=""/>
						<string name="isRelatedObjectInaccessible" object="[flash.events.FocusEvent]" text=".isRelatedObjectInaccessible" tiptext="如果为 true，则由于与安全沙箱相关的原因，relatedObject 属性设置为 null。" version="" helpurl="flash.events:FocusEvent:isRelatedObjectInaccessible:get" playername=""/>
						<string name="keyCode" object="[flash.events.FocusEvent]" text=".keyCode" tiptext="按下以触发 keyFocusChange 事件的键的键控代码值。" version="" helpurl="flash.events:FocusEvent:keyCode:get" playername=""/>
						<string name="relatedObject" object="[flash.events.FocusEvent]" text=".relatedObject" tiptext="对补充 InteractiveObject 实例的引用，焦点变化会对此实例造成影响。" version="" helpurl="flash.events:FocusEvent:relatedObject:get" playername=""/>
						<string name="shiftKey" object="[flash.events.FocusEvent]" text=".shiftKey" tiptext="指出是否激活了 Shift 功能键，若激活则值为 true。" version="" helpurl="flash.events:FocusEvent:shiftKey:get" playername=""/>
					</folder>
				</folder>
				<folder name="FullScreenEvent" id="[flash.events.FullScreenEvent]" sort="true" index="true" asAncestors="flash.events:ActivityEvent,flash.events:Event,Object" tiptext="只要舞台进入或退出全屏显示模式，Stage 对象就调度 FullScreenEvent 对象。" helpurl="flash.events:FullScreenEvent">
					<folder name="方法" id="Methods" tiptext="FullScreenEvent 类的方法" helpurl="flash.events:FullScreenEvent">
						<string name="FullScreenEvent" object="[flash.events.FullScreenEvent]" text="new FullScreenEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,全屏:Boolean=false]%)" constructor="true" tiptext="FullScreenEvent 对象的构造函数。" version="4" helpurl="flash.events:FullScreenEvent:FullScreenEvent" playername=""/>
						<string name="clone" object="[flash.events.FullScreenEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 FullScreenEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:FullScreenEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.FullScreenEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 FullScreenEvent 对象的所有属性。" version="4" helpurl="flash.events:FullScreenEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FullScreenEvent 类的属性" helpurl="flash.events:FullScreenEvent">
						<string name="FULL_SCREEN" object="[flash.events.FullScreenEvent]" text="FullScreenEvent.FULL_SCREEN" constant="true" tiptext="FullScreenEvent.FULL_SCREEN 常数定义 fullScreen 事件对象的 type 属性值。" version="" helpurl="flash.events:FullScreenEvent:FULL_SCREEN" playername=""/>
						<string name="fullScreen" object="[flash.events.FullScreenEvent]" text=".fullScreen" tiptext="指示 Stage 对象是(true)否(false)处于全屏模式。" version="" helpurl="flash.events:FullScreenEvent:fullScreen:get" playername=""/>
					</folder>
				</folder>
				<folder name="GeolocationEvent" id="[flash.events.GeolocationEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当 Geolocation 对象收到设备上安装的位置传感器提供的更新时，它调度 GeolocationEvent 对象。" helpurl="flash.events:GeolocationEvent">
					<folder name="方法" id="Methods" tiptext="GeolocationEvent 类的方法" helpurl="flash.events:GeolocationEvent">
						<string name="GeolocationEvent" object="[flash.events.GeolocationEvent]" text="new GeolocationEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,纬度:Number=0,经度:Number=0,高度:Number=0,h精度:Number=0,v精度:Number=0,速度:Number=0,标题:Number=0,时间戳:Number=0]%)" constructor="true" tiptext="GeolocationEvent 对象的构造函数。" version="4" helpurl="flash.events:GeolocationEvent:GeolocationEvent" playername=""/>
						<string name="clone" object="[flash.events.GeolocationEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 GeolocationEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2" helpurl="flash.events:GeolocationEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.GeolocationEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 GeolocationEvent 对象的所有属性。" version="2" helpurl="flash.events:GeolocationEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GeolocationEvent 类的属性" helpurl="flash.events:GeolocationEvent">
						<string name="UPDATE" object="[flash.events.GeolocationEvent]" text="GeolocationEvent.UPDATE" constant="true" tiptext="定义 GeolocationEvent 事件对象的 type 属性值。" version="" helpurl="flash.events:GeolocationEvent:UPDATE" playername=""/>
						<string name="altitude" object="[flash.events.GeolocationEvent]" text=".altitude" tiptext="高度（以米为单位）。" version="" helpurl="flash.events:GeolocationEvent:altitude:get" playername=""/>
						<string name="heading" object="[flash.events.GeolocationEvent]" text=".heading" tiptext="相对于正北的移动方向（以整数度为单位）。" version="" helpurl="flash.events:GeolocationEvent:heading:get" playername=""/>
						<string name="horizontalAccuracy" object="[flash.events.GeolocationEvent]" text=".horizontalAccuracy" tiptext="水平精度（以米为单位）。" version="" helpurl="flash.events:GeolocationEvent:horizontalAccuracy:get" playername=""/>
						<string name="latitude" object="[flash.events.GeolocationEvent]" text=".latitude" tiptext="纬度（以度为单位）。" version="" helpurl="flash.events:GeolocationEvent:latitude:get" playername=""/>
						<string name="longitude" object="[flash.events.GeolocationEvent]" text=".longitude" tiptext="经度（以度为单位）。" version="" helpurl="flash.events:GeolocationEvent:longitude:get" playername=""/>
						<string name="speed" object="[flash.events.GeolocationEvent]" text=".speed" tiptext="速度（以米/秒为单位）。" version="" helpurl="flash.events:GeolocationEvent:speed:get" playername=""/>
						<string name="timestamp" object="[flash.events.GeolocationEvent]" text=".timestamp" tiptext="自初始化运行时后事件的毫秒数。" version="" helpurl="flash.events:GeolocationEvent:timestamp:get" playername=""/>
						<string name="verticalAccuracy" object="[flash.events.GeolocationEvent]" text=".verticalAccuracy" tiptext="垂直精度（以米为单位）。" version="" helpurl="flash.events:GeolocationEvent:verticalAccuracy:get" playername=""/>
					</folder>
				</folder>
				<folder name="GestureEvent" id="[flash.events.GestureEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="使用 GestureEvent 类，您可以在检测用户与设备间复杂接触的设备上处理多点触控事件（例如同时在触摸屏上按两个手指）。" helpurl="flash.events:GestureEvent">
					<folder name="方法" id="Methods" tiptext="GestureEvent 类的方法" helpurl="flash.events:GestureEvent">
						<string name="GestureEvent" object="[flash.events.GestureEvent]" text="new GestureEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,阶段:String=null,本地X:Number=0,本地Y:Number=0,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,Command键:Boolean=false,Control键:Boolean=false]%)" constructor="true" tiptext="GestureEvent 对象的构造函数。" version="4" helpurl="flash.events:GestureEvent:GestureEvent" playername=""/>
						<string name="clone" object="[flash.events.GestureEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 GestureEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="4" helpurl="flash.events:GestureEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.GestureEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 GestureEvent 对象的所有属性。" version="4" helpurl="flash.events:GestureEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.GestureEvent]" text=".updateAfterEvent(%%):void" tiptext="如果显示列表已由事件处理函数修改，则在处理 gesture 事件后刷新 Flash 运行时显示。" version="4" helpurl="flash.events:GestureEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GestureEvent 类的属性" helpurl="flash.events:GestureEvent">
						<string name="GESTURE_TWO_FINGER_TAP" object="[flash.events.GestureEvent]" text="GestureEvent.GESTURE_TWO_FINGER_TAP" constant="true" tiptext="定义 GESTURE_TWO_FINGER_TAP 笔势事件对象的 type 属性的值。" version="" helpurl="flash.events:GestureEvent:GESTURE_TWO_FINGER_TAP" playername=""/>
						<string name="altKey" object="[flash.events.GestureEvent]" text=".altKey" tiptext="指示 Alt 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:GestureEvent:altKey:get" playername=""/>
						<string name="commandKey" object="[flash.events.GestureEvent]" text=".commandKey" tiptext="表示 Command 键是否已激活（仅限 Mac）。" version="" helpurl="flash.events:GestureEvent:commandKey:get" playername="AIR"/>
						<string name="controlKey" object="[flash.events.GestureEvent]" text=".controlKey" tiptext="指示是否已激活 Mac 上的 Control 键或已激活 Windows 或 Linux 上的 Ctrl 键。" version="" helpurl="flash.events:GestureEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.GestureEvent]" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指示 Ctrl 键处于活动状态 (true) 还是处于非活动状态 (false)。" version="" helpurl="flash.events:GestureEvent:ctrlKey:get" playername=""/>
						<string name="localX" object="[flash.events.GestureEvent]" text=".localX" tiptext="事件发生点的相对于包含 sprite 的水平坐标。" version="" helpurl="flash.events:GestureEvent:localX:get" playername=""/>
						<string name="localY" object="[flash.events.GestureEvent]" text=".localY" tiptext="事件发生点的相对于包含 sprite 的垂直坐标。" version="" helpurl="flash.events:GestureEvent:localY:get" playername=""/>
						<string name="phase" object="[flash.events.GestureEvent]" text=".phase" tiptext="GesturePhase 类中用于指示触摸操作的进度的值。" version="" helpurl="flash.events:GestureEvent:phase:get" playername=""/>
						<string name="shiftKey" object="[flash.events.GestureEvent]" text=".shiftKey" tiptext="指示 Shift 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:GestureEvent:shiftKey:get" playername=""/>
						<string name="stageX" object="[flash.events.GestureEvent]" text=".stageX" tiptext="事件发生点在全局舞台坐标中的水平坐标。" version="" helpurl="flash.events:GestureEvent:stageX:get" playername=""/>
						<string name="stageY" object="[flash.events.GestureEvent]" text=".stageY" tiptext="事件发生点在全局舞台坐标中的垂直坐标。" version="" helpurl="flash.events:GestureEvent:stageY:get" playername=""/>
					</folder>
				</folder>
				<folder name="GesturePhase" id="[flash.events.GesturePhase]" sort="true" index="true" asAncestors="Object" tiptext="GesturePhase 类是常量值的枚举类，与 GestureEvent、PressAndTapGestureEvent 类和 TransformGestureEvent 类配合使用。" helpurl="flash.events:GesturePhase">
					<folder name="属性" id="Properties" tiptext="GesturePhase 类的属性" helpurl="flash.events:GesturePhase">
						<string name="ALL" object="[flash.events.GesturePhase]" text="GesturePhase.ALL" constant="true" tiptext="包含简单手势的所有阶段的单个值，如二指点击或滑动。" version="" helpurl="flash.events:GesturePhase:ALL" playername=""/>
						<string name="BEGIN" object="[flash.events.GesturePhase]" text="GesturePhase.BEGIN" constant="true" tiptext="新笔势的开始（如用手指触摸启用触摸的屏幕）。" version="" helpurl="flash.events:GesturePhase:BEGIN" playername=""/>
						<string name="END" object="[flash.events.GesturePhase]" text="GesturePhase.END" constant="true" tiptext="笔势的完成（例如将手指从启用触摸的屏幕上抬起）。" version="" helpurl="flash.events:GesturePhase:END" playername=""/>
						<string name="UPDATE" object="[flash.events.GesturePhase]" text="GesturePhase.UPDATE" constant="true" tiptext="笔势的进度（例如在启用触摸的屏幕上移动手指）。" version="" helpurl="flash.events:GesturePhase:UPDATE" playername=""/>
					</folder>
				</folder>
				<folder name="HTMLUncaughtScriptExceptionEvent" id="[flash.events.HTMLUncaughtScriptExceptionEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="只要引发 JavaScript 异常并且未使用 catch 语句进行处理，HTMLLoader 对象就会调度 HTMLUncaughtScriptExceptionEvent 对象。" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent">
					<folder name="方法" id="Methods" tiptext="HTMLUncaughtScriptExceptionEvent 类的方法" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent">
						<string name="HTMLUncaughtScriptExceptionEvent" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text="new HTMLUncaughtScriptExceptionEvent(%异常值:*%)" constructor="true" tiptext="创建一个 HTMLUncaughtScriptExceptionEvent 对象以作为参数传递给事件侦听器。" version="1.0" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:HTMLUncaughtScriptExceptionEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 HTMLUncaughtScriptExceptionEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:clone" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="HTMLUncaughtScriptExceptionEvent 类的属性" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent">
						<string name="UNCAUGHT_SCRIPT_EXCEPTION" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text="HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION" constant="true" tiptext="HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION 常量定义 uncaughtScriptException 事件对象的 type 属性值。" version="" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:UNCAUGHT_SCRIPT_EXCEPTION" playername="AIR"/>
						<string name="exceptionValue" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text=".exceptionValue" tiptext="计算产生未捕获的异常的 throw 语句中的表达式的结果。" version="" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:exceptionValue" playername="AIR"/>
						<string name="stackTrace" object="[flash.events.HTMLUncaughtScriptExceptionEvent]" text=".stackTrace" tiptext="表示在执行产生未捕获的异常的 throw 语句时的堆栈跟踪的对象数组。" version="" helpurl="flash.events:HTMLUncaughtScriptExceptionEvent:stackTrace:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTTPStatusEvent" id="[flash.events.HTTPStatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在网络请求返回 HTTPstatus 代码时，应用程序将调度 HTTPStatusEvent 对象。" helpurl="flash.events:HTTPStatusEvent">
					<folder name="方法" id="Methods" tiptext="HTTPStatusEvent 类的方法" helpurl="flash.events:HTTPStatusEvent">
						<string name="HTTPStatusEvent" object="[flash.events.HTTPStatusEvent]" text="new HTTPStatusEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,状态:int=0]%)" constructor="true" tiptext="HTTPStatusEvent 对象的构造函数。" version="4" helpurl="flash.events:HTTPStatusEvent:HTTPStatusEvent" playername=""/>
						<string name="clone" object="[flash.events.HTTPStatusEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 HTTPStatusEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:HTTPStatusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.HTTPStatusEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 HTTPStatusEvent 对象的所有属性。" version="4" helpurl="flash.events:HTTPStatusEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="HTTPStatusEvent 类的属性" helpurl="flash.events:HTTPStatusEvent">
						<string name="HTTP_RESPONSE_STATUS" object="[flash.events.HTTPStatusEvent]" text="HTTPStatusEvent.HTTP_RESPONSE_STATUS" constant="true" tiptext="与 httpStatus 事件不同，httpResponseStatus 事件在所有响应数据之前传送。" version="" helpurl="flash.events:HTTPStatusEvent:HTTP_RESPONSE_STATUS" playername=""/>
						<string name="HTTP_STATUS" object="[flash.events.HTTPStatusEvent]" text="HTTPStatusEvent.HTTP_STATUS" constant="true" tiptext="HTTPStatusEvent.HTTP_STATUS 常量定义 httpStatus 事件对象的 type 属性值。" version="" helpurl="flash.events:HTTPStatusEvent:HTTP_STATUS" playername=""/>
						<string name="responseHeaders" object="[flash.events.HTTPStatusEvent]" text=".responseHeaders" tiptext="响应以 URLRequestHeader 对象的数组形式返回的响应标头。" version="" helpurl="flash.events:HTTPStatusEvent:responseHeaders:get" playername=""/>
						<string name="responseURL" object="[flash.events.HTTPStatusEvent]" text=".responseURL" tiptext="从中返回响应的 URL。" version="" helpurl="flash.events:HTTPStatusEvent:responseURL:get" playername=""/>
						<string name="status" object="[flash.events.HTTPStatusEvent]" text=".status" tiptext="由服务器返回的 HTTP 状态代码。" version="" helpurl="flash.events:HTTPStatusEvent:status:get" playername=""/>
					</folder>
				</folder>
				<folder name="IEventDispatcher" id="[flash.events.IEventDispatcher]" sort="true" index="true" tiptext="IEventDispatcher 接口定义用于添加或删除事件侦听器的方法，检查是否已注册特定类型的事件侦听器，并调度事件。" helpurl="flash.events:IEventDispatcher">
					<folder name="方法" id="Methods" tiptext="IEventDispatcher 类的方法" helpurl="flash.events:IEventDispatcher">
						<string name="addEventListener" object="[flash.events.IEventDispatcher]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="向 EventDispatcher 对象注册事件侦听器对象，以使该侦听器能够接收事件通知。" version="4" helpurl="flash.events:IEventDispatcher:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flash.events.IEventDispatcher]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="4" helpurl="flash.events:IEventDispatcher:dispatchEvent" playername=""/>
						<string name="hasEventListener" object="[flash.events.IEventDispatcher]" text=".hasEventListener(%类型:String%):Boolean" tiptext="检查 EventDispatcher 对象是否为特定事件类型注册了任何侦听器。" version="4" helpurl="flash.events:IEventDispatcher:hasEventListener" playername=""/>
						<string name="removeEventListener" object="[flash.events.IEventDispatcher]" text=".removeEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false]%):void" tiptext="从 EventDispatcher 对象中删除侦听器。" version="4" helpurl="flash.events:IEventDispatcher:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flash.events.IEventDispatcher]" text=".willTrigger(%类型:String%):Boolean" tiptext="检查是否用此 EventDispatcher 对象或其任何始祖为指定事件类型注册了事件侦听器。" version="4" helpurl="flash.events:IEventDispatcher:willTrigger" playername=""/>
					</folder>
				</folder>
				<folder name="IMEEvent" id="[flash.events.IMEEvent]" sort="true" index="true" asAncestors="flash.events:TextEvent,flash.events:Event,Object" tiptext="当用户使用输入法编辑器 (IME) 输入文本时，将调度 IMEEvent 对象。" helpurl="flash.events:IMEEvent">
					<folder name="方法" id="Methods" tiptext="IMEEvent 类的方法" helpurl="flash.events:IMEEvent">
						<string name="IMEEvent" object="[flash.events.IMEEvent]" text="new IMEEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,ime客户端:flash.text.ime:IIMEClient=null]%)" constructor="true" tiptext="IMEEvent 对象的构造函数。" version="4" helpurl="flash.events:IMEEvent:IMEEvent" playername=""/>
						<string name="clone" object="[flash.events.IMEEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 IMEEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:IMEEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.IMEEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 IMEEvent 对象的所有属性。" version="4" helpurl="flash.events:IMEEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IMEEvent 类的属性" helpurl="flash.events:IMEEvent">
						<string name="IME_COMPOSITION" object="[flash.events.IMEEvent]" text="IMEEvent.IME_COMPOSITION" constant="true" tiptext="定义 imeComposition 事件对象的 type 属性值。" version="" helpurl="flash.events:IMEEvent:IME_COMPOSITION" playername=""/>
						<string name="IME_START_COMPOSITION" object="[flash.events.IMEEvent]" text="IMEEvent.IME_START_COMPOSITION" constant="true" tiptext="要处理 IME 文本输入，接收方必须将事件的 imeClient 字段设置为实现 IIMEClient 接口的对象。" version="" helpurl="flash.events:IMEEvent:IME_START_COMPOSITION" playername=""/>
						<string name="imeClient" object="[flash.events.IMEEvent]" text=".imeClient" tiptext="指定实现 IMEClient 接口的对象。" version="" helpurl="flash.events:IMEEvent:imeClient:get" playername=""/>
					</folder>
				</folder>
				<folder name="InvokeEvent" id="[flash.events.InvokeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在调用 AIR 应用程序时，该应用程序的 NativeApplication 对象将调度 invoke 事件。" helpurl="flash.events:InvokeEvent">
					<folder name="方法" id="Methods" tiptext="InvokeEvent 类的方法" helpurl="flash.events:InvokeEvent">
						<string name="InvokeEvent" object="[flash.events.InvokeEvent]" text="new InvokeEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,dir:flash.filesystem:File=null,argv:Array=null,原因:String=standard]%)" constructor="true" tiptext="InvokeEvent 类的构造函数。" version="1.0" helpurl="flash.events:InvokeEvent:InvokeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.InvokeEvent]" text=".clone(%%):flash.events:Event" tiptext="创建此事件的新副本。" version="1.0" helpurl="flash.events:InvokeEvent:clone" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="InvokeEvent 类的属性" helpurl="flash.events:InvokeEvent">
						<string name="INVOKE" object="[flash.events.InvokeEvent]" text="InvokeEvent.INVOKE" constant="true" tiptext="InvokeEvent.INVOKE 常量定义 InvokeEvent 对象的 type 属性值。" version="" helpurl="flash.events:InvokeEvent:INVOKE" playername="AIR"/>
						<string name="arguments" object="[flash.events.InvokeEvent]" text=".arguments" tiptext="在此调用过程中传递的字符串参数的数组。" version="" helpurl="flash.events:InvokeEvent:arguments:get" playername="AIR"/>
						<string name="currentDirectory" object="[flash.events.InvokeEvent]" text=".currentDirectory" tiptext="解析参数数组中的任何相对路径时应使用的目录。" version="" helpurl="flash.events:InvokeEvent:currentDirectory:get" playername="AIR"/>
						<string name="reason" object="[flash.events.InvokeEvent]" text=".reason" tiptext="此 InvokeEvent 的原因。" version="" helpurl="flash.events:InvokeEvent:reason:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IOErrorEvent" id="[flash.events.IOErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="如果发生错误并导致输入或输出操作失败，将调度 IOErrorEvent 对象。" helpurl="flash.events:IOErrorEvent">
					<folder name="方法" id="Methods" tiptext="IOErrorEvent 类的方法" helpurl="flash.events:IOErrorEvent">
						<string name="IOErrorEvent" object="[flash.events.IOErrorEvent]" text="new IOErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" constructor="true" tiptext="IOErrorEvent 对象的构造函数。" version="4" helpurl="flash.events:IOErrorEvent:IOErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.IOErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 IOErrorEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:IOErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.IOErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 IOErrorEvent 对象的所有属性。" version="4" helpurl="flash.events:IOErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IOErrorEvent 类的属性" helpurl="flash.events:IOErrorEvent">
						<string name="IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.IO_ERROR" constant="true" tiptext="定义 ioError 事件对象的 type 属性值。" version="" helpurl="flash.events:IOErrorEvent:IO_ERROR" playername=""/>
						<string name="STANDARD_ERROR_IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.STANDARD_ERROR_IO_ERROR" constant="true" tiptext="当从 NativeProcess 对象的 standardError 流读取数据发生错误时，调度 standardErrorIoError 事件。" version="" helpurl="flash.events:IOErrorEvent:STANDARD_ERROR_IO_ERROR" playername=""/>
						<string name="STANDARD_INPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.STANDARD_INPUT_IO_ERROR" constant="true" tiptext="将数据写入 NativeProcess 对象的 standardInput 发生错误时，调度 standardInputIoError 事件。" version="" helpurl="flash.events:IOErrorEvent:STANDARD_INPUT_IO_ERROR" playername=""/>
						<string name="STANDARD_OUTPUT_IO_ERROR" object="[flash.events.IOErrorEvent]" text="IOErrorEvent.STANDARD_OUTPUT_IO_ERROR" constant="true" tiptext="从 NativeProcess 对象的 standardOutput 流读取数据发生错误时，调度 standardOutputIoError 事件。" version="" helpurl="flash.events:IOErrorEvent:STANDARD_OUTPUT_IO_ERROR" playername=""/>
					</folder>
				</folder>
				<folder name="KeyboardEvent" id="[flash.events.KeyboardEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在响应用户通过键盘进行输入的操作时，将调度 KeyboardEvent 对象。" helpurl="flash.events:KeyboardEvent">
					<folder name="方法" id="Methods" tiptext="KeyboardEvent 类的方法" helpurl="flash.events:KeyboardEvent">
						<string name="KeyboardEvent" object="[flash.events.KeyboardEvent]" text="new KeyboardEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,字符代码值:uint=0,键控代码值:uint=0,键位置值:uint=0,Ctrl键值:Boolean=false,Alt键值:Boolean=false,Shift键值:Boolean=false,Control键值:Boolean=false,Command键值:Boolean=false]%)" constructor="true" tiptext="KeyboardEvent 对象的构造函数。" version="4" helpurl="flash.events:KeyboardEvent:KeyboardEvent" playername=""/>
						<string name="clone" object="[flash.events.KeyboardEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 KeyboardEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:KeyboardEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.KeyboardEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 KeyboardEvent 对象的所有属性。" version="4" helpurl="flash.events:KeyboardEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.KeyboardEvent]" text=".updateAfterEvent(%%):void" tiptext="如果显示列表已修改，指示在完成此事件的处理后应呈现显示" version="9" helpurl="flash.events:KeyboardEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="KeyboardEvent 类的属性" helpurl="flash.events:KeyboardEvent">
						<string name="KEY_DOWN" object="[flash.events.KeyboardEvent]" text="KeyboardEvent.KEY_DOWN" constant="true" tiptext="KeyboardEvent.KEY_DOWN 常量定义 keyDown 事件对象的 type 属性值。" version="" helpurl="flash.events:KeyboardEvent:KEY_DOWN" playername=""/>
						<string name="KEY_UP" object="[flash.events.KeyboardEvent]" text="KeyboardEvent.KEY_UP" constant="true" tiptext="KeyboardEvent.KEY_UP 常量定义 keyUp 事件对象的 type 属性值。" version="" helpurl="flash.events:KeyboardEvent:KEY_UP" playername=""/>
						<string name="altKey" object="[flash.events.KeyboardEvent]" text=".altKey" tiptext="在 Windows 上，指示 Alt 键是处于活动状态 (true) 还是非活动状态 (false)；在 Mac OS 上，指示 Option 键是否处于活动状态。" version="" helpurl="flash.events:KeyboardEvent:altKey:get" playername=""/>
						<string name="charCode" object="[flash.events.KeyboardEvent]" text=".charCode" tiptext="包含按下或释放的键的字符代码值。" version="" helpurl="flash.events:KeyboardEvent:charCode:get" playername=""/>
						<string name="commandKey" object="[flash.events.KeyboardEvent]" text=".commandKey" tiptext="指示 Command 键是处于活动状态 (true) 还是非活动状态 (false)。" version="" helpurl="flash.events:KeyboardEvent:commandKey:get" playername=""/>
						<string name="controlKey" object="[flash.events.KeyboardEvent]" text=".controlKey" tiptext="指示 Ctrl 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:KeyboardEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.KeyboardEvent]" text=".ctrlKey" tiptext="在 Windows 和 Linux 上，指示 Ctrl 键是处于活动状态 (true) 还是非活动状态 (false)；在 Mac OS 上，指示 Ctrl 键或 Command 键是否处于活动状态。" version="" helpurl="flash.events:KeyboardEvent:ctrlKey:get" playername=""/>
						<string name="keyCode" object="[flash.events.KeyboardEvent]" text=".keyCode" tiptext="按下或释放的键的键控代码值。" version="" helpurl="flash.events:KeyboardEvent:keyCode:get" playername=""/>
						<string name="keyLocation" object="[flash.events.KeyboardEvent]" text=".keyLocation" tiptext="指示键在键盘上的位置。" version="" helpurl="flash.events:KeyboardEvent:keyLocation:get" playername=""/>
						<string name="shiftKey" object="[flash.events.KeyboardEvent]" text=".shiftKey" tiptext="指示 Shift 功能键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:KeyboardEvent:shiftKey:get" playername=""/>
					</folder>
				</folder>
				<folder name="LocationChangeEvent" id="[flash.events.LocationChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当加载新页面时，StageWebView 对象调度 LocationChangeEvent 对象。" helpurl="flash.events:LocationChangeEvent">
					<folder name="方法" id="Methods" tiptext="LocationChangeEvent 类的方法" helpurl="flash.events:LocationChangeEvent">
						<string name="LocationChangeEvent" object="[flash.events.LocationChangeEvent]" text="new LocationChangeEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,位置:String=null]%)" constructor="true" tiptext="创建 LocationChangeEvent 对象。" version="2.5" helpurl="flash.events:LocationChangeEvent:LocationChangeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.LocationChangeEvent]" text=".clone(%%):flash.events:Event" tiptext="" version="2.5" helpurl="flash.events:LocationChangeEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.LocationChangeEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 LocationChangeEvent 对象的所有属性。" version="2.5" helpurl="flash.events:LocationChangeEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LocationChangeEvent 的属性" helpurl="flash.events:LocationChangeEvent">
						<string name="LOCATION_CHANGE" object="[flash.events.LocationChangeEvent]" text="LocationChangeEvent.LOCATION_CHANGE" constant="true" tiptext="在每个位置更改后调度。" version="" helpurl="flash.events:LocationChangeEvent:LOCATION_CHANGE" playername="AIR"/>
						<string name="LOCATION_CHANGING" object="[flash.events.LocationChangeEvent]" text="LocationChangeEvent.LOCATION_CHANGING" constant="true" tiptext="在通过 StageWebView 对象中显示的内容启动的位置更改之前调度。" version="" helpurl="flash.events:LocationChangeEvent:LOCATION_CHANGING" playername="AIR"/>
						<string name="location" object="[flash.events.LocationChangeEvent]" text=".location" tiptext="更改的目标 URL。" version="" helpurl="flash.events:LocationChangeEvent:location:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MediaEvent" id="[flash.events.MediaEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当媒体流可用时，CameraRoll 和 CameraUI 类调度 MediaEvent 对象。" helpurl="flash.events:MediaEvent">
					<folder name="方法" id="Methods" tiptext="MediaEvent 类的方法" helpurl="flash.events:MediaEvent">
						<string name="MediaEvent" object="[flash.events.MediaEvent]" text="new MediaEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,数据:flash.media:MediaPromise=null]%)" constructor="true" tiptext="MediaEvent 对象的构造函数。" version="2.5" helpurl="flash.events:MediaEvent:MediaEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.MediaEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 MediaEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2.5" helpurl="flash.events:MediaEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.MediaEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 MediaEvent 对象的所有属性。" version="2.5" helpurl="flash.events:MediaEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MediaEvent 类的属性" helpurl="flash.events:MediaEvent">
						<string name="COMPLETE" object="[flash.events.MediaEvent]" text="MediaEvent.COMPLETE" constant="true" tiptext="complete MediaEvent 的常量。" version="" helpurl="flash.events:MediaEvent:COMPLETE" playername="AIR"/>
						<string name="SELECT" object="[flash.events.MediaEvent]" text="MediaEvent.SELECT" constant="true" tiptext="select MediaEvent 的常量。" version="" helpurl="flash.events:MediaEvent:SELECT" playername="AIR"/>
						<string name="data" object="[flash.events.MediaEvent]" text=".data" tiptext="可用媒体文件的 MediaPromise 对象。" version="" helpurl="flash.events:MediaEvent:data:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MouseEvent" id="[flash.events.MouseEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="每次发生鼠标事件时，都会将 MouseEvent 对象调度到事件流中。" helpurl="flash.events:MouseEvent">
					<folder name="方法" id="Methods" tiptext="MouseEvent 类的方法" helpurl="flash.events:MouseEvent">
						<string name="MouseEvent" object="[flash.events.MouseEvent]" text="new MouseEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,本地X:Number=unknown,本地Y:Number=unknown,相关对象:flash.display:InteractiveObject=null,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,按钮按下:Boolean=false,增量:int=0,Command键:Boolean=false,Control键:Boolean=false,单击次数:int=0]%)" constructor="true" tiptext="MouseEvent 对象的构造函数。" version="4" helpurl="flash.events:MouseEvent:MouseEvent" playername=""/>
						<string name="clone" object="[flash.events.MouseEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 MouseEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:MouseEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.MouseEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 MouseEvent 对象的所有属性。" version="4" helpurl="flash.events:MouseEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.MouseEvent]" text=".updateAfterEvent(%%):void" tiptext="如果显示列表已修改，则指示 Flash Player 或 Adobe AIR 在完成此事件的处理后呈现结果。" version="9" helpurl="flash.events:MouseEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MouseEvent 类的属性" helpurl="flash.events:MouseEvent">
						<string name="CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.CLICK" constant="true" tiptext="定义 click 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:CLICK" playername=""/>
						<string name="CONTEXT_MENU" object="[flash.events.MouseEvent]" text="MouseEvent.CONTEXT_MENU" constant="true" tiptext="MouseEvent.CONTEXT_MENU 常量定义 contextMenu 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:CONTEXT_MENU" playername=""/>
						<string name="DOUBLE_CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.DOUBLE_CLICK" constant="true" tiptext="定义 doubleClick 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:DOUBLE_CLICK" playername=""/>
						<string name="MIDDLE_CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.MIDDLE_CLICK" constant="true" tiptext="定义 middleClick 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MIDDLE_CLICK" playername=""/>
						<string name="MIDDLE_MOUSE_DOWN" object="[flash.events.MouseEvent]" text="MouseEvent.MIDDLE_MOUSE_DOWN" constant="true" tiptext="定义 middleMouseDown 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_DOWN" playername=""/>
						<string name="MIDDLE_MOUSE_UP" object="[flash.events.MouseEvent]" text="MouseEvent.MIDDLE_MOUSE_UP" constant="true" tiptext="定义 middleMouseUp 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MIDDLE_MOUSE_UP" playername=""/>
						<string name="MOUSE_DOWN" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_DOWN" constant="true" tiptext="定义 mouseDown 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_DOWN" playername=""/>
						<string name="MOUSE_MOVE" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_MOVE" constant="true" tiptext="定义 mouseMove 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_MOVE" playername=""/>
						<string name="MOUSE_OUT" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_OUT" constant="true" tiptext="定义 mouseOut 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_OUT" playername=""/>
						<string name="MOUSE_OVER" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_OVER" constant="true" tiptext="定义 mouseOver 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_OVER" playername=""/>
						<string name="MOUSE_UP" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_UP" constant="true" tiptext="定义 mouseUp 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_UP" playername=""/>
						<string name="MOUSE_WHEEL" object="[flash.events.MouseEvent]" text="MouseEvent.MOUSE_WHEEL" constant="true" tiptext="定义 mouseWheel 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:MOUSE_WHEEL" playername=""/>
						<string name="RIGHT_CLICK" object="[flash.events.MouseEvent]" text="MouseEvent.RIGHT_CLICK" constant="true" tiptext="定义 rightClick 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:RIGHT_CLICK" playername=""/>
						<string name="RIGHT_MOUSE_DOWN" object="[flash.events.MouseEvent]" text="MouseEvent.RIGHT_MOUSE_DOWN" constant="true" tiptext="定义 rightMouseDown 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_DOWN" playername=""/>
						<string name="RIGHT_MOUSE_UP" object="[flash.events.MouseEvent]" text="MouseEvent.RIGHT_MOUSE_UP" constant="true" tiptext="定义 rightMouseUp 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:RIGHT_MOUSE_UP" playername=""/>
						<string name="ROLL_OUT" object="[flash.events.MouseEvent]" text="MouseEvent.ROLL_OUT" constant="true" tiptext="定义 rollOut 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:ROLL_OUT" playername=""/>
						<string name="ROLL_OVER" object="[flash.events.MouseEvent]" text="MouseEvent.ROLL_OVER" constant="true" tiptext="定义 rollOver 事件对象的 type 属性值。" version="" helpurl="flash.events:MouseEvent:ROLL_OVER" playername=""/>
						<string name="altKey" object="[flash.events.MouseEvent]" text=".altKey" tiptext="指示 Alt 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:MouseEvent:altKey:get" playername=""/>
						<string name="buttonDown" object="[flash.events.MouseEvent]" text=".buttonDown" tiptext="指示鼠标主按键是已按下(true)还是未按下(false)。" version="" helpurl="flash.events:MouseEvent:buttonDown:get" playername=""/>
						<string name="clickCount" object="[flash.events.MouseEvent]" text=".clickCount" tiptext="指示鼠标按下事件是否是多单击序列的一部分。" version="" helpurl="flash.events:MouseEvent:clickCount:get" playername=""/>
						<string name="commandKey" object="[flash.events.MouseEvent]" text=".commandKey" tiptext="指示 Command 键是否已激活（仅限 Mac）。在 Mac 上，属性 commandKey 的值将与属性 ctrlKey 的值相同。" version="" helpurl="flash.events:MouseEvent:commandKey:get" playername=""/>
						<string name="controlKey" object="[flash.events.MouseEvent]" text=".controlKey" tiptext="指示是否已激活 Mac 上的 Control 键或已激活 Windows 或 Linux 上的 Ctrl 键。" version="" helpurl="flash.events:MouseEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.MouseEvent]" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指示 Ctrl 键处于活动状态 (true) 还是处于非活动状态 (false)。" version="" helpurl="flash.events:MouseEvent:ctrlKey:get" playername=""/>
						<string name="delta" object="[flash.events.MouseEvent]" text=".delta" tiptext="指示用户每滚动鼠标滚轮一个单位应滚动多少行。" version="" helpurl="flash.events:MouseEvent:delta:get" playername=""/>
						<string name="isRelatedObjectInaccessible" object="[flash.events.MouseEvent]" text=".isRelatedObjectInaccessible" tiptext="如果为 true，则由于与安全沙箱相关的原因，relatedObject 属性设置为 null。" version="" helpurl="flash.events:MouseEvent:isRelatedObjectInaccessible:get" playername=""/>
						<string name="localX" object="[flash.events.MouseEvent]" text=".localX" tiptext="事件发生点的相对于包含 sprite 的水平坐标。" version="" helpurl="flash.events:MouseEvent:localX:get" playername=""/>
						<string name="localY" object="[flash.events.MouseEvent]" text=".localY" tiptext="事件发生点的相对于包含 sprite 的垂直坐标。" version="" helpurl="flash.events:MouseEvent:localY:get" playername=""/>
						<string name="relatedObject" object="[flash.events.MouseEvent]" text=".relatedObject" tiptext="引用与事件相关的显示列表对象。" version="" helpurl="flash.events:MouseEvent:relatedObject:get" playername=""/>
						<string name="shiftKey" object="[flash.events.MouseEvent]" text=".shiftKey" tiptext="指示 Shift 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:MouseEvent:shiftKey:get" playername=""/>
						<string name="stageX" object="[flash.events.MouseEvent]" text=".stageX" tiptext="事件发生点在全局舞台坐标中的水平坐标。" version="" helpurl="flash.events:MouseEvent:stageX:get" playername=""/>
						<string name="stageY" object="[flash.events.MouseEvent]" text=".stageY" tiptext="事件发生点在全局舞台坐标中的垂直坐标。" version="" helpurl="flash.events:MouseEvent:stageY:get" playername=""/>
					</folder>
				</folder>
				<folder name="NativeDragEvent" id="[flash.events.NativeDragEvent]" sort="true" index="true" asAncestors="flash.events:MouseEvent,flash.events:Event,Object" tiptext="拖放操作中涉及的交互式对象将调度本机拖动事件。" helpurl="flash.events:NativeDragEvent">
					<folder name="方法" id="Methods" tiptext="NativeDragEvent 类的方法" helpurl="flash.events:NativeDragEvent">
						<string name="NativeDragEvent" object="[flash.events.NativeDragEvent]" text="new NativeDragEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=true,localX:Number=unknown,localY:Number=unknown,相关对象:flash.display:InteractiveObject=null,剪贴板:flash.desktop:Clipboard=null,允许的操作:flash.desktop:NativeDragOptions=null,放置操作:String=null,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,command键:Boolean=false]%)" constructor="true" tiptext="使用与本机拖放事件有关的特定信息创建 Event 对象。" version="1.0" helpurl="flash.events:NativeDragEvent:NativeDragEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeDragEvent]" text=".clone(%%):flash.events:Event" tiptext="创建此 NativeDragEvent 对象的副本。" version="1.0" helpurl="flash.events:NativeDragEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeDragEvent]" text=".toString(%%):String" tiptext="将此 NativeDragEvent 对象的属性格式设置为字符串。" version="1.0" helpurl="flash.events:NativeDragEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeDragEvent 类的属性" helpurl="flash.events:NativeDragEvent">
						<string name="NATIVE_DRAG_COMPLETE" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_COMPLETE" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_COMPLETE 定义 nativeDragComplete 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_COMPLETE" playername="AIR"/>
						<string name="NATIVE_DRAG_DROP" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_DROP" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_DROP 定义 nativeDragDrop 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_DROP" playername="AIR"/>
						<string name="NATIVE_DRAG_ENTER" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_ENTER" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_ENTER 定义 nativeDragEnter 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_ENTER" playername="AIR"/>
						<string name="NATIVE_DRAG_EXIT" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_EXIT" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_EXIT 定义 nativeDragExit 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_EXIT" playername="AIR"/>
						<string name="NATIVE_DRAG_OVER" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_OVER" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_OVER 定义 nativeDragOver 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_OVER" playername="AIR"/>
						<string name="NATIVE_DRAG_START" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_START" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_START 定义 nativeDragStart 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_START" playername="AIR"/>
						<string name="NATIVE_DRAG_UPDATE" object="[flash.events.NativeDragEvent]" text="NativeDragEvent.NATIVE_DRAG_UPDATE" constant="true" tiptext="NativeDragEvent.NATIVE_DRAG_UPDATE 定义 nativeDragUpdate 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeDragEvent:NATIVE_DRAG_UPDATE" playername="AIR"/>
						<string name="allowedActions" object="[flash.events.NativeDragEvent]" text=".allowedActions" tiptext="指定启动此拖动操作的显示对象允许执行的动作的 NativeDragOptions 对象。" version="" helpurl="flash.events:NativeDragEvent:allowedActions" playername="AIR"/>
						<string name="clipboard" object="[flash.events.NativeDragEvent]" text=".clipboard" tiptext="包含此拖动操作中的数据的 Clipboard 对象。" version="" helpurl="flash.events:NativeDragEvent:clipboard" playername="AIR"/>
						<string name="dropAction" object="[flash.events.NativeDragEvent]" text=".dropAction" tiptext="当前动作。" version="" helpurl="flash.events:NativeDragEvent:dropAction" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeProcessExitEvent" id="[flash.events.NativeProcessExitEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当此过程退出时，NativeProcess 对象将调度此事件。" helpurl="flash.events:NativeProcessExitEvent">
					<folder name="方法" id="Methods" tiptext="NativeProcessExitEvent 类的方法" helpurl="flash.events:NativeProcessExitEvent">
						<string name="NativeProcessExitEvent" object="[flash.events.NativeProcessExitEvent]" text="new NativeProcessExitEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,退出代码:Number=unknown]%)" constructor="true" tiptext="创建一个 NativeProcessExitEvent，其中包含有关 NativeProcess 的退出代码的特定信息。" version="2" helpurl="flash.events:NativeProcessExitEvent:NativeProcessExitEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeProcessExitEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 NativeProcessExitEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2" helpurl="flash.events:NativeProcessExitEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeProcessExitEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 NativeProcessExitEvent 对象的所有属性。" version="2" helpurl="flash.events:NativeProcessExitEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeProcessExitEvent 类的属性" helpurl="flash.events:NativeProcessExitEvent">
						<string name="EXIT" object="[flash.events.NativeProcessExitEvent]" text="NativeProcessExitEvent.EXIT" constant="true" tiptext="定义 exit 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeProcessExitEvent:EXIT" playername="AIR"/>
						<string name="exitCode" object="[flash.events.NativeProcessExitEvent]" text=".exitCode" tiptext="退出时本机进程返回到本机操作系统的退出码。" version="" helpurl="flash.events:NativeProcessExitEvent:exitCode:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowBoundsEvent" id="[flash.events.NativeWindowBoundsEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在窗口的大小或位置发生更改时，NativeWindow 对象将调度 NativeWindowBoundsEvent 对象。" helpurl="flash.events:NativeWindowBoundsEvent">
					<folder name="方法" id="Methods" tiptext="NativeWindowBoundsEvent 类的方法" helpurl="flash.events:NativeWindowBoundsEvent">
						<string name="NativeWindowBoundsEvent" object="[flash.events.NativeWindowBoundsEvent]" text="new NativeWindowBoundsEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,范围变化前:flash.geom:Rectangle=null,范围变化后:flash.geom:Rectangle=null]%)" constructor="true" tiptext="使用与窗口范围事件有关的特定信息创建 Event 对象。" version="1.0" helpurl="flash.events:NativeWindowBoundsEvent:NativeWindowBoundsEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeWindowBoundsEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 NativeWindowBoundsEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:NativeWindowBoundsEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeWindowBoundsEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 NativeWindowBoundsEvent 对象的所有属性。" version="1.0" helpurl="flash.events:NativeWindowBoundsEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeWindowBoundsEvent 类的属性" helpurl="flash.events:NativeWindowBoundsEvent">
						<string name="MOVE" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.MOVE" constant="true" tiptext="定义 move 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:MOVE" playername="AIR"/>
						<string name="MOVING" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.MOVING" constant="true" tiptext="定义 moving 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:MOVING" playername="AIR"/>
						<string name="RESIZE" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.RESIZE" constant="true" tiptext="定义 resize 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:RESIZE" playername="AIR"/>
						<string name="RESIZING" object="[flash.events.NativeWindowBoundsEvent]" text="NativeWindowBoundsEvent.RESIZING" constant="true" tiptext="定义 resizing 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeWindowBoundsEvent:RESIZING" playername="AIR"/>
						<string name="afterBounds" object="[flash.events.NativeWindowBoundsEvent]" text=".afterBounds" tiptext="更改之后的窗口范围。" version="" helpurl="flash.events:NativeWindowBoundsEvent:afterBounds:get" playername="AIR"/>
						<string name="beforeBounds" object="[flash.events.NativeWindowBoundsEvent]" text=".beforeBounds" tiptext="更改之前的窗口范围。" version="" helpurl="flash.events:NativeWindowBoundsEvent:beforeBounds:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NativeWindowDisplayStateEvent" id="[flash.events.NativeWindowDisplayStateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在窗口显示状态发生更改时，NativeWindow 对象将调度 NativeWindowDisplayStateEvent 类的事件。" helpurl="flash.events:NativeWindowDisplayStateEvent">
					<folder name="方法" id="Methods" tiptext="NativeWindowDisplayStateEvent 类的方法" helpurl="flash.events:NativeWindowDisplayStateEvent">
						<string name="NativeWindowDisplayStateEvent" object="[flash.events.NativeWindowDisplayStateEvent]" text="new NativeWindowDisplayStateEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,显示状态变化前:String,显示状态变化后:String]%)" constructor="true" tiptext="使用与窗口显示状态事件有关的特定信息创建 Event 对象。" version="1.0" helpurl="flash.events:NativeWindowDisplayStateEvent:NativeWindowDisplayStateEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.NativeWindowDisplayStateEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 NativeWindowDisplayStateEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:NativeWindowDisplayStateEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.NativeWindowDisplayStateEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 NativeWindowDisplayStateEvent 对象的所有属性。" version="1.0" helpurl="flash.events:NativeWindowDisplayStateEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NativeWindowDisplayStateEvent 类的属性" helpurl="flash.events:NativeWindowDisplayStateEvent">
						<string name="DISPLAY_STATE_CHANGE" object="[flash.events.NativeWindowDisplayStateEvent]" text="NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGE" constant="true" tiptext="定义 displayStateChange 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:DISPLAY_STATE_CHANGE" playername="AIR"/>
						<string name="DISPLAY_STATE_CHANGING" object="[flash.events.NativeWindowDisplayStateEvent]" text="NativeWindowDisplayStateEvent.DISPLAY_STATE_CHANGING" constant="true" tiptext="定义 displayStateChanging 事件对象的 type 属性值。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:DISPLAY_STATE_CHANGING" playername="AIR"/>
						<string name="afterDisplayState" object="[flash.events.NativeWindowDisplayStateEvent]" text=".afterDisplayState" tiptext="更改之后的 NativeWindow 显示状态。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:afterDisplayState:get" playername="AIR"/>
						<string name="beforeDisplayState" object="[flash.events.NativeWindowDisplayStateEvent]" text=".beforeDisplayState" tiptext="更改之前的 NativeWindow 显示状态。" version="" helpurl="flash.events:NativeWindowDisplayStateEvent:beforeDisplayState:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NetStatusEvent" id="[flash.events.NetStatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="NetConnection、NetStream 或 SharedObject 对象在报告其状态时将调度 NetStatusEvent 对象。" helpurl="flash.events:NetStatusEvent">
					<folder name="方法" id="Methods" tiptext="NetStatusEvent 类的方法" helpurl="flash.events:NetStatusEvent">
						<string name="NetStatusEvent" object="[flash.events.NetStatusEvent]" text="new NetStatusEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,信息:Object=null]%)" constructor="true" tiptext="NetStatusEvent 对象的构造函数。" version="4" helpurl="flash.events:NetStatusEvent:NetStatusEvent" playername=""/>
						<string name="clone" object="[flash.events.NetStatusEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 NetStatusEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:NetStatusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.NetStatusEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 NetStatusEvent 对象的所有属性。" version="4" helpurl="flash.events:NetStatusEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetStatusEvent 类的属性" helpurl="flash.events:NetStatusEvent">
						<string name="NET_STATUS" object="[flash.events.NetStatusEvent]" text="NetStatusEvent.NET_STATUS" constant="true" tiptext="定义 netStatus 事件对象的 type 属性值。" version="" helpurl="flash.events:NetStatusEvent:NET_STATUS" playername=""/>
						<string name="info" object="[flash.events.NetStatusEvent]" text=".info" tiptext="一个对象，具有描述对象的状态或错误情况的属性。" version="" helpurl="flash.events:NetStatusEvent:info:get" playername=""/>
					</folder>
				</folder>
				<folder name="OutputProgressEvent" id="[flash.events.OutputProgressEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在执行未处理的异步文件写入操作时，FileStream 对象将调度 OutputProgressEvent 对象。" helpurl="flash.events:OutputProgressEvent">
					<folder name="方法" id="Methods" tiptext="OutputProgressEvent 类的方法" helpurl="flash.events:OutputProgressEvent">
						<string name="OutputProgressEvent" object="[flash.events.OutputProgressEvent]" text="new OutputProgressEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,未处理的字节数:Number=0,总字节数:Number=0]%)" constructor="true" tiptext="OutputProgressEvent 对象的构造函数。" version="1.0" helpurl="flash.events:OutputProgressEvent:OutputProgressEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.OutputProgressEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 OutputProgressEvent 对象的副本，并设置每个属性的值以与原始属性值相匹配。" version="1.0" helpurl="flash.events:OutputProgressEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.OutputProgressEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 OutputProgressEvent 对象的所有属性。" version="1.0" helpurl="flash.events:OutputProgressEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="OutputProgressEvent 类的属性" helpurl="flash.events:OutputProgressEvent">
						<string name="OUTPUT_PROGRESS" object="[flash.events.OutputProgressEvent]" text="OutputProgressEvent.OUTPUT_PROGRESS" constant="true" tiptext="定义 OutputProgress 事件对象的 type 属性值。" version="" helpurl="flash.events:OutputProgressEvent:OUTPUT_PROGRESS" playername="AIR"/>
						<string name="bytesPending" object="[flash.events.OutputProgressEvent]" text=".bytesPending" tiptext="在侦听器处理事件时尚未写入的字节数。" version="" helpurl="flash.events:OutputProgressEvent:bytesPending:get" playername="AIR"/>
						<string name="bytesTotal" object="[flash.events.OutputProgressEvent]" text=".bytesTotal" tiptext="到目前为止已写入的总字节数加上要写入的未处理字节数。" version="" helpurl="flash.events:OutputProgressEvent:bytesTotal:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PressAndTapGestureEvent" id="[flash.events.PressAndTapGestureEvent]" sort="true" index="true" asAncestors="flash.events:GestureEvent,flash.events:Event,Object" tiptext="使用 PressAndTapGestureEvent 类可以在启用触摸的设备上处理按住轻敲笔势。" helpurl="flash.events:PressAndTapGestureEvent">
					<folder name="方法" id="Methods" tiptext="PressAndTapGestureEvent 类的方法" helpurl="flash.events:PressAndTapGestureEvent">
						<string name="PressAndTapGestureEvent" object="[flash.events.PressAndTapGestureEvent]" text="new PressAndTapGestureEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,阶段:String=null,本地X:Number=0,本地Y:Number=0,轻敲本地X:Number=0,轻敲本地Y:Number=0,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,Command键:Boolean=false,Control键:Boolean=false]%)" constructor="true" tiptext="PressAndTapGestureEvent 对象的构造函数。" version="4" helpurl="flash.events:PressAndTapGestureEvent:PressAndTapGestureEvent" playername=""/>
						<string name="clone" object="[flash.events.PressAndTapGestureEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 PressAndTapGestureEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="4" helpurl="flash.events:PressAndTapGestureEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.PressAndTapGestureEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 PressAndTapGestureEvent 对象的所有属性。" version="4" helpurl="flash.events:PressAndTapGestureEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PressAndTapGestureEvent 类的属性" helpurl="flash.events:PressAndTapGestureEvent">
						<string name="GESTURE_PRESS_AND_TAP" object="[flash.events.PressAndTapGestureEvent]" text="PressAndTapGestureEvent.GESTURE_PRESS_AND_TAP" constant="true" tiptext="定义 GESTURE_PRESS_AND_TAP touch 事件对象的 type 属性值。" version="" helpurl="flash.events:PressAndTapGestureEvent:GESTURE_PRESS_AND_TAP" playername=""/>
						<string name="tapLocalX" object="[flash.events.PressAndTapGestureEvent]" text=".tapLocalX" tiptext="事件发生点相对于所属交互对象的水平坐标。" version="" helpurl="flash.events:PressAndTapGestureEvent:tapLocalX:get" playername=""/>
						<string name="tapLocalY" object="[flash.events.PressAndTapGestureEvent]" text=".tapLocalY" tiptext="事件发生点相对于所属交互对象的垂直坐标。" version="" helpurl="flash.events:PressAndTapGestureEvent:tapLocalY:get" playername=""/>
						<string name="tapStageX" object="[flash.events.PressAndTapGestureEvent]" text=".tapStageX" tiptext="发生轻敲触摸的位置在全局舞台坐标系中的水平坐标。" version="" helpurl="flash.events:PressAndTapGestureEvent:tapStageX:get" playername=""/>
						<string name="tapStageY" object="[flash.events.PressAndTapGestureEvent]" text=".tapStageY" tiptext="发生轻敲触摸的位置在全局舞台坐标系中的垂直坐标。" version="" helpurl="flash.events:PressAndTapGestureEvent:tapStageY:get" playername=""/>
					</folder>
				</folder>
				<folder name="ProgressEvent" id="[flash.events.ProgressEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="加载操作已开始或套接字已接收到数据后，将调度 ProgressEvent 对象。" helpurl="flash.events:ProgressEvent">
					<folder name="方法" id="Methods" tiptext="ProgressEvent 类的方法" helpurl="flash.events:ProgressEvent">
						<string name="ProgressEvent" object="[flash.events.ProgressEvent]" text="new ProgressEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,已加载的字节数:Number=0,字节总数:Number=0]%)" constructor="true" tiptext="ProgressEvent 对象的构造函数。" version="4" helpurl="flash.events:ProgressEvent:ProgressEvent" playername=""/>
						<string name="clone" object="[flash.events.ProgressEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ProgressEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:ProgressEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ProgressEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ProgressEvent 对象的所有属性。" version="4" helpurl="flash.events:ProgressEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ProgressEvent 类的属性" helpurl="flash.events:ProgressEvent">
						<string name="PROGRESS" object="[flash.events.ProgressEvent]" text="ProgressEvent.PROGRESS" constant="true" tiptext="定义 progress 事件对象的 type 属性值。" version="" helpurl="flash.events:ProgressEvent:PROGRESS" playername=""/>
						<string name="SOCKET_DATA" object="[flash.events.ProgressEvent]" text="ProgressEvent.SOCKET_DATA" constant="true" tiptext="定义 socketData 事件对象的 type 属性值。" version="" helpurl="flash.events:ProgressEvent:SOCKET_DATA" playername=""/>
						<string name="STANDARD_ERROR_DATA" object="[flash.events.ProgressEvent]" text="ProgressEvent.STANDARD_ERROR_DATA" constant="true" tiptext="定义 standardErrorData 事件对象的 type 属性值。" version="" helpurl="flash.events:ProgressEvent:STANDARD_ERROR_DATA" playername=""/>
						<string name="STANDARD_INPUT_PROGRESS" object="[flash.events.ProgressEvent]" text="ProgressEvent.STANDARD_INPUT_PROGRESS" constant="true" tiptext="定义 standardInputProgress 事件对象的 type 属性值。" version="" helpurl="flash.events:ProgressEvent:STANDARD_INPUT_PROGRESS" playername=""/>
						<string name="STANDARD_OUTPUT_DATA" object="[flash.events.ProgressEvent]" text="ProgressEvent.STANDARD_OUTPUT_DATA" constant="true" tiptext="定义 standardOutputData 事件对象的 type 属性值。" version="" helpurl="flash.events:ProgressEvent:STANDARD_OUTPUT_DATA" playername=""/>
						<string name="bytesLoaded" object="[flash.events.ProgressEvent]" text=".bytesLoaded" tiptext="侦听器处理事件时加载的项数或字节数。" version="" helpurl="flash.events:ProgressEvent:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.events.ProgressEvent]" text=".bytesTotal" tiptext="如果加载过程成功，将加载的总项数或总字节数。" version="" helpurl="flash.events:ProgressEvent:bytesTotal:get" playername=""/>
					</folder>
				</folder>
				<folder name="SampleDataEvent" id="[flash.events.SampleDataEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当 Sound 对象请求新的音频数据或 Microphone 对象有新的音频数据可提供时进行调度。" helpurl="flash.events:SampleDataEvent">
					<folder name="方法" id="Methods" tiptext="SampleDataEvent 类的方法" helpurl="flash.events:SampleDataEvent">
						<string name="SampleDataEvent" object="[flash.events.SampleDataEvent]" text="new SampleDataEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,位置:Number=0,数据:flash.utils:ByteArray=null]%)" constructor="true" tiptext="创建事件对象，包含有关音频数据事件的信息。" version="1.5" helpurl="flash.events:SampleDataEvent:SampleDataEvent" playername=""/>
						<string name="clone" object="[flash.events.SampleDataEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SampleDataEvent 对象的副本，并且设置每个属性的值，以与原始属性值相匹配。" version="1.5" helpurl="flash.events:SampleDataEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SampleDataEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 SampleDataEvent 对象的所有属性。" version="1.5" helpurl="flash.events:SampleDataEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SampleDataEvent 类的属性" helpurl="flash.events:SampleDataEvent">
						<string name="SAMPLE_DATA" object="[flash.events.SampleDataEvent]" text="SampleDataEvent.SAMPLE_DATA" constant="true" tiptext="定义 SampleDataEvent 事件对象的 type 属性值。" version="" helpurl="flash.events:SampleDataEvent:SAMPLE_DATA" playername=""/>
						<string name="data" object="[flash.events.SampleDataEvent]" text=".data" tiptext="音频流中的数据。" version="" helpurl="flash.events:SampleDataEvent:data:get" playername=""/>
						<string name="position" object="[flash.events.SampleDataEvent]" text=".position" tiptext="音频流中数据的位置。" version="" helpurl="flash.events:SampleDataEvent:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="ScreenMouseEvent" id="[flash.events.ScreenMouseEvent]" sort="true" index="true" asAncestors="flash.events:MouseEvent,flash.events:Event,Object" tiptext="SystemTrayIcon 对象调度 ScreenMouseEvent 类型的事件以响应鼠标交互。" helpurl="flash.events:ScreenMouseEvent">
					<folder name="方法" id="Methods" tiptext="ScreenMouseEvent 类的方法" helpurl="flash.events:ScreenMouseEvent">
						<string name="ScreenMouseEvent" object="[flash.events.ScreenMouseEvent]" text="new ScreenMouseEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,screenX:Number=unknown,screenY:Number=unknown,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,按下按钮:Boolean=false,command键:Boolean=false,Ctrl键:Boolean=false]%)" constructor="true" tiptext="ScreenMouseEvent 对象的构造函数。" version="1.0" helpurl="flash.events:ScreenMouseEvent:ScreenMouseEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.ScreenMouseEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ScreenMouseEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:ScreenMouseEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.ScreenMouseEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ScreenMouseEvent 对象的所有属性。" version="1.0" helpurl="flash.events:ScreenMouseEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ScreenMouseEvent 类的属性" helpurl="flash.events:ScreenMouseEvent">
						<string name="CLICK" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.CLICK" constant="true" tiptext="ScreenMouseEvent.CLICK 常量定义 click 事件对象的 type 属性值。" version="" helpurl="flash.events:ScreenMouseEvent:CLICK" playername="AIR"/>
						<string name="MOUSE_DOWN" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.MOUSE_DOWN" constant="true" tiptext="ScreenMouseEvent.MOUSE_DOWN 常量定义 mouseDown 事件对象的 type 属性值。" version="" helpurl="flash.events:ScreenMouseEvent:MOUSE_DOWN" playername="AIR"/>
						<string name="MOUSE_UP" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.MOUSE_UP" constant="true" tiptext="ScreenMouseEvent.MOUSE_UP 常量定义 mouseUp 事件对象的 type 属性值。" version="" helpurl="flash.events:ScreenMouseEvent:MOUSE_UP" playername="AIR"/>
						<string name="RIGHT_CLICK" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.RIGHT_CLICK" constant="true" tiptext="ScreenMouseEvent.RIGHT_CLICK 常量定义 rightClick 事件对象的 type 属性值。" version="" helpurl="flash.events:ScreenMouseEvent:RIGHT_CLICK" playername="AIR"/>
						<string name="RIGHT_MOUSE_DOWN" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.RIGHT_MOUSE_DOWN" constant="true" tiptext="ScreenMouseEvent.RIGHT_MOUSE_DOWN 常量定义 rightMouseDown 事件对象的 type 属性值。" version="" helpurl="flash.events:ScreenMouseEvent:RIGHT_MOUSE_DOWN" playername="AIR"/>
						<string name="RIGHT_MOUSE_UP" object="[flash.events.ScreenMouseEvent]" text="ScreenMouseEvent.RIGHT_MOUSE_UP" constant="true" tiptext="ScreenMouseEvent.RIGHT_MOUSE_UP 常量定义 rightMouseUp 事件对象的 type 属性值。" version="" helpurl="flash.events:ScreenMouseEvent:RIGHT_MOUSE_UP" playername="AIR"/>
						<string name="screenX" object="[flash.events.ScreenMouseEvent]" text=".screenX" tiptext="屏幕坐标中单击的 X 位置。" version="" helpurl="flash.events:ScreenMouseEvent:screenX:get" playername="AIR"/>
						<string name="screenY" object="[flash.events.ScreenMouseEvent]" text=".screenY" tiptext="屏幕坐标中单击的 Y 位置。" version="" helpurl="flash.events:ScreenMouseEvent:screenY:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SecurityErrorEvent" id="[flash.events.SecurityErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="出现安全错误时，对象将调度 SecurityErrorEvent 对象进行报告。" helpurl="flash.events:SecurityErrorEvent">
					<folder name="方法" id="Methods" tiptext="SecurityErrorEvent 类的方法" helpurl="flash.events:SecurityErrorEvent">
						<string name="SecurityErrorEvent" object="[flash.events.SecurityErrorEvent]" text="new SecurityErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String,id:int=0]%)" constructor="true" tiptext="SecurityErrorEvent 对象的构造函数。" version="4" helpurl="flash.events:SecurityErrorEvent:SecurityErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.SecurityErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SecurityErrorEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:SecurityErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SecurityErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 SecurityErrorEvent 对象的所有属性。" version="4" helpurl="flash.events:SecurityErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SecurityErrorEvent 类的属性" helpurl="flash.events:SecurityErrorEvent">
						<string name="SECURITY_ERROR" object="[flash.events.SecurityErrorEvent]" text="SecurityErrorEvent.SECURITY_ERROR" constant="true" tiptext="SecurityErrorEvent.SECURITY_ERROR 常数定义 securityError 事件对象的 type 属性值。" version="" helpurl="flash.events:SecurityErrorEvent:SECURITY_ERROR" playername=""/>
					</folder>
				</folder>
				<folder name="ServerSocketConnectEvent" id="[flash.events.ServerSocketConnectEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在客户端尝试连接到服务器套接字时，ServerSocket 对象将调度 ServerSocketConnectEvent 对象。" helpurl="flash.events:ServerSocketConnectEvent">
					<folder name="方法" id="Methods" tiptext="ServerSocketConnectEvent 类的方法" helpurl="flash.events:ServerSocketConnectEvent">
						<string name="ServerSocketConnectEvent" object="[flash.events.ServerSocketConnectEvent]" text="new ServerSocketConnectEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,套接字:flash.net:Socket=null]%)" constructor="true" tiptext="创建一个 ServerSocketConnectEvent 对象，其中包含有关客户端连接的信息。" version="2" helpurl="flash.events:ServerSocketConnectEvent:ServerSocketConnectEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.ServerSocketConnectEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ServerSocketConnectEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2" helpurl="flash.events:ServerSocketConnectEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.ServerSocketConnectEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ServerSocketConnectEvent 对象的所有属性。" version="2" helpurl="flash.events:ServerSocketConnectEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ServerSocketConnectEvent 类的属性" helpurl="flash.events:ServerSocketConnectEvent">
						<string name="CONNECT" object="[flash.events.ServerSocketConnectEvent]" text="ServerSocketConnectEvent.CONNECT" constant="true" tiptext="定义 ServerSocketConnectEvent 事件对象的 type 属性值。" version="" helpurl="flash.events:ServerSocketConnectEvent:CONNECT" playername="AIR"/>
						<string name="socket" object="[flash.events.ServerSocketConnectEvent]" text=".socket" tiptext="适用于新建连接的套接字。" version="" helpurl="flash.events:ServerSocketConnectEvent:socket:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ShaderEvent" id="[flash.events.ShaderEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在从 ShaderJob 启动的着色器操作完成后将调度 ShaderEvent。" helpurl="flash.events:ShaderEvent">
					<folder name="方法" id="Methods" tiptext="ShaderEvent 类的方法" helpurl="flash.events:ShaderEvent">
						<string name="ShaderEvent" object="[flash.events.ShaderEvent]" text="new ShaderEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,位图:flash.display:BitmapData=null,数组:flash.utils:ByteArray=null,矢量:Vector$Number=null]%)" constructor="true" tiptext="创建一个 ShaderEvent 对象以传递给事件侦听器。" version="1.5" helpurl="flash.events:ShaderEvent:ShaderEvent" playername=""/>
						<string name="clone" object="[flash.events.ShaderEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 ShaderEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.5" helpurl="flash.events:ShaderEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.ShaderEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 ShaderEvent 对象的所有属性。" version="1.5" helpurl="flash.events:ShaderEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ShaderEvent 类的属性" helpurl="flash.events:ShaderEvent">
						<string name="COMPLETE" object="[flash.events.ShaderEvent]" text="ShaderEvent.COMPLETE" constant="true" tiptext="定义 complete 事件对象的 type 属性值。" version="" helpurl="flash.events:ShaderEvent:COMPLETE" playername=""/>
						<string name="bitmapData" object="[flash.events.ShaderEvent]" text=".bitmapData" tiptext="传递给 ShaderJob.start() 方法的 BitmapData 对象。" version="" helpurl="flash.events:ShaderEvent:bitmapData:get" playername=""/>
						<string name="byteArray" object="[flash.events.ShaderEvent]" text=".byteArray" tiptext="传递给 ShaderJob.start() 方法的 ByteArray 对象。" version="" helpurl="flash.events:ShaderEvent:byteArray:get" playername=""/>
						<string name="vector" object="[flash.events.ShaderEvent]" text=".vector" tiptext="传递给 ShaderJob.start() 方法的 Vector.&amp;lt;Number&amp;gt; 对象。" version="" helpurl="flash.events:ShaderEvent:vector:get" playername=""/>
					</folder>
				</folder>
				<folder name="SoftKeyboardEvent" id="[flash.events.SoftKeyboardEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当激活或取消激活设备或操作系统中的软件驱动键盘时将调度 SoftKeyboardEvent 对象。" helpurl="flash.events:SoftKeyboardEvent">
					<folder name="方法" id="Methods" tiptext="SoftKeyboardEvent 类的方法" helpurl="flash.events:SoftKeyboardEvent">
						<string name="SoftKeyboardEvent" object="[flash.events.SoftKeyboardEvent]" text="new SoftKeyboardEvent(%类型:String,气泡:Boolean,可取消:Boolean,相关对象值:flash.display:InteractiveObject,触发类型值:String%)" constructor="true" tiptext="SoftKeyboardEvent 对象的构造函数。" version="2.6" helpurl="flash.events:SoftKeyboardEvent:SoftKeyboardEvent" playername=""/>
						<string name="clone" object="[flash.events.SoftKeyboardEvent]" text=".clone(%%):flash.events:Event" tiptext="创建一个 SoftKeyboardEvent 对象的副本。" version="2.6" helpurl="flash.events:SoftKeyboardEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SoftKeyboardEvent]" text=".toString(%%):String" tiptext="返回包含 SoftKeyboardEvent 对象所有属性的字串。" version="2.6" helpurl="flash.events:SoftKeyboardEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SoftKeyboardEvent 类的属性" helpurl="flash.events:SoftKeyboardEvent">
						<string name="SOFT_KEYBOARD_ACTIVATE" object="[flash.events.SoftKeyboardEvent]" text="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE" constant="true" tiptext="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE 常量定义显示软键盘时的 SoftKeyboardEvent 对象的 type 属性值。" version="" helpurl="flash.events:SoftKeyboardEvent:SOFT_KEYBOARD_ACTIVATE" playername=""/>
						<string name="SOFT_KEYBOARD_ACTIVATING" object="[flash.events.SoftKeyboardEvent]" text="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING" constant="true" tiptext="SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATING 常量在显示软键盘之前立即定义 SoftKeyboardEvent 对象的 type 属性值。" version="" helpurl="flash.events:SoftKeyboardEvent:SOFT_KEYBOARD_ACTIVATING" playername=""/>
						<string name="SOFT_KEYBOARD_DEACTIVATE" object="[flash.events.SoftKeyboardEvent]" text="SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE" constant="true" tiptext="当软键盘收起或隐藏时，SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE 常量定义 SoftKeyboardEvent 对象的 type 属性值。" version="" helpurl="flash.events:SoftKeyboardEvent:SOFT_KEYBOARD_DEACTIVATE" playername=""/>
						<string name="relatedObject" object="[flash.events.SoftKeyboardEvent]" text=".relatedObject" tiptext="引用与事件相关的显示列表对象。" version="" helpurl="flash.events:SoftKeyboardEvent:relatedObject:get" playername=""/>
						<string name="triggerType" object="[flash.events.SoftKeyboardEvent]" text=".triggerType" tiptext="指示键盘状态的更改是否已由应用程序（如使用 requestSoftKeyboard() 程序）或用户（如选择文本字段）触发。" version="" helpurl="flash.events:SoftKeyboardEvent:triggerType:get" playername=""/>
					</folder>
				</folder>
				<folder name="SoftKeyboardTrigger" id="[flash.events.SoftKeyboardTrigger]" sort="true" index="true" asAncestors="Object" tiptext="SoftKeyboardTrigger 类为 SoftKeyboardEvent 类的 triggerType 属性提供枚举器值。" helpurl="flash.events:SoftKeyboardTrigger">
					<folder name="属性" id="Properties" tiptext="SoftKeyboardTrigger 类的属性" helpurl="flash.events:SoftKeyboardTrigger">
						<string name="CONTENT_TRIGGERED" object="[flash.events.SoftKeyboardTrigger]" text="SoftKeyboardTrigger.CONTENT_TRIGGERED" constant="true" tiptext="指示 ActionScript 调用了事件。" version="" helpurl="flash.events:SoftKeyboardTrigger:CONTENT_TRIGGERED" playername=""/>
						<string name="USER_TRIGGERED" object="[flash.events.SoftKeyboardTrigger]" text="SoftKeyboardTrigger.USER_TRIGGERED" constant="true" tiptext="指示用户动作调用了事件。" version="" helpurl="flash.events:SoftKeyboardTrigger:USER_TRIGGERED" playername=""/>
					</folder>
				</folder>
				<folder name="SQLErrorEvent" id="[flash.events.SQLErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="如果在异步执行模式下执行数据库操作时发生错误，SQLConnection 实例或 SQLStatement 实例将调度 SQLErrorEvent 实例。" helpurl="flash.events:SQLErrorEvent">
					<folder name="方法" id="Methods" tiptext="SQLErrorEvent 类的方法" helpurl="flash.events:SQLErrorEvent">
						<string name="SQLErrorEvent" object="[flash.events.SQLErrorEvent]" text="new SQLErrorEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,错误:flash.errors:SQLError=null]%)" constructor="true" tiptext="用于创建新的 SQLErrorEvent 对象。" version="1.0" helpurl="flash.events:SQLErrorEvent:SQLErrorEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.SQLErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SQLErrorEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:SQLErrorEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.SQLErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 SQLErrorEvent 对象的所有属性。" version="1.0" helpurl="flash.events:SQLErrorEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLErrorEvent 类的属性" helpurl="flash.events:SQLErrorEvent">
						<string name="ERROR" object="[flash.events.SQLErrorEvent]" text="SQLErrorEvent.ERROR" constant="true" tiptext="SQLErrorEvent.ERROR 常量定义在 SQLConnection 方法调用或 SQLStatement 实例出错完成时调度的错误事件的 type 属性值。" version="" helpurl="flash.events:SQLErrorEvent:ERROR" playername="AIR"/>
						<string name="error" object="[flash.events.SQLErrorEvent]" text=".error" tiptext="包含有关错误原因的详细信息的 SQLError 对象。" version="" helpurl="flash.events:SQLErrorEvent:error:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLEvent" id="[flash.events.SQLEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当 SQLConnection 或 SQLStatement 实例执行的某个操作成功完成时，Adobe AIR 将调度 SQLEvent 对象。" helpurl="flash.events:SQLEvent">
					<folder name="方法" id="Methods" tiptext="SQLEvent 类的方法" helpurl="flash.events:SQLEvent">
						<string name="SQLEvent" object="[flash.events.SQLEvent]" text="new SQLEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="用于创建新的 SQLEvent 对象。" version="1.0" helpurl="flash.events:SQLEvent:SQLEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.SQLEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SQLEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:SQLEvent:clone" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLEvent 类的属性" helpurl="flash.events:SQLEvent">
						<string name="ANALYZE" object="[flash.events.SQLEvent]" text="SQLEvent.ANALYZE" constant="true" tiptext="SQLEvent.ANALYZE 常量定义 analyze 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:ANALYZE" playername="AIR"/>
						<string name="ATTACH" object="[flash.events.SQLEvent]" text="SQLEvent.ATTACH" constant="true" tiptext="SQLEvent.ATTACH 常量定义 attach 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:ATTACH" playername="AIR"/>
						<string name="BEGIN" object="[flash.events.SQLEvent]" text="SQLEvent.BEGIN" constant="true" tiptext="SQLEvent.BEGIN 常量定义 begin 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:BEGIN" playername="AIR"/>
						<string name="CANCEL" object="[flash.events.SQLEvent]" text="SQLEvent.CANCEL" constant="true" tiptext="SQLEvent.CANCEL 常量定义 cancel 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:CANCEL" playername="AIR"/>
						<string name="CLOSE" object="[flash.events.SQLEvent]" text="SQLEvent.CLOSE" constant="true" tiptext="SQLEvent.CLOSE 常量定义 close 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:CLOSE" playername="AIR"/>
						<string name="COMMIT" object="[flash.events.SQLEvent]" text="SQLEvent.COMMIT" constant="true" tiptext="SQLEvent.COMMIT 常量定义 commit 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:COMMIT" playername="AIR"/>
						<string name="COMPACT" object="[flash.events.SQLEvent]" text="SQLEvent.COMPACT" constant="true" tiptext="SQLEvent.COMPACT 常量定义 compact 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:COMPACT" playername="AIR"/>
						<string name="DEANALYZE" object="[flash.events.SQLEvent]" text="SQLEvent.DEANALYZE" constant="true" tiptext="SQLEvent.DEANALYZE 常量定义 deanalyze 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:DEANALYZE" playername="AIR"/>
						<string name="DETACH" object="[flash.events.SQLEvent]" text="SQLEvent.DETACH" constant="true" tiptext="SQLEvent.DETACH 常量定义 detach 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:DETACH" playername="AIR"/>
						<string name="OPEN" object="[flash.events.SQLEvent]" text="SQLEvent.OPEN" constant="true" tiptext="SQLEvent.OPEN 常量定义 open 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:OPEN" playername="AIR"/>
						<string name="REENCRYPT" object="[flash.events.SQLEvent]" text="SQLEvent.REENCRYPT" constant="true" tiptext="SQLEvent.REENCRYPT 常量定义 reencrypt 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:REENCRYPT" playername="AIR"/>
						<string name="RELEASE_SAVEPOINT" object="[flash.events.SQLEvent]" text="SQLEvent.RELEASE_SAVEPOINT" constant="true" tiptext="SQLEvent.RELEASE_SAVEPOINT 常量定义 releaseSavepoint 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:RELEASE_SAVEPOINT" playername="AIR"/>
						<string name="RESULT" object="[flash.events.SQLEvent]" text="SQLEvent.RESULT" constant="true" tiptext="SQLEvent.RESULT 常量定义 result 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:RESULT" playername="AIR"/>
						<string name="ROLLBACK_TO_SAVEPOINT" object="[flash.events.SQLEvent]" text="SQLEvent.ROLLBACK_TO_SAVEPOINT" constant="true" tiptext="SQLEvent.ROLLBACK_TO_SAVEPOINT 常量定义 rollbackToSavepoint 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:ROLLBACK_TO_SAVEPOINT" playername="AIR"/>
						<string name="ROLLBACK" object="[flash.events.SQLEvent]" text="SQLEvent.ROLLBACK" constant="true" tiptext="SQLEvent.ROLLBACK 常量定义 rollback 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:ROLLBACK" playername="AIR"/>
						<string name="SCHEMA" object="[flash.events.SQLEvent]" text="SQLEvent.SCHEMA" constant="true" tiptext="SQLEvent.SCHEMA 常量定义 schema 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:SCHEMA" playername="AIR"/>
						<string name="SET_SAVEPOINT" object="[flash.events.SQLEvent]" text="SQLEvent.SET_SAVEPOINT" constant="true" tiptext="SQLEvent.SET_SAVEPOINT 常量定义 setSavepoint 事件对象的 type 属性值。" version="" helpurl="flash.events:SQLEvent:SET_SAVEPOINT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SQLUpdateEvent" id="[flash.events.SQLUpdateEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="与 SQLConnection 实例关联的任何表发生数据更改时，SQLConnection 对象将调度 SQLUpdateEvent 对象。" helpurl="flash.events:SQLUpdateEvent">
					<folder name="方法" id="Methods" tiptext="SQLUpdateEvent 类的方法" helpurl="flash.events:SQLUpdateEvent">
						<string name="SQLUpdateEvent" object="[flash.events.SQLUpdateEvent]" text="new SQLUpdateEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,表:String=null,行ID:Number=0]%)" constructor="true" tiptext="用于创建新的 SQLUpdateEvent 对象。" version="1.0" helpurl="flash.events:SQLUpdateEvent:SQLUpdateEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.SQLUpdateEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SQLUpdateEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="1.0" helpurl="flash.events:SQLUpdateEvent:clone" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SQLUpdateEvent 类的属性" helpurl="flash.events:SQLUpdateEvent">
						<string name="DELETE" object="[flash.events.SQLUpdateEvent]" text="SQLUpdateEvent.DELETE" constant="true" tiptext="SQLUpdateEvent.DELETE 常量定义 SQLConnection 删除事件的 type 属性值。" version="" helpurl="flash.events:SQLUpdateEvent:DELETE" playername="AIR"/>
						<string name="INSERT" object="[flash.events.SQLUpdateEvent]" text="SQLUpdateEvent.INSERT" constant="true" tiptext="SQLUpdateEvent.INSERT 常量定义 SQLConnection 插入事件的 type 属性值。" version="" helpurl="flash.events:SQLUpdateEvent:INSERT" playername="AIR"/>
						<string name="UPDATE" object="[flash.events.SQLUpdateEvent]" text="SQLUpdateEvent.UPDATE" constant="true" tiptext="SQLUpdateEvent.UPDATE 常量定义 SQLConnection 更新事件的 type 属性值。" version="" helpurl="flash.events:SQLUpdateEvent:UPDATE" playername="AIR"/>
						<string name="rowID" object="[flash.events.SQLUpdateEvent]" text=".rowID" tiptext="插入、删除或更新的行的唯一行标识符。" version="" helpurl="flash.events:SQLUpdateEvent:rowID:get" playername="AIR"/>
						<string name="table" object="[flash.events.SQLUpdateEvent]" text=".table" tiptext="其数据更改导致调度事件的表的名称。" version="" helpurl="flash.events:SQLUpdateEvent:table:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StageOrientationEvent" id="[flash.events.StageOrientationEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在包含舞台的屏幕的方向更改时，Stage 对象将调度 StageOrientationEvent 对象。" helpurl="flash.events:StageOrientationEvent">
					<folder name="方法" id="Methods" tiptext="StageOrientationEvent 类的方法" helpurl="flash.events:StageOrientationEvent">
						<string name="StageOrientationEvent" object="[flash.events.StageOrientationEvent]" text="new StageOrientationEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,定向前:String=null,定向后:String=null]%)" constructor="true" tiptext="创建带有与舞台方向事件相关的特定信息的 StageOrientationEvent 对象。" version="2" helpurl="flash.events:StageOrientationEvent:StageOrientationEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.StageOrientationEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 StageOrientationEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2" helpurl="flash.events:StageOrientationEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.StageOrientationEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 StageOrientationEvent 对象的所有属性。" version="2" helpurl="flash.events:StageOrientationEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StageOrientationEvent 类的属性" helpurl="flash.events:StageOrientationEvent">
						<string name="ORIENTATION_CHANGE" object="[flash.events.StageOrientationEvent]" text="StageOrientationEvent.ORIENTATION_CHANGE" constant="true" tiptext="ORIENTATION_CHANGE 常量定义 orientationChange 事件对象的 type 属性的值。" version="" helpurl="flash.events:StageOrientationEvent:ORIENTATION_CHANGE" playername="AIR"/>
						<string name="ORIENTATION_CHANGING" object="[flash.events.StageOrientationEvent]" text="StageOrientationEvent.ORIENTATION_CHANGING" constant="true" tiptext="ORIENTATION_CHANGING 常量定义 orientationChanging 事件对象的 type 属性值。" version="" helpurl="flash.events:StageOrientationEvent:ORIENTATION_CHANGING" playername="AIR"/>
						<string name="afterOrientation" object="[flash.events.StageOrientationEvent]" text=".afterOrientation" tiptext="更改之后的舞台方向。" version="" helpurl="flash.events:StageOrientationEvent:afterOrientation:get" playername="AIR"/>
						<string name="beforeOrientation" object="[flash.events.StageOrientationEvent]" text=".beforeOrientation" tiptext="更改之前的舞台方向。" version="" helpurl="flash.events:StageOrientationEvent:beforeOrientation:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StageVideoAvailabilityEvent" id="[flash.events.StageVideoAvailabilityEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="此 event 类报告舞台视频的可用性。" helpurl="flash.events:StageVideoAvailabilityEvent">
					<folder name="方法" id="Methods" tiptext="StageVideoAvailabilityEvent 类的方法" helpurl="flash.events:StageVideoAvailabilityEvent">
						<string name="StageVideoAvailabilityEvent" object="[flash.events.StageVideoAvailabilityEvent]" text="new StageVideoAvailabilityEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,可用性:String=null]%)" constructor="true" tiptext="构造函数。" version="10.2" helpurl="flash.events:StageVideoAvailabilityEvent:StageVideoAvailabilityEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StageVideoAvailabilityEvent 类的属性" helpurl="flash.events:StageVideoAvailabilityEvent">
						<string name="STAGE_VIDEO_AVAILABILITY" object="[flash.events.StageVideoAvailabilityEvent]" text="StageVideoAvailabilityEvent.STAGE_VIDEO_AVAILABILITY" constant="true" tiptext="StageVideoAvailability 事件的标识符。" version="" helpurl="flash.events:StageVideoAvailabilityEvent:STAGE_VIDEO_AVAILABILITY" playername=""/>
						<string name="availability" object="[flash.events.StageVideoAvailabilityEvent]" text=".availability" tiptext="报告舞台视频的当前可用性。" version="" helpurl="flash.events:StageVideoAvailabilityEvent:availability:get" playername=""/>
					</folder>
				</folder>
				<folder name="StageVideoEvent" id="[flash.events.StageVideoEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="调用附加的 NetStream 对象 play() 方法之后，StageVideo 对象将调度一个 StageVideoEvent 对象。" helpurl="flash.events:StageVideoEvent">
					<folder name="方法" id="Methods" tiptext="StageVideoEvent 类的方法" helpurl="flash.events:StageVideoEvent">
						<string name="StageVideoEvent" object="[flash.events.StageVideoEvent]" text="new StageVideoEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,状态:String=null,色彩空间:String=null]%)" constructor="true" tiptext="StageVideoEvent 对象的构造函数。" version="10.2" helpurl="flash.events:StageVideoEvent:StageVideoEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StageVideoEvent 类的属性" helpurl="flash.events:StageVideoEvent">
						<string name="RENDER_STATE" object="[flash.events.StageVideoEvent]" text="StageVideoEvent.RENDER_STATE" constant="true" tiptext="StageVideoEvent.RENDER_STATE 常量定义 renderState 事件对象的 type 属性值。" version="" helpurl="flash.events:StageVideoEvent:RENDER_STATE" playername=""/>
						<string name="colorSpace" object="[flash.events.StageVideoEvent]" text=".colorSpace" tiptext="可用于显示 StageVideo 对象中视频的色彩空间。" version="" helpurl="flash.events:StageVideoEvent:colorSpace:get" playername=""/>
						<string name="status" object="[flash.events.StageVideoEvent]" text=".status" tiptext="StageVideo 对象的状态。" version="" helpurl="flash.events:StageVideoEvent:status:get" playername=""/>
					</folder>
				</folder>
				<folder name="StatusEvent" id="[flash.events.StatusEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在设备（如摄像头或麦克风）或对象（如 LocalConnection 对象）报告其状态时，对象将调度 StatusEvent 对象。" helpurl="flash.events:StatusEvent">
					<folder name="方法" id="Methods" tiptext="StatusEvent 类的方法" helpurl="flash.events:StatusEvent">
						<string name="StatusEvent" object="[flash.events.StatusEvent]" text="new StatusEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,代码:String,级别:String]%)" constructor="true" tiptext="StatusEvent 对象的构造函数。" version="4" helpurl="flash.events:StatusEvent:StatusEvent" playername=""/>
						<string name="clone" object="[flash.events.StatusEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 StatusEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:StatusEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.StatusEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 StatusEvent 对象的所有属性。" version="4" helpurl="flash.events:StatusEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StatusEvent 类的属性" helpurl="flash.events:StatusEvent">
						<string name="STATUS" object="[flash.events.StatusEvent]" text="StatusEvent.STATUS" constant="true" tiptext="定义 status 事件对象的 type 属性值。" version="" helpurl="flash.events:StatusEvent:STATUS" playername=""/>
						<string name="code" object="[flash.events.StatusEvent]" text=".code" tiptext="对象状态的描述。" version="" helpurl="flash.events:StatusEvent:code:get" playername=""/>
						<string name="level" object="[flash.events.StatusEvent]" text=".level" tiptext="消息类别，例如&quot;status&quot;、&quot;warning&quot;或&quot;error&quot;。" version="" helpurl="flash.events:StatusEvent:level:get" playername=""/>
					</folder>
				</folder>
				<folder name="StorageVolumeChangeEvent" id="[flash.events.StorageVolumeChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="安装或卸载存储卷时，StorageVolumeInfo.storageVolumeInfo 对象将调度 StorageVolumeChangeEvent 事件对象。" helpurl="flash.events:StorageVolumeChangeEvent">
					<folder name="方法" id="Methods" tiptext="StorageVolumeChangeEvent 类的方法" helpurl="flash.events:StorageVolumeChangeEvent">
						<string name="StorageVolumeChangeEvent" object="[flash.events.StorageVolumeChangeEvent]" text="new StorageVolumeChangeEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,路径:flash.filesystem:File=null,卷:flash.filesystem:StorageVolume=null]%)" constructor="true" tiptext="用于创建新的 StorageVolumeChangeEvent 对象。" version="2" helpurl="flash.events:StorageVolumeChangeEvent:StorageVolumeChangeEvent" playername="AIR"/>
						<string name="clone" object="[flash.events.StorageVolumeChangeEvent]" text=".clone(%%):flash.events:Event" tiptext="复制 Event 子类的实例。" version="2" helpurl="flash.events:StorageVolumeChangeEvent:clone" playername="AIR"/>
						<string name="toString" object="[flash.events.StorageVolumeChangeEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 Event 对象的所有属性。" version="2" helpurl="flash.events:StorageVolumeChangeEvent:toString" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StorageVolumeChangeEvent 类的属性" helpurl="flash.events:StorageVolumeChangeEvent">
						<string name="STORAGE_VOLUME_MOUNT" object="[flash.events.StorageVolumeChangeEvent]" text="StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT" constant="true" tiptext="安装卷时，StorageVolumeChangeEvent.VOLUME_MOUNT 常量定义 StorageVolumeChangeEvent 的 type 属性值。" version="" helpurl="flash.events:StorageVolumeChangeEvent:STORAGE_VOLUME_MOUNT" playername="AIR"/>
						<string name="STORAGE_VOLUME_UNMOUNT" object="[flash.events.StorageVolumeChangeEvent]" text="StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT" constant="true" tiptext="卸载卷时，StorageVolumeChangeEvent.VOLUME_MOUNT 常量定义 StorageVolumeChangeEvent 的 type 属性值。" version="" helpurl="flash.events:StorageVolumeChangeEvent:STORAGE_VOLUME_UNMOUNT" playername="AIR"/>
						<string name="rootDirectory" object="[flash.events.StorageVolumeChangeEvent]" text=".rootDirectory" tiptext="与安装的卷的根目录相对应的 File 对象。" version="" helpurl="flash.events:StorageVolumeChangeEvent:rootDirectory:get" playername="AIR"/>
						<string name="storageVolume" object="[flash.events.StorageVolumeChangeEvent]" text=".storageVolume" tiptext="一个包含有关安装的卷的信息的 StorageVolume 对象。" version="" helpurl="flash.events:StorageVolumeChangeEvent:storageVolume:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SyncEvent" id="[flash.events.SyncEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="在服务器更新了远程共享对象后，表示远程共享对象的 SharedObject 对象将调度 SyncEvent 对象。" helpurl="flash.events:SyncEvent">
					<folder name="方法" id="Methods" tiptext="SyncEvent 类的方法" helpurl="flash.events:SyncEvent">
						<string name="SyncEvent" object="[flash.events.SyncEvent]" text="new SyncEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,更改列表:Array=null]%)" constructor="true" tiptext="SyncEvent 对象的构造函数。" version="4" helpurl="flash.events:SyncEvent:SyncEvent" playername=""/>
						<string name="clone" object="[flash.events.SyncEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 SyncEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:SyncEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.SyncEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 SyncEvent 对象的所有属性。" version="4" helpurl="flash.events:SyncEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SyncEvent 类的属性" helpurl="flash.events:SyncEvent">
						<string name="SYNC" object="[flash.events.SyncEvent]" text="SyncEvent.SYNC" constant="true" tiptext="定义 sync 事件对象的 type 属性值。" version="" helpurl="flash.events:SyncEvent:SYNC" playername=""/>
						<string name="changeList" object="[flash.events.SyncEvent]" text=".changeList" tiptext="一个对象数组，其中每个对象均包含用于说明远程共享对象中已更改成员的属性。" version="" helpurl="flash.events:SyncEvent:changeList:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextEvent" id="[flash.events.TextEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当用户在文本字段中输入文本或在启用 HTML 的文本字段中单击超链接时，对象将调度 TextEvent 对象。" helpurl="flash.events:TextEvent">
					<folder name="方法" id="Methods" tiptext="TextEvent 类的方法" helpurl="flash.events:TextEvent">
						<string name="TextEvent" object="[flash.events.TextEvent]" text="new TextEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false,文本:String]%)" constructor="true" tiptext="TextEvent 对象的构造函数。" version="4" helpurl="flash.events:TextEvent:TextEvent" playername=""/>
						<string name="clone" object="[flash.events.TextEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 TextEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:TextEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TextEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 TextEvent 对象的所有属性。" version="4" helpurl="flash.events:TextEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextEvent 类的属性" helpurl="flash.events:TextEvent">
						<string name="LINK" object="[flash.events.TextEvent]" text="TextEvent.LINK" constant="true" tiptext="定义 link 事件对象的 type 属性值。" version="" helpurl="flash.events:TextEvent:LINK" playername=""/>
						<string name="TEXT_INPUT" object="[flash.events.TextEvent]" text="TextEvent.TEXT_INPUT" constant="true" tiptext="定义 textInput 事件对象的 type 属性值。" version="" helpurl="flash.events:TextEvent:TEXT_INPUT" playername=""/>
						<string name="text" object="[flash.events.TextEvent]" text=".text" tiptext="在 textInput 事件中，由用户输入的字符或字符序列。" version="" helpurl="flash.events:TextEvent:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="TimerEvent" id="[flash.events.TimerEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="只要 Timer 对象达到 Timer.delay 属性指定的间隔，Timer 对象就将调度 TimerEvent 对象。" helpurl="flash.events:TimerEvent">
					<folder name="方法" id="Methods" tiptext="TimerEvent 类的方法" helpurl="flash.events:TimerEvent">
						<string name="TimerEvent" object="[flash.events.TimerEvent]" text="new TimerEvent(%类型:String[,冒泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="TimerEvent 对象的构造函数。" version="4" helpurl="flash.events:TimerEvent:TimerEvent" playername=""/>
						<string name="clone" object="[flash.events.TimerEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 TimerEvent 对象的副本，并设置每个属性的值以匹配原始属性值。" version="4" helpurl="flash.events:TimerEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TimerEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 TimerEvent 对象的所有属性。" version="4" helpurl="flash.events:TimerEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.TimerEvent]" text=".updateAfterEvent(%%):void" tiptext="如果已修改显示列表，则指示 Flash Player 或 AIR 运行时在此事件处理完成后呈现结果。" version="4" helpurl="flash.events:TimerEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TimerEvent 类的属性" helpurl="flash.events:TimerEvent">
						<string name="TIMER_COMPLETE" object="[flash.events.TimerEvent]" text="TimerEvent.TIMER_COMPLETE" constant="true" tiptext="定义 timerComplete 事件对象的 type 属性值。" version="" helpurl="flash.events:TimerEvent:TIMER_COMPLETE" playername=""/>
						<string name="TIMER" object="[flash.events.TimerEvent]" text="TimerEvent.TIMER" constant="true" tiptext="定义 timer 事件对象的 type 属性值。" version="" helpurl="flash.events:TimerEvent:TIMER" playername=""/>
					</folder>
				</folder>
				<folder name="TouchEvent" id="[flash.events.TouchEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="使用 TouchEvent 类，您可以在检测与设备进行的用户接触的设备上处理事件（例如在触摸屏上按一个手指）。" helpurl="flash.events:TouchEvent">
					<folder name="方法" id="Methods" tiptext="TouchEvent 类的方法" helpurl="flash.events:TouchEvent">
						<string name="TouchEvent" object="[flash.events.TouchEvent]" text="new TouchEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,触点ID:int=0,为主要触点:Boolean=false,本地X:Number=unknown,本地Y:Number=unknown,X大小:Number=unknown,Y大小:Number=unknown,压力:Number=unknown,相关对象:flash.display:InteractiveObject=null,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,Command键:Boolean=false,Control键:Boolean=false]%)" constructor="true" tiptext="TouchEvent 对象的构造函数。" version="4" helpurl="flash.events:TouchEvent:TouchEvent" playername=""/>
						<string name="clone" object="[flash.events.TouchEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 TouchEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="4" helpurl="flash.events:TouchEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TouchEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 TouchEvent 对象的所有属性。" version="4" helpurl="flash.events:TouchEvent:toString" playername=""/>
						<string name="updateAfterEvent" object="[flash.events.TouchEvent]" text=".updateAfterEvent(%%):void" tiptext="如果显示列表已修改，则指示 Flash Player 或 Adobe AIR 在完成此事件的处理后呈现结果。" version="4" helpurl="flash.events:TouchEvent:updateAfterEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TouchEvent 类的属性" helpurl="flash.events:TouchEvent">
						<string name="TOUCH_BEGIN" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_BEGIN" constant="true" tiptext="定义 TOUCH_BEGIN touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_BEGIN" playername=""/>
						<string name="TOUCH_END" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_END" constant="true" tiptext="定义 TOUCH_END touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_END" playername=""/>
						<string name="TOUCH_MOVE" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_MOVE" constant="true" tiptext="定义 TOUCH_MOVE touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_MOVE" playername=""/>
						<string name="TOUCH_OUT" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_OUT" constant="true" tiptext="定义 TOUCH_OUT touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_OUT" playername=""/>
						<string name="TOUCH_OVER" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_OVER" constant="true" tiptext="定义 TOUCH_OVER touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_OVER" playername=""/>
						<string name="TOUCH_ROLL_OUT" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_ROLL_OUT" constant="true" tiptext="定义 TOUCH_ROLL_OUT touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OUT" playername=""/>
						<string name="TOUCH_ROLL_OVER" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_ROLL_OVER" constant="true" tiptext="定义 TOUCH_ROLL_OVER touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_ROLL_OVER" playername=""/>
						<string name="TOUCH_TAP" object="[flash.events.TouchEvent]" text="TouchEvent.TOUCH_TAP" constant="true" tiptext="定义 TOUCH_TAP touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TouchEvent:TOUCH_TAP" playername=""/>
						<string name="altKey" object="[flash.events.TouchEvent]" text=".altKey" tiptext="指示 Alt 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:TouchEvent:altKey:get" playername=""/>
						<string name="commandKey" object="[flash.events.TouchEvent]" text=".commandKey" tiptext="表示 Command 键是否已激活（仅限 Mac）。" version="" helpurl="flash.events:TouchEvent:commandKey:get" playername=""/>
						<string name="controlKey" object="[flash.events.TouchEvent]" text=".controlKey" tiptext="指示是否已激活 Mac 上的 Control 键或已激活 Windows 或 Linux 上的 Ctrl 键。" version="" helpurl="flash.events:TouchEvent:controlKey:get" playername=""/>
						<string name="ctrlKey" object="[flash.events.TouchEvent]" text=".ctrlKey" tiptext="在 Windows 或 Linux 上，指示 Ctrl 键处于活动状态 (true) 还是处于非活动状态 (false)。" version="" helpurl="flash.events:TouchEvent:ctrlKey:get" playername=""/>
						<string name="isPrimaryTouchPoint" object="[flash.events.TouchEvent]" text=".isPrimaryTouchPoint" tiptext="指示第一个接触点是否映射为鼠标事件。" version="" helpurl="flash.events:TouchEvent:isPrimaryTouchPoint:get" playername=""/>
						<string name="isRelatedObjectInaccessible" object="[flash.events.TouchEvent]" text=".isRelatedObjectInaccessible" tiptext="如果为 true，则由于与安全沙箱相关的原因，relatedObject 属性设置为 null。" version="" helpurl="flash.events:TouchEvent:isRelatedObjectInaccessible:get" playername=""/>
						<string name="localX" object="[flash.events.TouchEvent]" text=".localX" tiptext="事件发生点的相对于包含 sprite 的水平坐标。" version="" helpurl="flash.events:TouchEvent:localX:get" playername=""/>
						<string name="localY" object="[flash.events.TouchEvent]" text=".localY" tiptext="事件发生点的相对于包含 sprite 的垂直坐标。" version="" helpurl="flash.events:TouchEvent:localY:get" playername=""/>
						<string name="pressure" object="[flash.events.TouchEvent]" text=".pressure" tiptext="0.0 和 1.0 之间的值指示强制接触设备。" version="" helpurl="flash.events:TouchEvent:pressure:get" playername=""/>
						<string name="relatedObject" object="[flash.events.TouchEvent]" text=".relatedObject" tiptext="引用与事件相关的显示列表对象。" version="" helpurl="flash.events:TouchEvent:relatedObject:get" playername=""/>
						<string name="shiftKey" object="[flash.events.TouchEvent]" text=".shiftKey" tiptext="指示 Shift 键是处于活动状态(true)还是非活动状态(false)。" version="" helpurl="flash.events:TouchEvent:shiftKey:get" playername=""/>
						<string name="sizeX" object="[flash.events.TouchEvent]" text=".sizeX" tiptext="接触区域的宽度。" version="" helpurl="flash.events:TouchEvent:sizeX:get" playername=""/>
						<string name="sizeY" object="[flash.events.TouchEvent]" text=".sizeY" tiptext="接触区域的高度。" version="" helpurl="flash.events:TouchEvent:sizeY:get" playername=""/>
						<string name="stageX" object="[flash.events.TouchEvent]" text=".stageX" tiptext="事件发生点在全局舞台坐标中的水平坐标。" version="" helpurl="flash.events:TouchEvent:stageX:get" playername=""/>
						<string name="stageY" object="[flash.events.TouchEvent]" text=".stageY" tiptext="事件发生点在全局舞台坐标中的垂直坐标。" version="" helpurl="flash.events:TouchEvent:stageY:get" playername=""/>
						<string name="touchPointID" object="[flash.events.TouchEvent]" text=".touchPointID" tiptext="分配给接触点的唯一标识号（作为 int）。" version="" helpurl="flash.events:TouchEvent:touchPointID:get" playername=""/>
					</folder>
				</folder>
				<folder name="TransformGestureEvent" id="[flash.events.TransformGestureEvent]" sort="true" index="true" asAncestors="flash.events:GestureEvent,flash.events:Event,Object" tiptext="使用 TransformGestureEvent 类可以处理设备或操作系统解释为手势的复杂移动输入事件，例如在触摸屏幕上移动手指。" helpurl="flash.events:TransformGestureEvent">
					<folder name="方法" id="Methods" tiptext="TransformGestureEvent 类的方法" helpurl="flash.events:TransformGestureEvent">
						<string name="TransformGestureEvent" object="[flash.events.TransformGestureEvent]" text="new TransformGestureEvent(%类型:String[,冒泡:Boolean=true,可取消:Boolean=false,阶段:String=null,本地X:Number=0,本地Y:Number=0,X缩放量:Number=1.0,Y缩放量:Number=1.0,旋转:Number=0,X偏移量:Number=0,Y偏移量:Number=0,Ctrl键:Boolean=false,Alt键:Boolean=false,Shift键:Boolean=false,Command键:Boolean=false,Control键:Boolean=false]%)" constructor="true" tiptext="TransformGestureEvent 对象的构造函数。" version="4" helpurl="flash.events:TransformGestureEvent:TransformGestureEvent" playername=""/>
						<string name="clone" object="[flash.events.TransformGestureEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 TransformGestureEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="4" helpurl="flash.events:TransformGestureEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.TransformGestureEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 TransformGestureEvent 对象的所有属性。" version="4" helpurl="flash.events:TransformGestureEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TransformGestureEvent 类的属性" helpurl="flash.events:TransformGestureEvent">
						<string name="GESTURE_PAN" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_PAN" constant="true" tiptext="定义 GESTURE_PAN touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_PAN" playername=""/>
						<string name="GESTURE_ROTATE" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_ROTATE" constant="true" tiptext="定义 GESTURE_ROTATE touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_ROTATE" playername=""/>
						<string name="GESTURE_SWIPE" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_SWIPE" constant="true" tiptext="定义 GESTURE_SWIPE 触摸事件对象的 type 属性的值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_SWIPE" playername=""/>
						<string name="GESTURE_ZOOM" object="[flash.events.TransformGestureEvent]" text="TransformGestureEvent.GESTURE_ZOOM" constant="true" tiptext="定义 GESTURE_ZOOM touch 事件对象的 type 属性值。" version="" helpurl="flash.events:TransformGestureEvent:GESTURE_ZOOM" playername=""/>
						<string name="offsetX" object="[flash.events.TransformGestureEvent]" text=".offsetX" tiptext="自上次 gesture 事件后，显示对象的水平转换。" version="" helpurl="flash.events:TransformGestureEvent:offsetX:get" playername=""/>
						<string name="offsetY" object="[flash.events.TransformGestureEvent]" text=".offsetY" tiptext="自上次 gesture 事件后，显示对象的垂直转换。" version="" helpurl="flash.events:TransformGestureEvent:offsetY:get" playername=""/>
						<string name="rotation" object="[flash.events.TransformGestureEvent]" text=".rotation" tiptext="自上次 gesture 事件后，显示对象当前沿 Z 轴的旋转角度（以度为单位）。" version="" helpurl="flash.events:TransformGestureEvent:rotation:get" playername=""/>
						<string name="scaleX" object="[flash.events.TransformGestureEvent]" text=".scaleX" tiptext="自上次 gesture 事件后，显示对象的水平缩放。" version="" helpurl="flash.events:TransformGestureEvent:scaleX:get" playername=""/>
						<string name="scaleY" object="[flash.events.TransformGestureEvent]" text=".scaleY" tiptext="自上次 gesture 事件后，显示对象的垂直缩放。" version="" helpurl="flash.events:TransformGestureEvent:scaleY:get" playername=""/>
					</folder>
				</folder>
				<folder name="UncaughtErrorEvent" id="[flash.events.UncaughtErrorEvent]" sort="true" index="true" asAncestors="flash.events:ErrorEvent,flash.events:TextEvent,flash.events:Event,Object" tiptext="当发生未被捕获的错误时，UncaughtErrorEvents 类的实例会调度 UncaughtErrorEvent 对象。" helpurl="flash.events:UncaughtErrorEvent">
					<folder name="方法" id="Methods" tiptext="UncaughtErrorEvent 类的方法" helpurl="flash.events:UncaughtErrorEvent">
						<string name="UncaughtErrorEvent" object="[flash.events.UncaughtErrorEvent]" text="new UncaughtErrorEvent(%[类型:String=unknown,冒泡:Boolean=true,可取消:Boolean=true,错误:*=null]%)" constructor="true" tiptext="UncaughtErrorEvent 对象的构造函数。" version="2" helpurl="flash.events:UncaughtErrorEvent:UncaughtErrorEvent" playername=""/>
						<string name="clone" object="[flash.events.UncaughtErrorEvent]" text=".clone(%%):flash.events:Event" tiptext="创建 UncaughtErrorEvent 对象的副本，并将每个属性的值设置为与原始属性值相匹配。" version="2" helpurl="flash.events:UncaughtErrorEvent:clone" playername=""/>
						<string name="toString" object="[flash.events.UncaughtErrorEvent]" text=".toString(%%):String" tiptext="返回一个字符串，其中包含 UncaughtErrorEvent 对象的所有属性。" version="2" helpurl="flash.events:UncaughtErrorEvent:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UncaughtErrorEvent 类的属性" helpurl="flash.events:UncaughtErrorEvent">
						<string name="UNCAUGHT_ERROR" object="[flash.events.UncaughtErrorEvent]" text="UncaughtErrorEvent.UNCAUGHT_ERROR" constant="true" tiptext="定义 uncaughtError 事件对象的 type 属性的值。" version="" helpurl="flash.events:UncaughtErrorEvent:UNCAUGHT_ERROR" playername=""/>
						<string name="error" object="[flash.events.UncaughtErrorEvent]" text=".error" tiptext="与未被捕获的错误相关联的错误对象。" version="" helpurl="flash.events:UncaughtErrorEvent:error:get" playername=""/>
					</folder>
				</folder>
				<folder name="UncaughtErrorEvents" id="[flash.events.UncaughtErrorEvents]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="UncaughtErrorEvents 类提供了一种接收未被捕获的错误事件的方法。" helpurl="flash.events:UncaughtErrorEvents">
					<folder name="方法" id="Methods" tiptext="UncaughtErrorEvents 类的方法" helpurl="flash.events:UncaughtErrorEvents">
						<string name="UncaughtErrorEvents" object="[flash.events.UncaughtErrorEvents]" text="new UncaughtErrorEvents(%%)" constructor="true" tiptext="创建 UncaughtErrorEvents 实例。" version="2" helpurl="flash.events:UncaughtErrorEvents:UncaughtErrorEvents" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="UncaughtErrorEvents 类的事件" helpurl="flash.events:UncaughtErrorEvents">
						<string name="uncaughtError" object="[flash.events.UncaughtErrorEvents]" text=".addEventListener(%类型:String=UncaughtErrorEvent.UNCAUGHT_ERROR{UncaughtErrorEvent.UNCAUGHT_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当发生错误且开发人员代码未检测到该错误并对其进行处理时调度。" version="" helpurl="flash.events:UncaughtErrorEvents_flash.events.UncaughtErrorEvent.UNCAUGHT_ERROR_uncaughtError" playername=""/>
					</folder>
				</folder>
				<folder name="VideoEvent" id="[flash.events.VideoEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="此事件类报告当前视频呈现状态。" helpurl="flash.events:VideoEvent">
					<folder name="方法" id="Methods" tiptext="VideoEvent 类的方法" helpurl="flash.events:VideoEvent">
						<string name="VideoEvent" object="[flash.events.VideoEvent]" text="new VideoEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,状态:String=null]%)" constructor="true" tiptext="构造函数。" version="10.2" helpurl="flash.events:VideoEvent:VideoEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="VideoEvent 类的属性" helpurl="flash.events:VideoEvent">
						<string name="RENDER_STATE" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATE" constant="true" tiptext="视频对象的 render status 事件的标识符。" version="" helpurl="flash.events:VideoEvent:RENDER_STATE" playername=""/>
						<string name="RENDER_STATUS_ACCELERATED" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATUS_ACCELERATED" constant="true" tiptext="硬件加速呈现可用。" version="" helpurl="flash.events:VideoEvent:RENDER_STATUS_ACCELERATED" playername=""/>
						<string name="RENDER_STATUS_SOFTWARE" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATUS_SOFTWARE" constant="true" tiptext="软件呈现可用。" version="" helpurl="flash.events:VideoEvent:RENDER_STATUS_SOFTWARE" playername=""/>
						<string name="RENDER_STATUS_UNAVAILABLE" object="[flash.events.VideoEvent]" text="VideoEvent.RENDER_STATUS_UNAVAILABLE" constant="true" tiptext="呈现不可用。" version="" helpurl="flash.events:VideoEvent:RENDER_STATUS_UNAVAILABLE" playername=""/>
						<string name="status" object="[flash.events.VideoEvent]" text=".status" tiptext="返回 VideoEvent 对象的呈现状态。" version="" helpurl="flash.events:VideoEvent:status:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.external" id="flash.external" sort="true" tiptext="flash.external 包的类" helpurl="flash.external">
				<folder name="ExtensionContext" id="[flash.external.ExtensionContext]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ExtensionContext 类为在 ActionScript 扩展的本机实现中调用函数提供接口。" helpurl="flash.external:ExtensionContext">
					<folder name="方法" id="Methods" tiptext="ExtensionContext 类的方法" helpurl="flash.external:ExtensionContext">
						<string name="call" object="[flash.external.ExtensionContext]" text=".call(%函数名:String,参数:restParam%):Object" tiptext="调用由 functionName 指定的本机函数。" version="2.5" helpurl="flash.external:ExtensionContext:call" playername="AIR"/>
						<string name="createExtensionContext" object="[flash.external.ExtensionContext]" text="ExtensionContext.createExtensionContext(%扩展标识符:String,上下文类型:String%):flash.external:ExtensionContext" static="true" tiptext="为给定的扩展标识符和上下文类型创建 ExtensionContext 实例。" version="2.5" helpurl="flash.external:ExtensionContext:createExtensionContext" playername="AIR"/>
						<string name="dispose" object="[flash.external.ExtensionContext]" text=".dispose(%%):void" tiptext="此 ExtensionContext 实例的处理。" version="2.5" helpurl="flash.external:ExtensionContext:dispose" playername="AIR"/>
						<string name="getExtensionDirectory" object="[flash.external.ExtensionContext]" text="ExtensionContext.getExtensionDirectory(%扩展名 ID:String%):flash.filesystem:File" static="true" tiptext="返回设备上安装扩展的目录。" version="2.5" helpurl="flash.external:ExtensionContext:getExtensionDirectory" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ExtensionContext 类的属性" helpurl="flash.external:ExtensionContext">
						<string name="actionScriptData" object="[flash.external.ExtensionContext]" text=".actionScriptData" tiptext="与此上下文关联的 ActionScript 对象（如果有）。" version="" helpurl="flash.external:ExtensionContext:actionScriptData:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ExternalInterface" id="[flash.external.ExternalInterface]" sort="true" index="true" asAncestors="Object" tiptext="ExternalInterface 类是用来支持在 ActionScript 和 SWF 容器 &amp;#8211;（例如，含有 JavaScript 的 HTML 页或使用 Flash Player 播放 SWF 文件的桌面应用程序）之间进行直接通信的应用程序编程接口。" helpurl="flash.external:ExternalInterface">
					<folder name="方法" id="Methods" tiptext="ExternalInterface 类的方法" helpurl="flash.external:ExternalInterface">
						<string name="addCallback" object="[flash.external.ExternalInterface]" text="ExternalInterface.addCallback(%函数名称:String,结束:Function%):void" static="true" tiptext="将一个 ActionScript 方法注册为能够从容器调用。" version="4" helpurl="flash.external:ExternalInterface:addCallback" playername=""/>
						<string name="call" object="[flash.external.ExternalInterface]" text="ExternalInterface.call(%函数名称:String,参数:可变长度参数%)" static="true" tiptext="调用容器中的一个函数。" version="4" helpurl="flash.external:ExternalInterface:call" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ExternalInterface 类的属性" helpurl="flash.external:ExternalInterface">
						<string name="marshallExceptions" object="[flash.external.ExternalInterface]" text=".marshallExceptions" tiptext="指示外部接口是否应尝试将 ActionScript 异常传递给当前浏览器，将 JavaScript 异常传递给播放器。" version="" helpurl="flash.external:ExternalInterface:marshallExceptions" playername=""/>
						<string name="available" object="[flash.external.ExternalInterface]" text=".available" tiptext="指示此播放器是否位于提供外部接口的容器中。" version="" helpurl="flash.external:ExternalInterface:available:get" playername=""/>
						<string name="objectID" object="[flash.external.ExternalInterface]" text=".objectID" tiptext="在 Internet Explorer 中，返回 object 标签的 id 属性；在 Netscape 中，返回 embed 标签的 name 属性。" version="" helpurl="flash.external:ExternalInterface:objectID:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.filesystem" id="flash.filesystem" sort="true" tiptext="flash.filesystem 包的类" helpurl="flash.filesystem">
				<folder name="File" id="[flash.filesystem.File]" sort="true" index="true" asAncestors="flash.net:FileReference,flash.events:EventDispatcher,Object" tiptext="File 对象表示文件或目录的路径。" helpurl="flash.filesystem:File">
					<folder name="方法" id="Methods" tiptext="File 类的方法" helpurl="flash.filesystem:File">
						<string name="File" object="[flash.filesystem.File]" text="new File(%[路径:String=null]%)" constructor="true" tiptext="File 类的构造函数。" version="1.0" helpurl="flash.filesystem:File:File" playername="AIR"/>
						<string name="browseForDirectory" object="[flash.filesystem.File]" text=".browseForDirectory(%标题:String%):void" tiptext="显示一个目录选择器对话框，用户可从中选择一个目录。" version="1.0" helpurl="flash.filesystem:File:browseForDirectory" playername="AIR"/>
						<string name="browseForOpenMultiple" object="[flash.filesystem.File]" text=".browseForOpenMultiple(%标题:String[,滤镜类型:Array=null]%):void" tiptext="显示&quot;打开文件&quot;对话框，用户可从中选择一个或多个要打开的文件。" version="1.0" helpurl="flash.filesystem:File:browseForOpenMultiple" playername="AIR"/>
						<string name="browseForOpen" object="[flash.filesystem.File]" text=".browseForOpen(%标题:String[,滤镜类型:Array=null]%):void" tiptext="显示&quot;打开文件&quot;对话框，用户可从中选择要打开的文件。" version="1.0" helpurl="flash.filesystem:File:browseForOpen" playername="AIR"/>
						<string name="browseForSave" object="[flash.filesystem.File]" text=".browseForSave(%标题:String%):void" tiptext="显示&quot;保存文件&quot;对话框，用户可从中选择一个文件目标。" version="1.0" helpurl="flash.filesystem:File:browseForSave" playername="AIR"/>
						<string name="cancel" object="[flash.filesystem.File]" text=".cancel(%%):void" tiptext="取消任何未处理的异步操作。" version="1.0" helpurl="flash.filesystem:File:cancel" playername="AIR"/>
						<string name="canonicalize" object="[flash.filesystem.File]" text=".canonicalize(%%):void" tiptext="规范化 File 路径。" version="1.0" helpurl="flash.filesystem:File:canonicalize" playername="AIR"/>
						<string name="clone" object="[flash.filesystem.File]" text=".clone(%%):flash.filesystem:File" tiptext="返回此 File 对象的副本。" version="1.0" helpurl="flash.filesystem:File:clone" playername="AIR"/>
						<string name="copyToAsync" object="[flash.filesystem.File]" text=".copyToAsync(%新位置:flash.net:FileReference[,覆盖:Boolean=false]%):void" tiptext="开始将此 File 对象指定的位置中的文件或目录复制到 destination 参数指定的位置。" version="1.0" helpurl="flash.filesystem:File:copyToAsync" playername="AIR"/>
						<string name="copyTo" object="[flash.filesystem.File]" text=".copyTo(%新位置:flash.net:FileReference[,覆盖:Boolean=false]%):void" tiptext="将由此 File 对象指定的位置的文件或目录复制到由 newLocation 参数指定的位置。" version="1.0" helpurl="flash.filesystem:File:copyTo" playername="AIR"/>
						<string name="createDirectory" object="[flash.filesystem.File]" text=".createDirectory(%%):void" tiptext="创建指定的目录和任何所需的父目录。" version="1.0" helpurl="flash.filesystem:File:createDirectory" playername="AIR"/>
						<string name="createTempDirectory" object="[flash.filesystem.File]" text="File.createTempDirectory(%%):flash.filesystem:File" static="true" tiptext="返回对新临时目录的引用。" version="1.0" helpurl="flash.filesystem:File:createTempDirectory" playername="AIR"/>
						<string name="createTempFile" object="[flash.filesystem.File]" text="File.createTempFile(%%):flash.filesystem:File" static="true" tiptext="返回对新临时文件的引用。" version="1.0" helpurl="flash.filesystem:File:createTempFile" playername="AIR"/>
						<string name="deleteDirectoryAsync" object="[flash.filesystem.File]" text=".deleteDirectoryAsync(%[删除目录内容:Boolean=false]%):void" tiptext="异步删除目录。" version="1.0" helpurl="flash.filesystem:File:deleteDirectoryAsync" playername="AIR"/>
						<string name="deleteDirectory" object="[flash.filesystem.File]" text=".deleteDirectory(%[删除目录内容:Boolean=false]%):void" tiptext="删除目录。" version="1.0" helpurl="flash.filesystem:File:deleteDirectory" playername="AIR"/>
						<string name="deleteFileAsync" object="[flash.filesystem.File]" text=".deleteFileAsync(%%):void" tiptext="异步删除文件。" version="1.0" helpurl="flash.filesystem:File:deleteFileAsync" playername="AIR"/>
						<string name="deleteFile" object="[flash.filesystem.File]" text=".deleteFile(%%):void" tiptext="删除文件。" version="1.0" helpurl="flash.filesystem:File:deleteFile" playername="AIR"/>
						<string name="getDirectoryListingAsync" object="[flash.filesystem.File]" text=".getDirectoryListingAsync(%%):void" tiptext="异步检索与此 File 对象表示的目录内容对应的 File 对象的数组。" version="1.0" helpurl="flash.filesystem:File:getDirectoryListingAsync" playername="AIR"/>
						<string name="getDirectoryListing" object="[flash.filesystem.File]" text=".getDirectoryListing(%%):Array" tiptext="返回与此 File 对象表示的目录中的文件和目录对应的 File 对象的数组。" version="1.0" helpurl="flash.filesystem:File:getDirectoryListing" playername="AIR"/>
						<string name="getRelativePath" object="[flash.filesystem.File]" text=".getRelativePath(%ref:flash.net:FileReference[,使用点:Boolean=false]%):String" tiptext="查找两个 File 路径之间的相对路径。" version="1.0" helpurl="flash.filesystem:File:getRelativePath" playername="AIR"/>
						<string name="getRootDirectories" object="[flash.filesystem.File]" text="File.getRootDirectories(%%):Array" static="true" tiptext="返回 File 对象的数组，列出文件系统根目录。" version="1.0" helpurl="flash.filesystem:File:getRootDirectories" playername="AIR"/>
						<string name="moveToAsync" object="[flash.filesystem.File]" text=".moveToAsync(%新位置:flash.net:FileReference[,覆盖:Boolean=false]%):void" tiptext="开始将此 File 对象指定的位置中的文件或目录移动到 newLocation 参数指定的位置。" version="1.0" helpurl="flash.filesystem:File:moveToAsync" playername="AIR"/>
						<string name="moveToTrashAsync" object="[flash.filesystem.File]" text=".moveToTrashAsync(%%):void" tiptext="将文件或目录异步移动到垃圾桶。" version="1.0" helpurl="flash.filesystem:File:moveToTrashAsync" playername="AIR"/>
						<string name="moveToTrash" object="[flash.filesystem.File]" text=".moveToTrash(%%):void" tiptext="将文件或目录移动到垃圾桶。" version="1.0" helpurl="flash.filesystem:File:moveToTrash" playername="AIR"/>
						<string name="moveTo" object="[flash.filesystem.File]" text=".moveTo(%新位置:flash.net:FileReference[,覆盖:Boolean=false]%):void" tiptext="将此 File 对象指定的位置中的文件或目录移动到 destination 参数指定的位置。" version="1.0" helpurl="flash.filesystem:File:moveTo" playername="AIR"/>
						<string name="openWithDefaultApplication" object="[flash.filesystem.File]" text=".openWithDefaultApplication(%%):void" tiptext="打开操作系统注册的应用程序中的文件以打开此文件类型。" version="2" helpurl="flash.filesystem:File:openWithDefaultApplication" playername="AIR"/>
						<string name="resolvePath" object="[flash.filesystem.File]" text=".resolvePath(%路径:String%):flash.filesystem:File" tiptext="基于 path 参数（字符串），相对于此 File 对象的路径创建一个新 File 对象。" version="1.0" helpurl="flash.filesystem:File:resolvePath" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="File 类的属性" helpurl="flash.filesystem:File">
						<string name="applicationDirectory" object="[flash.filesystem.File]" text=".applicationDirectory" tiptext="安装好的应用程序文件所在的文件夹。" version="" helpurl="flash.filesystem:File:applicationDirectory:get" playername="AIR"/>
						<string name="applicationStorageDirectory" object="[flash.filesystem.File]" text=".applicationStorageDirectory" tiptext="应用程序的专用存储目录。" version="" helpurl="flash.filesystem:File:applicationStorageDirectory:get" playername="AIR"/>
						<string name="desktopDirectory" object="[flash.filesystem.File]" text=".desktopDirectory" tiptext="用户的桌面目录。" version="" helpurl="flash.filesystem:File:desktopDirectory:get" playername="AIR"/>
						<string name="documentsDirectory" object="[flash.filesystem.File]" text=".documentsDirectory" tiptext="用户的文档目录。" version="" helpurl="flash.filesystem:File:documentsDirectory:get" playername="AIR"/>
						<string name="downloaded" object="[flash.filesystem.File]" text=".downloaded" tiptext="指示是否下载（从 Internet）引用的文件或目录。" version="" helpurl="flash.filesystem:File:downloaded:get" playername="AIR"/>
						<string name="exists" object="[flash.filesystem.File]" text=".exists" tiptext="指示引用的文件或目录是否存在。" version="" helpurl="flash.filesystem:File:exists:get" playername="AIR"/>
						<string name="icon" object="[flash.filesystem.File]" text=".icon" tiptext="包含为文件定义的图标的 Icon 对象。" version="" helpurl="flash.filesystem:File:icon:get" playername="AIR"/>
						<string name="isDirectory" object="[flash.filesystem.File]" text=".isDirectory" tiptext="指示是否为对目录的引用。" version="" helpurl="flash.filesystem:File:isDirectory:get" playername="AIR"/>
						<string name="isHidden" object="[flash.filesystem.File]" text=".isHidden" tiptext="指示引用的文件或目录是否为隐藏。如果引用的文件或目录为隐藏，则值为 true；否则为 false。" version="" helpurl="flash.filesystem:File:isHidden:get" playername="AIR"/>
						<string name="isPackage" object="[flash.filesystem.File]" text=".isPackage" tiptext="指示引用的目录是否为包。" version="" helpurl="flash.filesystem:File:isPackage:get" playername="AIR"/>
						<string name="isSymbolicLink" object="[flash.filesystem.File]" text=".isSymbolicLink" tiptext="指示引用是否为符号链接。" version="" helpurl="flash.filesystem:File:isSymbolicLink:get" playername="AIR"/>
						<string name="lineEnding" object="[flash.filesystem.File]" text=".lineEnding" tiptext="主机操作系统使用的行结束字符序列。" version="" helpurl="flash.filesystem:File:lineEnding:get" playername="AIR"/>
						<string name="nativePath" object="[flash.filesystem.File]" text=".nativePath" tiptext="采用主机操作系统表示形式的完整路径。" version="" helpurl="flash.filesystem:File:nativePath:get" playername="AIR"/>
						<string name="parent" object="[flash.filesystem.File]" text=".parent" tiptext="包含此 File 对象引用的文件或目录的目录。" version="" helpurl="flash.filesystem:File:parent:get" playername="AIR"/>
						<string name="separator" object="[flash.filesystem.File]" text=".separator" tiptext="主机操作系统的路径组件分隔符。" version="" helpurl="flash.filesystem:File:separator:get" playername="AIR"/>
						<string name="spaceAvailable" object="[flash.filesystem.File]" text=".spaceAvailable" tiptext="此文件位置的可用空间（以字节为单位）。" version="" helpurl="flash.filesystem:File:spaceAvailable:get" playername="AIR"/>
						<string name="systemCharset" object="[flash.filesystem.File]" text=".systemCharset" tiptext="主机操作系统使用的默认编码。" version="" helpurl="flash.filesystem:File:systemCharset:get" playername="AIR"/>
						<string name="url" object="[flash.filesystem.File]" text=".url" tiptext="此文件路径的 URL。" version="" helpurl="flash.filesystem:File:url:get" playername="AIR"/>
						<string name="userDirectory" object="[flash.filesystem.File]" text=".userDirectory" tiptext="用户的目录。" version="" helpurl="flash.filesystem:File:userDirectory:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="File 类的事件" helpurl="flash.filesystem:File">
						<string name="directoryListing" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=FileListEvent.DIRECTORY_LISTING{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当由于调用 getDirectoryListingAsync() 方法而提供目录列表时调度。" version="" helpurl="flash.filesystem:File_flash.events.FileListEvent.DIRECTORY_LISTING_directoryListing" playername="AIR"/>
						<string name="selectMultiple" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=FileListEvent.SELECT_MULTIPLE{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从通过调用 browseForOpenMultiple() 方法打开的对话框中选择文件时调度。" version="" helpurl="flash.filesystem:File_flash.events.FileListEvent.SELECT_MULTIPLE_selectMultiple" playername="AIR"/>
						<string name="select" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=Event.SELECT{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从文件浏览或目录浏览对话框中选择文件或目录时调度。" version="" helpurl="flash.filesystem:File_flash.events.Event.SELECT_select" playername="AIR"/>
						<string name="securityError" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当操作违反安全限制时调度。" version="" helpurl="flash.filesystem:File_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername="AIR"/>
						<string name="ioError" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在执行异步文件操作期间发生错误时调度。" version="" helpurl="flash.filesystem:File_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="complete" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=Event.COMPLETE{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在异步操作完成时调度。" version="" helpurl="flash.filesystem:File_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="cancel" object="[flash.filesystem.File]" text=".addEventListener(%类型:String=Event.CANCEL{FileListEvent.DIRECTORY_LISTING,FileListEvent.SELECT_MULTIPLE,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在取消未处理的异步操作时调度。" version="" helpurl="flash.filesystem:File_flash.events.Event.CANCEL_cancel" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FileMode" id="[flash.filesystem.FileMode]" sort="true" index="true" asAncestors="Object" tiptext="FileMode 类定义 FileStream 类的 open() 和 openAsync() 方法的 fileMode 参数中使用的字符串常量。" helpurl="flash.filesystem:FileMode">
					<folder name="属性" id="Properties" tiptext="FileMode 类的属性" helpurl="flash.filesystem:FileMode">
						<string name="APPEND" object="[flash.filesystem.FileMode]" text="FileMode.APPEND" constant="true" tiptext="用于要在写入模式下打开的文件，并将所有写入的数据附加到文件末尾。" version="" helpurl="flash.filesystem:FileMode:APPEND" playername="AIR"/>
						<string name="READ" object="[flash.filesystem.FileMode]" text="FileMode.READ" constant="true" tiptext="用于要在只读模式中打开的文件。" version="" helpurl="flash.filesystem:FileMode:READ" playername="AIR"/>
						<string name="UPDATE" object="[flash.filesystem.FileMode]" text="FileMode.UPDATE" constant="true" tiptext="用于要在读/写模式中打开的文件。" version="" helpurl="flash.filesystem:FileMode:UPDATE" playername="AIR"/>
						<string name="WRITE" object="[flash.filesystem.FileMode]" text="FileMode.WRITE" constant="true" tiptext="用于要在只写模式中打开的文件。" version="" helpurl="flash.filesystem:FileMode:WRITE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FileStream" id="[flash.filesystem.FileStream]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 FileStream 对象读取和写入文件。" helpurl="flash.filesystem:FileStream">
					<folder name="方法" id="Methods" tiptext="FileStream 类的方法" helpurl="flash.filesystem:FileStream">
						<string name="FileStream" object="[flash.filesystem.FileStream]" text="new FileStream(%%)" constructor="true" tiptext="创建 FileStream 对象。" version="1.0" helpurl="flash.filesystem:FileStream:FileStream" playername="AIR"/>
						<string name="close" object="[flash.filesystem.FileStream]" text=".close(%%):void" tiptext="关闭 FileStream 对象。" version="1.0" helpurl="flash.filesystem:FileStream:close" playername="AIR"/>
						<string name="openAsync" object="[flash.filesystem.FileStream]" text=".openAsync(%文件:flash.filesystem:File,文件模式:String%):void" tiptext="以异步方式打开 FileStream 对象，指向由 file 参数指定的文件。" version="1.0" helpurl="flash.filesystem:FileStream:openAsync" playername="AIR"/>
						<string name="open" object="[flash.filesystem.FileStream]" text=".open(%文件:flash.filesystem:File,文件模式:String%):void" tiptext="以同步方式打开 FileStream 对象，指向由 file 参数指定的文件。" version="1.0" helpurl="flash.filesystem:FileStream:open" playername="AIR"/>
						<string name="readBoolean" object="[flash.filesystem.FileStream]" text=".readBoolean(%%):Boolean" tiptext="从文件流、字节流或字节数组中读取布尔值。" version="1.0" helpurl="flash.filesystem:FileStream:readBoolean" playername="AIR"/>
						<string name="readByte" object="[flash.filesystem.FileStream]" text=".readByte(%%):int" tiptext="从文件流、字节流或字节数组中读取带符号的字节。" version="1.0" helpurl="flash.filesystem:FileStream:readByte" playername="AIR"/>
						<string name="readBytes" object="[flash.filesystem.FileStream]" text=".readBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="从文件流、字节流或字节数组中读取长度参数所指定的数据的字节数。" version="1.0" helpurl="flash.filesystem:FileStream:readBytes" playername="AIR"/>
						<string name="readDouble" object="[flash.filesystem.FileStream]" text=".readDouble(%%):Number" tiptext="从文件流、字节流或字节数组中读取 IEEE 754 双精度浮点数。" version="1.0" helpurl="flash.filesystem:FileStream:readDouble" playername="AIR"/>
						<string name="readFloat" object="[flash.filesystem.FileStream]" text=".readFloat(%%):Number" tiptext="从文件流、字节流或字节数组中读取 IEEE 754 单精度浮点数。" version="1.0" helpurl="flash.filesystem:FileStream:readFloat" playername="AIR"/>
						<string name="readInt" object="[flash.filesystem.FileStream]" text=".readInt(%%):int" tiptext="从文件流、字节流或字节数组中读取带符号的 32 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:readInt" playername="AIR"/>
						<string name="readMultiByte" object="[flash.filesystem.FileStream]" text=".readMultiByte(%长度:uint,字符集:String%):String" tiptext="使用指定的字符集从文件流、字节流或字节数组中读取指定长度的多字节字符串。" version="1.0" helpurl="flash.filesystem:FileStream:readMultiByte" playername="AIR"/>
						<string name="readObject" object="[flash.filesystem.FileStream]" text=".readObject(%%)" tiptext="从文件流、字节流或字节数组中读取以 AMF 序列化格式进行编码的对象。" version="1.0" helpurl="flash.filesystem:FileStream:readObject" playername="AIR"/>
						<string name="readShort" object="[flash.filesystem.FileStream]" text=".readShort(%%):int" tiptext="从文件流、字节流或字节数组中读取带符号的 16 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:readShort" playername="AIR"/>
						<string name="readUTFBytes" object="[flash.filesystem.FileStream]" text=".readUTFBytes(%长度:uint%):String" tiptext="从字节流或字节数组中读取 UTF-8 字节序列，并返回一个字符串。" version="1.0" helpurl="flash.filesystem:FileStream:readUTFBytes" playername="AIR"/>
						<string name="readUTF" object="[flash.filesystem.FileStream]" text=".readUTF(%%):String" tiptext="从文件流、字节流或字节数组中读取 UTF-8 字符串。" version="1.0" helpurl="flash.filesystem:FileStream:readUTF" playername="AIR"/>
						<string name="readUnsignedByte" object="[flash.filesystem.FileStream]" text=".readUnsignedByte(%%):uint" tiptext="从文件流、字节流或字节数组中读取无符号的字节。" version="1.0" helpurl="flash.filesystem:FileStream:readUnsignedByte" playername="AIR"/>
						<string name="readUnsignedInt" object="[flash.filesystem.FileStream]" text=".readUnsignedInt(%%):uint" tiptext="从文件流、字节流或字节数组中读取无符号 32 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:readUnsignedInt" playername="AIR"/>
						<string name="readUnsignedShort" object="[flash.filesystem.FileStream]" text=".readUnsignedShort(%%):uint" tiptext="从文件流、字节流或字节数组中读取无符号 16 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:readUnsignedShort" playername="AIR"/>
						<string name="truncate" object="[flash.filesystem.FileStream]" text=".truncate(%%):void" tiptext="在 FileStream 对象的 position 属性指定的位置截断文件。" version="1.0" helpurl="flash.filesystem:FileStream:truncate" playername="AIR"/>
						<string name="writeBoolean" object="[flash.filesystem.FileStream]" text=".writeBoolean(%值:Boolean%):void" tiptext="写入布尔值。" version="1.0" helpurl="flash.filesystem:FileStream:writeBoolean" playername="AIR"/>
						<string name="writeByte" object="[flash.filesystem.FileStream]" text=".writeByte(%值:int%):void" tiptext="写入一个字节。" version="1.0" helpurl="flash.filesystem:FileStream:writeByte" playername="AIR"/>
						<string name="writeBytes" object="[flash.filesystem.FileStream]" text=".writeBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="将指定字节数组、字节数、字节起始偏移量（使用从零开始的索引）中包含指定字节长度的字节序列写入文件流、字节流或字节数组中。" version="1.0" helpurl="flash.filesystem:FileStream:writeBytes" playername="AIR"/>
						<string name="writeDouble" object="[flash.filesystem.FileStream]" text=".writeDouble(%值:Number%):void" tiptext="写入 IEEE 754 双精度(64 位)浮点数。" version="1.0" helpurl="flash.filesystem:FileStream:writeDouble" playername="AIR"/>
						<string name="writeFloat" object="[flash.filesystem.FileStream]" text=".writeFloat(%值:Number%):void" tiptext="写入 IEEE 754 单精度(32 位)浮点数。" version="1.0" helpurl="flash.filesystem:FileStream:writeFloat" playername="AIR"/>
						<string name="writeInt" object="[flash.filesystem.FileStream]" text=".writeInt(%值:int%):void" tiptext="写入一个带符号的 32 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:writeInt" playername="AIR"/>
						<string name="writeMultiByte" object="[flash.filesystem.FileStream]" text=".writeMultiByte(%值:String,字符集:String%):void" tiptext="使用指定的字符集将多字节字符串写入文件流、字节流或字节数组中。" version="1.0" helpurl="flash.filesystem:FileStream:writeMultiByte" playername="AIR"/>
						<string name="writeObject" object="[flash.filesystem.FileStream]" text=".writeObject(%对象:*%):void" tiptext="以 AMF 序列化格式将对象写入文件流、字节流或字节数组中。" version="1.0" helpurl="flash.filesystem:FileStream:writeObject" playername="AIR"/>
						<string name="writeShort" object="[flash.filesystem.FileStream]" text=".writeShort(%值:int%):void" tiptext="写入一个 16 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:writeShort" playername="AIR"/>
						<string name="writeUTFBytes" object="[flash.filesystem.FileStream]" text=".writeUTFBytes(%值:String%):void" tiptext="写入一个 UTF-8 字符串。" version="1.0" helpurl="flash.filesystem:FileStream:writeUTFBytes" playername="AIR"/>
						<string name="writeUTF" object="[flash.filesystem.FileStream]" text=".writeUTF(%值:String%):void" tiptext="将 UTF-8 字符串写入文件流、字节流或字节数组。" version="1.0" helpurl="flash.filesystem:FileStream:writeUTF" playername="AIR"/>
						<string name="writeUnsignedInt" object="[flash.filesystem.FileStream]" text=".writeUnsignedInt(%值:uint%):void" tiptext="写入一个无符号的 32 位整数。" version="1.0" helpurl="flash.filesystem:FileStream:writeUnsignedInt" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FileStream 类的属性" helpurl="flash.filesystem:FileStream">
						<string name="bytesAvailable" object="[flash.filesystem.FileStream]" text=".bytesAvailable" tiptext="返回可在输入缓冲区中读取的数据的字节数。" version="" helpurl="flash.filesystem:FileStream:bytesAvailable:get" playername="AIR"/>
						<string name="endian" object="[flash.filesystem.FileStream]" text=".endian" tiptext="数据的字节顺序为 Endian 类中的 BIG_ENDIAN 或 LITTLE_ENDIAN 常量。" version="" helpurl="flash.filesystem:FileStream:endian:get" playername="AIR"/>
						<string name="objectEncoding" object="[flash.filesystem.FileStream]" text=".objectEncoding" tiptext="指定在使用 readObject() 或 writeObject() 方法写入或读取二进制数据时是使用 AMF3 格式还是 AMF0 格式。" version="" helpurl="flash.filesystem:FileStream:objectEncoding:get" playername="AIR"/>
						<string name="position" object="[flash.filesystem.FileStream]" text=".position" tiptext="文件中的当前位置。" version="" helpurl="flash.filesystem:FileStream:position:get" playername="AIR"/>
						<string name="readAhead" object="[flash.filesystem.FileStream]" text=".readAhead" tiptext="异步读取文件时从磁盘读取数据量的最小值。" version="" helpurl="flash.filesystem:FileStream:readAhead:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="FileStream 类的事件" helpurl="flash.filesystem:FileStream">
						<string name="complete" object="[flash.filesystem.FileStream]" text=".addEventListener(%类型:String=Event.COMPLETE{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出已到达流末尾。" version="" helpurl="flash.filesystem:FileStream_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="outputProgress" object="[flash.filesystem.FileStream]" text=".addEventListener(%类型:String=OutputProgressEvent.OUTPUT_PROGRESS{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出已将缓冲数据写入文件。" version="" helpurl="flash.filesystem:FileStream_flash.events.OutputProgressEvent.OUTPUT_PROGRESS_outputProgress" playername="AIR"/>
						<string name="progress" object="[flash.filesystem.FileStream]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出流上有可用的新数据。" version="" helpurl="flash.filesystem:FileStream_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="ioError" object="[flash.filesystem.FileStream]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示在异步文件 I/O 操作期间发生错误。" version="" helpurl="flash.filesystem:FileStream_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="close" object="[flash.filesystem.FileStream]" text=".addEventListener(%类型:String=Event.CLOSE{Event.COMPLETE,OutputProgressEvent.OUTPUT_PROGRESS,ProgressEvent.PROGRESS,IOErrorEvent.IO_ERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指示 close() 方法的显式调用已关闭流。" version="" helpurl="flash.filesystem:FileStream_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StorageVolume" id="[flash.filesystem.StorageVolume]" sort="true" index="true" asAncestors="Object" tiptext="包括定义大容量存储卷的属性的 StorageVolume 对象。" helpurl="flash.filesystem:StorageVolume">
					<folder name="方法" id="Methods" tiptext="StorageVolume 类的方法" helpurl="flash.filesystem:StorageVolume">
						<string name="StorageVolume" object="[flash.filesystem.StorageVolume]" text="new StorageVolume(%根目录路径:flash.filesystem:File,名称:String,可写:Boolean,可移动:Boolean,文件系统类型:String,驱动器:String%):void" constructor="true" tiptext="构造函数。" version="2" helpurl="flash.filesystem:StorageVolume:StorageVolume" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StorageVolume 类的属性" helpurl="flash.filesystem:StorageVolume">
						<string name="drive" object="[flash.filesystem.StorageVolume]" text=".drive" tiptext="Windows 上的卷驱动器号。" version="" helpurl="flash.filesystem:StorageVolume:drive:get" playername="AIR"/>
						<string name="fileSystemType" object="[flash.filesystem.StorageVolume]" text=".fileSystemType" tiptext="存储卷上的文件系统类型（例如 &quot;FAT&quot;、&quot;NTFS&quot;、&quot;HFS&quot; 或 &quot;UFS&quot;）。" version="" helpurl="flash.filesystem:StorageVolume:fileSystemType:get" playername="AIR"/>
						<string name="isRemovable" object="[flash.filesystem.StorageVolume]" text=".isRemovable" tiptext="操作系统是将存储卷视为可移动存储 (true) 还是不可移动存储 (false)。" version="" helpurl="flash.filesystem:StorageVolume:isRemovable:get" playername="AIR"/>
						<string name="isWritable" object="[flash.filesystem.StorageVolume]" text=".isWritable" tiptext="卷是否可写入，如果是，则为 true，否则为 false。" version="" helpurl="flash.filesystem:StorageVolume:isWritable:get" playername="AIR"/>
						<string name="name" object="[flash.filesystem.StorageVolume]" text=".name" tiptext="卷的名称。" version="" helpurl="flash.filesystem:StorageVolume:name:get" playername="AIR"/>
						<string name="rootDirectory" object="[flash.filesystem.StorageVolume]" text=".rootDirectory" tiptext="与卷的根目录相对应的 File 对象。" version="" helpurl="flash.filesystem:StorageVolume:rootDirectory:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="StorageVolumeInfo" id="[flash.filesystem.StorageVolumeInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="安装或卸载存储卷时，StorageVolumeInfo 对象将调度 StorageVolumeChangeEvent 对象。" helpurl="flash.filesystem:StorageVolumeInfo">
					<folder name="方法" id="Methods" tiptext="StorageVolumeInfo 类的方法" helpurl="flash.filesystem:StorageVolumeInfo">
						<string name="getStorageVolumes" object="[flash.filesystem.StorageVolumeInfo]" text=".getStorageVolumes(%%):Vector$flash.filesystem:StorageVolume" tiptext="返回与当前安装的存储卷相对应的 StorageVolume 对象的矢量。" version="2" helpurl="flash.filesystem:StorageVolumeInfo:getStorageVolumes" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StorageVolumeInfo 类的属性" helpurl="flash.filesystem:StorageVolumeInfo">
						<string name="isSupported" object="[flash.filesystem.StorageVolumeInfo]" text=".isSupported" tiptext="如果当前平台支持 StorageVolumeInfo 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.filesystem:StorageVolumeInfo:isSupported:get" playername="AIR"/>
						<string name="storageVolumeInfo" object="[flash.filesystem.StorageVolumeInfo]" text=".storageVolumeInfo" tiptext="StorageVolumeInfo 对象的单一实例。" version="" helpurl="flash.filesystem:StorageVolumeInfo:storageVolumeInfo:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="StorageVolumeInfo 类的事件" helpurl="flash.filesystem:StorageVolumeInfo">
						<string name="storageVolumeUnmount" object="[flash.filesystem.StorageVolumeInfo]" text=".addEventListener(%类型:String=StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT{StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT,StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当存储卷尚未安装时调度。" version="" helpurl="flash.filesystem:StorageVolumeInfo_flash.events.StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT_storageVolumeUnmount" playername="AIR"/>
						<string name="storageVolumeMount" object="[flash.filesystem.StorageVolumeInfo]" text=".addEventListener(%类型:String=StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT{StorageVolumeChangeEvent.STORAGE_VOLUME_UNMOUNT,StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当卸载存储卷后调度。" version="" helpurl="flash.filesystem:StorageVolumeInfo_flash.events.StorageVolumeChangeEvent.STORAGE_VOLUME_MOUNT_storageVolumeMount" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.filters" id="flash.filters" sort="true" tiptext="flash.filters 包的类" helpurl="flash.filters">
				<folder name="BevelFilter" id="[flash.filters.BevelFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="可使用 BevelFilter 类对显示对象添加斜角效果。" helpurl="flash.filters:BevelFilter">
					<folder name="方法" id="Methods" tiptext="BevelFilter 类的方法" helpurl="flash.filters:BevelFilter">
						<string name="BevelFilter" object="[flash.filters.BevelFilter]" text="new BevelFilter(%[距离:Number=4.0,角度:Number=45,加亮颜色:uint=0xFFFFFF,加亮Alpha:Number=1.0,阴影颜色:uint=0x000000,阴影Alpha:Number=1.0,模糊X:Number=4.0,模糊Y:Number=4.0,强度:Number=1,品质:int=1,类型:String=inner,挖空:Boolean=false]%)" constructor="true" tiptext="用指定参数初始化新的 BevelFilter 实例。" version="9" helpurl="flash.filters:BevelFilter:BevelFilter" playername=""/>
						<string name="clone" object="[flash.filters.BevelFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:BevelFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BevelFilter 类的属性" helpurl="flash.filters:BevelFilter">
						<string name="angle" object="[flash.filters.BevelFilter]" text=".angle" tiptext="斜角的角度。" version="" helpurl="flash.filters:BevelFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.BevelFilter]" text=".blurX" tiptext="水平模糊量(以像素为单位)。" version="" helpurl="flash.filters:BevelFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.BevelFilter]" text=".blurY" tiptext="垂直模糊量(以像素为单位)。" version="" helpurl="flash.filters:BevelFilter:blurY:get" playername=""/>
						<string name="distance" object="[flash.filters.BevelFilter]" text=".distance" tiptext="斜角的偏移距离。" version="" helpurl="flash.filters:BevelFilter:distance:get" playername=""/>
						<string name="highlightAlpha" object="[flash.filters.BevelFilter]" text=".highlightAlpha" tiptext="加亮颜色的 Alpha 透明度值。" version="" helpurl="flash.filters:BevelFilter:highlightAlpha:get" playername=""/>
						<string name="highlightColor" object="[flash.filters.BevelFilter]" text=".highlightColor" tiptext="斜角的加亮颜色。" version="" helpurl="flash.filters:BevelFilter:highlightColor:get" playername=""/>
						<string name="knockout" object="[flash.filters.BevelFilter]" text=".knockout" tiptext="应用挖空效果(true)，这将有效地使对象的填色变为透明，并显示文档的背景颜色。" version="" helpurl="flash.filters:BevelFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.BevelFilter]" text=".quality" tiptext="应用滤镜的次数。" version="" helpurl="flash.filters:BevelFilter:quality:get" playername=""/>
						<string name="shadowAlpha" object="[flash.filters.BevelFilter]" text=".shadowAlpha" tiptext="阴影颜色的 Alpha 透明度值。" version="" helpurl="flash.filters:BevelFilter:shadowAlpha:get" playername=""/>
						<string name="shadowColor" object="[flash.filters.BevelFilter]" text=".shadowColor" tiptext="斜角的阴影颜色。" version="" helpurl="flash.filters:BevelFilter:shadowColor:get" playername=""/>
						<string name="strength" object="[flash.filters.BevelFilter]" text=".strength" tiptext="印记或跨页的强度。" version="" helpurl="flash.filters:BevelFilter:strength:get" playername=""/>
						<string name="type" object="[flash.filters.BevelFilter]" text=".type" tiptext="斜角在对象上的位置。" version="" helpurl="flash.filters:BevelFilter:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapFilter" id="[flash.filters.BitmapFilter]" sort="true" index="true" asAncestors="Object" tiptext="BitmapFilter 类是所有图像滤镜效果的基类。" helpurl="flash.filters:BitmapFilter">
					<folder name="方法" id="Methods" tiptext="BitmapFilter 类的方法" helpurl="flash.filters:BitmapFilter">
						<string name="clone" object="[flash.filters.BitmapFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="BitmapFilter 对象的副本。" version="9" helpurl="flash.filters:BitmapFilter:clone" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapFilterQuality" id="[flash.filters.BitmapFilterQuality]" sort="true" index="true" asAncestors="Object" tiptext="BitmapFilterQuality 类中包含的值用于设置 BitmapFilter 对象的呈现品质。" helpurl="flash.filters:BitmapFilterQuality">
					<folder name="属性" id="Properties" tiptext="BitmapFilterQuality 类的属性" helpurl="flash.filters:BitmapFilterQuality">
						<string name="HIGH" object="[flash.filters.BitmapFilterQuality]" text="BitmapFilterQuality.HIGH" constant="true" tiptext="定义高品质滤镜设置。" version="" helpurl="flash.filters:BitmapFilterQuality:HIGH" playername=""/>
						<string name="LOW" object="[flash.filters.BitmapFilterQuality]" text="BitmapFilterQuality.LOW" constant="true" tiptext="定义低品质滤镜设置。" version="" helpurl="flash.filters:BitmapFilterQuality:LOW" playername=""/>
						<string name="MEDIUM" object="[flash.filters.BitmapFilterQuality]" text="BitmapFilterQuality.MEDIUM" constant="true" tiptext="定义中等品质滤镜设置。" version="" helpurl="flash.filters:BitmapFilterQuality:MEDIUM" playername=""/>
					</folder>
				</folder>
				<folder name="BitmapFilterType" id="[flash.filters.BitmapFilterType]" sort="true" index="true" asAncestors="Object" tiptext="BitmapFilterType 类中包含的值可用于设置 BitmapFilter 的类型。" helpurl="flash.filters:BitmapFilterType">
					<folder name="属性" id="Properties" tiptext="BitmapFilterType 类的属性" helpurl="flash.filters:BitmapFilterType">
						<string name="FULL" object="[flash.filters.BitmapFilterType]" text="BitmapFilterType.FULL" constant="true" tiptext="定义对对象的整个区域应用滤镜的设置。" version="" helpurl="flash.filters:BitmapFilterType:FULL" playername=""/>
						<string name="INNER" object="[flash.filters.BitmapFilterType]" text="BitmapFilterType.INNER" constant="true" tiptext="定义对对象的内侧区域应用滤镜的设置。" version="" helpurl="flash.filters:BitmapFilterType:INNER" playername=""/>
						<string name="OUTER" object="[flash.filters.BitmapFilterType]" text="BitmapFilterType.OUTER" constant="true" tiptext="定义对对象的外侧区域应用滤镜的设置。" version="" helpurl="flash.filters:BitmapFilterType:OUTER" playername=""/>
					</folder>
				</folder>
				<folder name="BlurFilter" id="[flash.filters.BlurFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="可使用 BlurFilter 类将模糊视觉效果应用于显示对象。" helpurl="flash.filters:BlurFilter">
					<folder name="方法" id="Methods" tiptext="BlurFilter 类的方法" helpurl="flash.filters:BlurFilter">
						<string name="BlurFilter" object="[flash.filters.BlurFilter]" text="new BlurFilter(%[模糊X:Number=4.0,模糊Y:Number=4.0,品质:int=1]%)" constructor="true" tiptext="初始化滤镜。" version="9" helpurl="flash.filters:BlurFilter:BlurFilter" playername=""/>
						<string name="clone" object="[flash.filters.BlurFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:BlurFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="BlurFilter 类的属性" helpurl="flash.filters:BlurFilter">
						<string name="blurX" object="[flash.filters.BlurFilter]" text=".blurX" tiptext="水平模糊量。" version="" helpurl="flash.filters:BlurFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.BlurFilter]" text=".blurY" tiptext="垂直模糊量。" version="" helpurl="flash.filters:BlurFilter:blurY:get" playername=""/>
						<string name="quality" object="[flash.filters.BlurFilter]" text=".quality" tiptext="应用模糊效果的次数。" version="" helpurl="flash.filters:BlurFilter:quality:get" playername=""/>
					</folder>
				</folder>
				<folder name="ColorMatrixFilter" id="[flash.filters.ColorMatrixFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="ColorMatrixFilter 类使您可以将 4 x 5 矩阵转换应用于输入图像上的每个像素的 RGBA 颜色和 alpha 值，以产生具有一组新的 RGBA 颜色和 alpha 值的结果。" helpurl="flash.filters:ColorMatrixFilter">
					<folder name="方法" id="Methods" tiptext="ColorMatrixFilter 类的方法" helpurl="flash.filters:ColorMatrixFilter">
						<string name="ColorMatrixFilter" object="[flash.filters.ColorMatrixFilter]" text="new ColorMatrixFilter(%[矩阵:Array=null]%)" constructor="true" tiptext="初始化新的 ColorMatrixFilter 实例。" version="9" helpurl="flash.filters:ColorMatrixFilter:ColorMatrixFilter" playername=""/>
						<string name="clone" object="[flash.filters.ColorMatrixFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:ColorMatrixFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ColorMatrixFilter 类的属性" helpurl="flash.filters:ColorMatrixFilter">
						<string name="matrix" object="[flash.filters.ColorMatrixFilter]" text=".matrix" tiptext="由 20 个项目组成的数组，适用于 4 x 5 颜色转换。" version="" helpurl="flash.filters:ColorMatrixFilter:matrix:get" playername=""/>
					</folder>
				</folder>
				<folder name="ConvolutionFilter" id="[flash.filters.ConvolutionFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="ConvolutionFilter 类应用矩阵卷积滤镜效果。" helpurl="flash.filters:ConvolutionFilter">
					<folder name="方法" id="Methods" tiptext="ConvolutionFilter 类的方法" helpurl="flash.filters:ConvolutionFilter">
						<string name="ConvolutionFilter" object="[flash.filters.ConvolutionFilter]" text="new ConvolutionFilter(%[矩阵X:Number=0,矩阵Y:Number=0,矩阵:Array=null,除数:Number=1.0,偏差:Number=0.0,保留Alpha:Boolean=true,夹子:Boolean=true,颜色:uint=0,alpha:Number=0.0]%)" constructor="true" tiptext="用指定参数初始化 ConvolutionFilter 实例。" version="9" helpurl="flash.filters:ConvolutionFilter:ConvolutionFilter" playername=""/>
						<string name="clone" object="[flash.filters.ConvolutionFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:ConvolutionFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ConvolutionFilter 类的属性" helpurl="flash.filters:ConvolutionFilter">
						<string name="alpha" object="[flash.filters.ConvolutionFilter]" text=".alpha" tiptext="替换颜色的 Alpha 透明度值。" version="" helpurl="flash.filters:ConvolutionFilter:alpha:get" playername=""/>
						<string name="bias" object="[flash.filters.ConvolutionFilter]" text=".bias" tiptext="要添加到矩阵转换结果中的偏差量。" version="" helpurl="flash.filters:ConvolutionFilter:bias:get" playername=""/>
						<string name="clamp" object="[flash.filters.ConvolutionFilter]" text=".clamp" tiptext="指示是否应锁定图像。" version="" helpurl="flash.filters:ConvolutionFilter:clamp:get" playername=""/>
						<string name="color" object="[flash.filters.ConvolutionFilter]" text=".color" tiptext="要替换源图像之外的像素的十六进制颜色。" version="" helpurl="flash.filters:ConvolutionFilter:color:get" playername=""/>
						<string name="divisor" object="[flash.filters.ConvolutionFilter]" text=".divisor" tiptext="在矩阵转换过程中使用的除数。" version="" helpurl="flash.filters:ConvolutionFilter:divisor:get" playername=""/>
						<string name="matrixX" object="[flash.filters.ConvolutionFilter]" text=".matrixX" tiptext="矩阵的 x 维度(矩阵中列的数目)。" version="" helpurl="flash.filters:ConvolutionFilter:matrixX:get" playername=""/>
						<string name="matrixY" object="[flash.filters.ConvolutionFilter]" text=".matrixY" tiptext="矩阵的 y 维度(矩阵中行的数目)。" version="" helpurl="flash.filters:ConvolutionFilter:matrixY:get" playername=""/>
						<string name="matrix" object="[flash.filters.ConvolutionFilter]" text=".matrix" tiptext="用于矩阵转换的一组值。" version="" helpurl="flash.filters:ConvolutionFilter:matrix:get" playername=""/>
						<string name="preserveAlpha" object="[flash.filters.ConvolutionFilter]" text=".preserveAlpha" tiptext="指示是否已保留 Alpha 通道并且不使用滤镜效果，或是否对 Alpha 通道以及颜色通道应用卷积滤镜。" version="" helpurl="flash.filters:ConvolutionFilter:preserveAlpha:get" playername=""/>
					</folder>
				</folder>
				<folder name="DisplacementMapFilter" id="[flash.filters.DisplacementMapFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="DisplacementMapFilter 类使用来自指定的 BitmapData 对象(称为置换映射图像)的像素值，以执行对象的置换。" helpurl="flash.filters:DisplacementMapFilter">
					<folder name="方法" id="Methods" tiptext="DisplacementMapFilter 类的方法" helpurl="flash.filters:DisplacementMapFilter">
						<string name="DisplacementMapFilter" object="[flash.filters.DisplacementMapFilter]" text="new DisplacementMapFilter(%[映射位图:flash.display:BitmapData=null,映射点:flash.geom:Point=null,组件X:uint=0,组件Y:uint=0,缩放X:Number=0.0,缩放Y:Number=0.0,模式:String=wrap,颜色:uint=0,alpha:Number=0.0]%)" constructor="true" tiptext="初始化 DisplacementMapFilter 实例。" version="9" helpurl="flash.filters:DisplacementMapFilter:DisplacementMapFilter" playername=""/>
						<string name="clone" object="[flash.filters.DisplacementMapFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:DisplacementMapFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DisplacementMapFilter 类的属性" helpurl="flash.filters:DisplacementMapFilter">
						<string name="alpha" object="[flash.filters.DisplacementMapFilter]" text=".alpha" tiptext="指定对于超出范围的替换应用的 Alpha 透明度值。" version="" helpurl="flash.filters:DisplacementMapFilter:alpha:get" playername=""/>
						<string name="color" object="[flash.filters.DisplacementMapFilter]" text=".color" tiptext="指定对于超出范围的替代应用什么颜色。" version="" helpurl="flash.filters:DisplacementMapFilter:color:get" playername=""/>
						<string name="componentX" object="[flash.filters.DisplacementMapFilter]" text=".componentX" tiptext="说明在映射图像中使用哪个颜色通道来置换 x 结果。" version="" helpurl="flash.filters:DisplacementMapFilter:componentX:get" playername=""/>
						<string name="componentY" object="[flash.filters.DisplacementMapFilter]" text=".componentY" tiptext="说明在映射图像中使用哪个颜色通道来置换 y 结果。" version="" helpurl="flash.filters:DisplacementMapFilter:componentY:get" playername=""/>
						<string name="mapBitmap" object="[flash.filters.DisplacementMapFilter]" text=".mapBitmap" tiptext="包含置换映射数据的 BitmapData 对象。" version="" helpurl="flash.filters:DisplacementMapFilter:mapBitmap:get" playername=""/>
						<string name="mapPoint" object="[flash.filters.DisplacementMapFilter]" text=".mapPoint" tiptext="一个值，它包含目标显示对象的左上角相对于映射图像左上角的偏移量。" version="" helpurl="flash.filters:DisplacementMapFilter:mapPoint:get" playername=""/>
						<string name="mode" object="[flash.filters.DisplacementMapFilter]" text=".mode" tiptext="滤镜的模式。" version="" helpurl="flash.filters:DisplacementMapFilter:mode:get" playername=""/>
						<string name="scaleX" object="[flash.filters.DisplacementMapFilter]" text=".scaleX" tiptext="用于缩放映射计算的 x 置换结果的乘数。" version="" helpurl="flash.filters:DisplacementMapFilter:scaleX:get" playername=""/>
						<string name="scaleY" object="[flash.filters.DisplacementMapFilter]" text=".scaleY" tiptext="用于缩放映射计算的 y 置换结果的乘数。" version="" helpurl="flash.filters:DisplacementMapFilter:scaleY:get" playername=""/>
					</folder>
				</folder>
				<folder name="DisplacementMapFilterMode" id="[flash.filters.DisplacementMapFilterMode]" sort="true" index="true" asAncestors="Object" tiptext="DisplacementMapFilterMode 类可为 DisplacementMapFilter 类的 mode 属性提供值。" helpurl="flash.filters:DisplacementMapFilterMode">
					<folder name="属性" id="Properties" tiptext="DisplacementMapFilterMode 类的属性" helpurl="flash.filters:DisplacementMapFilterMode">
						<string name="CLAMP" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.CLAMP" constant="true" tiptext="将置换值锁定在源图像的边缘。" version="" helpurl="flash.filters:DisplacementMapFilterMode:CLAMP" playername=""/>
						<string name="COLOR" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.COLOR" constant="true" tiptext="如果置换值在图像之外，则替换 color 和 alpha 属性中的值。" version="" helpurl="flash.filters:DisplacementMapFilterMode:COLOR" playername=""/>
						<string name="IGNORE" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.IGNORE" constant="true" tiptext="如果置换值超出了范围，则忽略置换并使用源像素。" version="" helpurl="flash.filters:DisplacementMapFilterMode:IGNORE" playername=""/>
						<string name="WRAP" object="[flash.filters.DisplacementMapFilterMode]" text="DisplacementMapFilterMode.WRAP" constant="true" tiptext="将置换值折返到源图像的另一侧。" version="" helpurl="flash.filters:DisplacementMapFilterMode:WRAP" playername=""/>
					</folder>
				</folder>
				<folder name="DropShadowFilter" id="[flash.filters.DropShadowFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="可使用 DropShadowFilter 类向显示对象添加投影。" helpurl="flash.filters:DropShadowFilter">
					<folder name="方法" id="Methods" tiptext="DropShadowFilter 类的方法" helpurl="flash.filters:DropShadowFilter">
						<string name="DropShadowFilter" object="[flash.filters.DropShadowFilter]" text="new DropShadowFilter(%[距离:Number=4.0,角度:Number=45,颜色:uint=0,alpha:Number=1.0,模糊X:Number=4.0,模糊Y:Number=4.0,强度:Number=1.0,品质:int=1,内侧:Boolean=false,挖空:Boolean=false,隐藏对象:Boolean=false]%)" constructor="true" tiptext="用指定参数创建新的 DropShadowFilter 实例。" version="9" helpurl="flash.filters:DropShadowFilter:DropShadowFilter" playername=""/>
						<string name="clone" object="[flash.filters.DropShadowFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:DropShadowFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DropShadowFilter 类的属性" helpurl="flash.filters:DropShadowFilter">
						<string name="alpha" object="[flash.filters.DropShadowFilter]" text=".alpha" tiptext="阴影颜色的 Alpha 透明度值。" version="" helpurl="flash.filters:DropShadowFilter:alpha:get" playername=""/>
						<string name="angle" object="[flash.filters.DropShadowFilter]" text=".angle" tiptext="阴影的角度。" version="" helpurl="flash.filters:DropShadowFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.DropShadowFilter]" text=".blurX" tiptext="水平模糊量。" version="" helpurl="flash.filters:DropShadowFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.DropShadowFilter]" text=".blurY" tiptext="垂直模糊量。" version="" helpurl="flash.filters:DropShadowFilter:blurY:get" playername=""/>
						<string name="color" object="[flash.filters.DropShadowFilter]" text=".color" tiptext="阴影的颜色。" version="" helpurl="flash.filters:DropShadowFilter:color:get" playername=""/>
						<string name="distance" object="[flash.filters.DropShadowFilter]" text=".distance" tiptext="阴影的偏移距离，以像素为单位。" version="" helpurl="flash.filters:DropShadowFilter:distance:get" playername=""/>
						<string name="hideObject" object="[flash.filters.DropShadowFilter]" text=".hideObject" tiptext="表示是否隐藏对象。" version="" helpurl="flash.filters:DropShadowFilter:hideObject:get" playername=""/>
						<string name="inner" object="[flash.filters.DropShadowFilter]" text=".inner" tiptext="表示阴影是否为内侧阴影。" version="" helpurl="flash.filters:DropShadowFilter:inner:get" playername=""/>
						<string name="knockout" object="[flash.filters.DropShadowFilter]" text=".knockout" tiptext="应用挖空效果(true)，这将有效地使对象的填色变为透明，并显示文档的背景颜色。" version="" helpurl="flash.filters:DropShadowFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.DropShadowFilter]" text=".quality" tiptext="应用滤镜的次数。" version="" helpurl="flash.filters:DropShadowFilter:quality:get" playername=""/>
						<string name="strength" object="[flash.filters.DropShadowFilter]" text=".strength" tiptext="印记或跨页的强度。" version="" helpurl="flash.filters:DropShadowFilter:strength:get" playername=""/>
					</folder>
				</folder>
				<folder name="GlowFilter" id="[flash.filters.GlowFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="使用 GlowFilter 类可以对显示对象应用发光效果。" helpurl="flash.filters:GlowFilter">
					<folder name="方法" id="Methods" tiptext="GlowFilter 类的方法" helpurl="flash.filters:GlowFilter">
						<string name="GlowFilter" object="[flash.filters.GlowFilter]" text="new GlowFilter(%[颜色:uint=0xFF0000,alpha:Number=1.0,模糊X:Number=6.0,模糊Y:Number=6.0,强度:Number=2,品质:int=1,内侧:Boolean=false,挖空:Boolean=false]%)" constructor="true" tiptext="用指定参数初始化新的 GlowFilter 实例。" version="9" helpurl="flash.filters:GlowFilter:GlowFilter" playername=""/>
						<string name="clone" object="[flash.filters.GlowFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:GlowFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GlowFilter 类的属性" helpurl="flash.filters:GlowFilter">
						<string name="alpha" object="[flash.filters.GlowFilter]" text=".alpha" tiptext="颜色的 Alpha 透明度值。" version="" helpurl="flash.filters:GlowFilter:alpha:get" playername=""/>
						<string name="blurX" object="[flash.filters.GlowFilter]" text=".blurX" tiptext="水平模糊量。" version="" helpurl="flash.filters:GlowFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.GlowFilter]" text=".blurY" tiptext="垂直模糊量。" version="" helpurl="flash.filters:GlowFilter:blurY:get" playername=""/>
						<string name="color" object="[flash.filters.GlowFilter]" text=".color" tiptext="光晕颜色。" version="" helpurl="flash.filters:GlowFilter:color:get" playername=""/>
						<string name="inner" object="[flash.filters.GlowFilter]" text=".inner" tiptext="指定发光是否为内侧发光。" version="" helpurl="flash.filters:GlowFilter:inner:get" playername=""/>
						<string name="knockout" object="[flash.filters.GlowFilter]" text=".knockout" tiptext="指定对象是否具有挖空效果。" version="" helpurl="flash.filters:GlowFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.GlowFilter]" text=".quality" tiptext="应用滤镜的次数。" version="" helpurl="flash.filters:GlowFilter:quality:get" playername=""/>
						<string name="strength" object="[flash.filters.GlowFilter]" text=".strength" tiptext="印记或跨页的强度。" version="" helpurl="flash.filters:GlowFilter:strength:get" playername=""/>
					</folder>
				</folder>
				<folder name="GradientBevelFilter" id="[flash.filters.GradientBevelFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="使用 GradientBevelFilter 类可以对显示对象应用渐变斜角效果。" helpurl="flash.filters:GradientBevelFilter">
					<folder name="方法" id="Methods" tiptext="GradientBevelFilter 类的方法" helpurl="flash.filters:GradientBevelFilter">
						<string name="GradientBevelFilter" object="[flash.filters.GradientBevelFilter]" text="new GradientBevelFilter(%[距离:Number=4.0,角度:Number=45,颜色:Array=null,alphas:Array=null,比例:Array=null,模糊X:Number=4.0,模糊Y:Number=4.0,强度:Number=1,品质:int=1,类型:String=inner,挖空:Boolean=false]%)" constructor="true" tiptext="用指定的参数初始化滤镜。" version="9" helpurl="flash.filters:GradientBevelFilter:GradientBevelFilter" playername=""/>
						<string name="clone" object="[flash.filters.GradientBevelFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:GradientBevelFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GradientBevelFilter 类的属性" helpurl="flash.filters:GradientBevelFilter">
						<string name="alphas" object="[flash.filters.GradientBevelFilter]" text=".alphas" tiptext="colors 数组中对应颜色的 Alpha 透明度值的数组。" version="" helpurl="flash.filters:GradientBevelFilter:alphas:get" playername=""/>
						<string name="angle" object="[flash.filters.GradientBevelFilter]" text=".angle" tiptext="角度，以度为单位。" version="" helpurl="flash.filters:GradientBevelFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.GradientBevelFilter]" text=".blurX" tiptext="水平模糊量。" version="" helpurl="flash.filters:GradientBevelFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.GradientBevelFilter]" text=".blurY" tiptext="垂直模糊量。" version="" helpurl="flash.filters:GradientBevelFilter:blurY:get" playername=""/>
						<string name="colors" object="[flash.filters.GradientBevelFilter]" text=".colors" tiptext="渐变中使用的 RGB 十六进制颜色值数组。" version="" helpurl="flash.filters:GradientBevelFilter:colors:get" playername=""/>
						<string name="distance" object="[flash.filters.GradientBevelFilter]" text=".distance" tiptext="偏移距离。" version="" helpurl="flash.filters:GradientBevelFilter:distance:get" playername=""/>
						<string name="knockout" object="[flash.filters.GradientBevelFilter]" text=".knockout" tiptext="指定对象是否具有挖空效果。" version="" helpurl="flash.filters:GradientBevelFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.GradientBevelFilter]" text=".quality" tiptext="应用滤镜的次数。" version="" helpurl="flash.filters:GradientBevelFilter:quality:get" playername=""/>
						<string name="ratios" object="[flash.filters.GradientBevelFilter]" text=".ratios" tiptext="对应于颜色数组中颜色的一组颜色分布比率。" version="" helpurl="flash.filters:GradientBevelFilter:ratios:get" playername=""/>
						<string name="strength" object="[flash.filters.GradientBevelFilter]" text=".strength" tiptext="印记或跨页的强度。" version="" helpurl="flash.filters:GradientBevelFilter:strength:get" playername=""/>
						<string name="type" object="[flash.filters.GradientBevelFilter]" text=".type" tiptext="斜角效果的放置。" version="" helpurl="flash.filters:GradientBevelFilter:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="GradientGlowFilter" id="[flash.filters.GradientGlowFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="可使用 GradientGlowFilter 类对显示对象应用渐变发光效果。" helpurl="flash.filters:GradientGlowFilter">
					<folder name="方法" id="Methods" tiptext="GradientGlowFilter 类的方法" helpurl="flash.filters:GradientGlowFilter">
						<string name="GradientGlowFilter" object="[flash.filters.GradientGlowFilter]" text="new GradientGlowFilter(%[距离:Number=4.0,角度:Number=45,颜色:Array=null,alphas:Array=null,比例:Array=null,模糊X:Number=4.0,模糊Y:Number=4.0,强度:Number=1,品质:int=1,类型:String=inner,挖空:Boolean=false]%)" constructor="true" tiptext="用指定的参数初始化滤镜。" version="9" helpurl="flash.filters:GradientGlowFilter:GradientGlowFilter" playername=""/>
						<string name="clone" object="[flash.filters.GradientGlowFilter]" text=".clone(%%):flash.filters:BitmapFilter" tiptext="返回此滤镜对象的一个副本。" version="9" helpurl="flash.filters:GradientGlowFilter:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GradientGlowFilter 类的属性" helpurl="flash.filters:GradientGlowFilter">
						<string name="alphas" object="[flash.filters.GradientGlowFilter]" text=".alphas" tiptext="对应于颜色数组中颜色的 Alpha 透明度值的数组。" version="" helpurl="flash.filters:GradientGlowFilter:alphas:get" playername=""/>
						<string name="angle" object="[flash.filters.GradientGlowFilter]" text=".angle" tiptext="角度，以度为单位。" version="" helpurl="flash.filters:GradientGlowFilter:angle:get" playername=""/>
						<string name="blurX" object="[flash.filters.GradientGlowFilter]" text=".blurX" tiptext="水平模糊量。" version="" helpurl="flash.filters:GradientGlowFilter:blurX:get" playername=""/>
						<string name="blurY" object="[flash.filters.GradientGlowFilter]" text=".blurY" tiptext="垂直模糊量。" version="" helpurl="flash.filters:GradientGlowFilter:blurY:get" playername=""/>
						<string name="colors" object="[flash.filters.GradientGlowFilter]" text=".colors" tiptext="一组定义渐变的颜色。" version="" helpurl="flash.filters:GradientGlowFilter:colors:get" playername=""/>
						<string name="distance" object="[flash.filters.GradientGlowFilter]" text=".distance" tiptext="光晕的偏移距离。" version="" helpurl="flash.filters:GradientGlowFilter:distance:get" playername=""/>
						<string name="knockout" object="[flash.filters.GradientGlowFilter]" text=".knockout" tiptext="指定对象是否具有挖空效果。" version="" helpurl="flash.filters:GradientGlowFilter:knockout:get" playername=""/>
						<string name="quality" object="[flash.filters.GradientGlowFilter]" text=".quality" tiptext="应用滤镜的次数。" version="" helpurl="flash.filters:GradientGlowFilter:quality:get" playername=""/>
						<string name="ratios" object="[flash.filters.GradientGlowFilter]" text=".ratios" tiptext="对应于 colors 数组中颜色的一组颜色分布比率。" version="" helpurl="flash.filters:GradientGlowFilter:ratios:get" playername=""/>
						<string name="strength" object="[flash.filters.GradientGlowFilter]" text=".strength" tiptext="印记或跨页的强度。" version="" helpurl="flash.filters:GradientGlowFilter:strength:get" playername=""/>
						<string name="type" object="[flash.filters.GradientGlowFilter]" text=".type" tiptext="滤镜效果的放置。" version="" helpurl="flash.filters:GradientGlowFilter:type:get" playername=""/>
					</folder>
				</folder>
				<folder name="ShaderFilter" id="[flash.filters.ShaderFilter]" sort="true" index="true" asAncestors="flash.filters:BitmapFilter,Object" tiptext="ShaderFilter 类通过对应用了滤镜的对象执行着色器来应用滤镜。" helpurl="flash.filters:ShaderFilter">
					<folder name="方法" id="Methods" tiptext="ShaderFilter 类的方法" helpurl="flash.filters:ShaderFilter">
						<string name="ShaderFilter" object="[flash.filters.ShaderFilter]" text="new ShaderFilter(%[着色器:flash.display:Shader=null]%)" constructor="true" tiptext="创建新的着色器滤镜。" version="1.5" helpurl="flash.filters:ShaderFilter:ShaderFilter" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ShaderFilter 类的属性" helpurl="flash.filters:ShaderFilter">
						<string name="bottomExtension" object="[flash.filters.ShaderFilter]" text=".bottomExtension" tiptext="目标对象底部的增大量（以像素为单位）。" version="" helpurl="flash.filters:ShaderFilter:bottomExtension:get" playername=""/>
						<string name="leftExtension" object="[flash.filters.ShaderFilter]" text=".leftExtension" tiptext="目标对象左侧的增大量（以像素为单位）。" version="" helpurl="flash.filters:ShaderFilter:leftExtension:get" playername=""/>
						<string name="rightExtension" object="[flash.filters.ShaderFilter]" text=".rightExtension" tiptext="目标对象右侧的增大量（以像素为单位）。" version="" helpurl="flash.filters:ShaderFilter:rightExtension:get" playername=""/>
						<string name="shader" object="[flash.filters.ShaderFilter]" text=".shader" tiptext="要为此滤镜使用的着色器。" version="" helpurl="flash.filters:ShaderFilter:shader:get" playername=""/>
						<string name="topExtension" object="[flash.filters.ShaderFilter]" text=".topExtension" tiptext="目标对象顶部的增大量（以像素为单位）。" version="" helpurl="flash.filters:ShaderFilter:topExtension:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.geom" id="flash.geom" sort="true" tiptext="flash.geom 包的类" helpurl="flash.geom">
				<folder name="ColorTransform" id="[flash.geom.ColorTransform]" sort="true" index="true" asAncestors="Object" tiptext="可使用 ColorTransform 类调整显示对象的颜色值。" helpurl="flash.geom:ColorTransform">
					<folder name="方法" id="Methods" tiptext="ColorTransform 类的方法" helpurl="flash.geom:ColorTransform">
						<string name="ColorTransform" object="[flash.geom.ColorTransform]" text="new ColorTransform(%[红增值器:Number=1.0,绿增值器:Number=1.0,蓝增值器:Number=1.0,alpha增值器:Number=1.0,红偏移:Number=0,绿偏移:Number=0,蓝偏移:Number=0,alpha偏移:Number=0]%)" constructor="true" tiptext="为显示对象创建 ColorTransform 对象。" version="4" helpurl="flash.geom:ColorTransform:ColorTransform" playername=""/>
						<string name="concat" object="[flash.geom.ColorTransform]" text=".concat(%第二个:flash.geom:ColorTransform%):void" tiptext="将第二个参数指定的 ColorTranform 对象与当前 ColorTransform 对象连接，并将当前对象设置为结果，即两个颜色转换的组合。" version="4" helpurl="flash.geom:ColorTransform:concat" playername=""/>
						<string name="toString" object="[flash.geom.ColorTransform]" text=".toString(%%):String" tiptext="设置描述 ColorTransform 对象的所有属性的字符串的格式并返回该字符串。" version="4" helpurl="flash.geom:ColorTransform:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ColorTransform 类的属性" helpurl="flash.geom:ColorTransform">
						<string name="alphaMultiplier" object="[flash.geom.ColorTransform]" text=".alphaMultiplier" tiptext="与 Alpha 透明度通道值相乘的十进制值。" version="" helpurl="flash.geom:ColorTransform:alphaMultiplier" playername=""/>
						<string name="alphaOffset" object="[flash.geom.ColorTransform]" text=".alphaOffset" tiptext="-255 到 255 之间的数字，它先与 alphaMultiplier 值相乘，再与 Alpha 透明度通道值相加。" version="" helpurl="flash.geom:ColorTransform:alphaOffset" playername=""/>
						<string name="blueMultiplier" object="[flash.geom.ColorTransform]" text=".blueMultiplier" tiptext="与蓝色通道值相乘的十进制值。" version="" helpurl="flash.geom:ColorTransform:blueMultiplier" playername=""/>
						<string name="blueOffset" object="[flash.geom.ColorTransform]" text=".blueOffset" tiptext="-255 到 255 之间的数字，它先与 blueMultiplier 值相乘，再与蓝色通道值相加。" version="" helpurl="flash.geom:ColorTransform:blueOffset" playername=""/>
						<string name="greenMultiplier" object="[flash.geom.ColorTransform]" text=".greenMultiplier" tiptext="与绿色通道值相乘的十进制值。" version="" helpurl="flash.geom:ColorTransform:greenMultiplier" playername=""/>
						<string name="greenOffset" object="[flash.geom.ColorTransform]" text=".greenOffset" tiptext="-255 到 255 之间的数字，它先与 greenMultiplier 值相乘，再与绿色通道值相加。" version="" helpurl="flash.geom:ColorTransform:greenOffset" playername=""/>
						<string name="redMultiplier" object="[flash.geom.ColorTransform]" text=".redMultiplier" tiptext="与红色通道值相乘的十进制值。" version="" helpurl="flash.geom:ColorTransform:redMultiplier" playername=""/>
						<string name="redOffset" object="[flash.geom.ColorTransform]" text=".redOffset" tiptext="-255 到 255 之间的数字，它先与 redMultiplier 值相乘，再与红色通道值相加。" version="" helpurl="flash.geom:ColorTransform:redOffset" playername=""/>
						<string name="color" object="[flash.geom.ColorTransform]" text=".color" tiptext="ColorTransform 对象的 RGB 颜色值。" version="" helpurl="flash.geom:ColorTransform:color:get" playername=""/>
					</folder>
				</folder>
				<folder name="Matrix" id="[flash.geom.Matrix]" sort="true" index="true" asAncestors="Object" tiptext="Matrix 类表示一个转换矩阵，它确定如何将点从一个坐标空间映射到另一个坐标空间。" helpurl="flash.geom:Matrix">
					<folder name="方法" id="Methods" tiptext="Matrix 类的方法" helpurl="flash.geom:Matrix">
						<string name="Matrix" object="[flash.geom.Matrix]" text="new Matrix(%[a:Number=1,b:Number=0,c:Number=0,d:Number=1,tx:Number=0,ty:Number=0]%)" constructor="true" tiptext="创建一个新的二维 Matrix 对象。" version="4" helpurl="flash.geom:Matrix:Matrix" playername=""/>
						<string name="clone" object="[flash.geom.Matrix]" text=".clone(%%):flash.geom:Matrix" tiptext="返回一个新的 Matrix 对象，该对象是当前矩阵的副本。" version="4" helpurl="flash.geom:Matrix:clone" playername=""/>
						<string name="concat" object="[flash.geom.Matrix]" text=".concat(%m:flash.geom:Matrix%):void" tiptext="将某个矩阵与当前矩阵连接，从而将这两个矩阵的几何效果有效地结合在一起。" version="4" helpurl="flash.geom:Matrix:concat" playername=""/>
						<string name="createBox" object="[flash.geom.Matrix]" text=".createBox(%缩放 X:Number,缩放 Y:Number[,旋转:Number=0,tx:Number=0,ty:Number=0]%):void" tiptext="创建含有缩放、旋转和平移值的 Matrix。" version="4" helpurl="flash.geom:Matrix:createBox" playername=""/>
						<string name="createGradientBox" object="[flash.geom.Matrix]" text=".createGradientBox(%宽度:Number,高度:Number[,旋转:Number=0,tx:Number=0,ty:Number=0]%):void" tiptext="创建 Graphics 类的 beginGradientFill() 方法所需的矩阵的特定样式。" version="4" helpurl="flash.geom:Matrix:createGradientBox" playername=""/>
						<string name="deltaTransformPoint" object="[flash.geom.Matrix]" text=".deltaTransformPoint(%点:flash.geom:Point%):flash.geom:Point" tiptext="如果给定预转换坐标空间中的点，则此方法返回发生转换后该点的坐标。" version="4" helpurl="flash.geom:Matrix:deltaTransformPoint" playername=""/>
						<string name="identity" object="[flash.geom.Matrix]" text=".identity(%%):void" tiptext="为每个矩阵属性设置一个值，该值将导致 null 转换。" version="4" helpurl="flash.geom:Matrix:identity" playername=""/>
						<string name="invert" object="[flash.geom.Matrix]" text=".invert(%%):void" tiptext="执行原始矩阵的逆转换。" version="4" helpurl="flash.geom:Matrix:invert" playername=""/>
						<string name="rotate" object="[flash.geom.Matrix]" text=".rotate(%角度:Number%):void" tiptext="对 Matrix 对象应用旋转转换。" version="4" helpurl="flash.geom:Matrix:rotate" playername=""/>
						<string name="scale" object="[flash.geom.Matrix]" text=".scale(%sx:Number,sy:Number%):void" tiptext="对矩阵应用缩放转换。" version="4" helpurl="flash.geom:Matrix:scale" playername=""/>
						<string name="toString" object="[flash.geom.Matrix]" text=".toString(%%):String" tiptext="返回列出此 Matrix 对象属性的文本值。" version="4" helpurl="flash.geom:Matrix:toString" playername=""/>
						<string name="transformPoint" object="[flash.geom.Matrix]" text=".transformPoint(%点:flash.geom:Point%):flash.geom:Point" tiptext="返回 Point 对象的几何转换的结果。" version="4" helpurl="flash.geom:Matrix:transformPoint" playername=""/>
						<string name="translate" object="[flash.geom.Matrix]" text=".translate(%dx:Number,dy:Number%):void" tiptext="沿 x 和 y 轴平移矩阵。" version="4" helpurl="flash.geom:Matrix:translate" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Matrix 类的属性" helpurl="flash.geom:Matrix">
						<string name="a" object="[flash.geom.Matrix]" text=".a" tiptext="缩放或旋转图像时影响像素沿 x 轴定位的值。" version="" helpurl="flash.geom:Matrix:a" playername=""/>
						<string name="b" object="[flash.geom.Matrix]" text=".b" tiptext="旋转或倾斜图像时影响像素沿 y 轴定位的值。" version="" helpurl="flash.geom:Matrix:b" playername=""/>
						<string name="c" object="[flash.geom.Matrix]" text=".c" tiptext="旋转或倾斜图像时影响像素沿 x 轴定位的值。" version="" helpurl="flash.geom:Matrix:c" playername=""/>
						<string name="d" object="[flash.geom.Matrix]" text=".d" tiptext="缩放或旋转图像时影响像素沿 y 轴定位的值。" version="" helpurl="flash.geom:Matrix:d" playername=""/>
						<string name="tx" object="[flash.geom.Matrix]" text=".tx" tiptext="沿 x 轴平移每个点的距离。" version="" helpurl="flash.geom:Matrix:tx" playername=""/>
						<string name="ty" object="[flash.geom.Matrix]" text=".ty" tiptext="沿 y 轴平移每个点的距离。" version="" helpurl="flash.geom:Matrix:ty" playername=""/>
					</folder>
				</folder>
				<folder name="Matrix3D" id="[flash.geom.Matrix3D]" sort="true" index="true" asAncestors="Object" tiptext="Matrix3D 类表示一个转换矩阵，该矩阵确定三维 (3D) 显示对象的位置和方向。" helpurl="flash.geom:Matrix3D">
					<folder name="方法" id="Methods" tiptext="Matrix3D 类的方法" helpurl="flash.geom:Matrix3D">
						<string name="Matrix3D" object="[flash.geom.Matrix3D]" text="new Matrix3D(%[v:Vector$Number=null]%)" constructor="true" tiptext="创建 Matrix3D 对象。" version="1.5" helpurl="flash.geom:Matrix3D:Matrix3D" playername=""/>
						<string name="appendRotation" object="[flash.geom.Matrix3D]" text=".appendRotation(%度:Number,轴:flash.geom:Vector3D[,轴点:flash.geom:Vector3D=null]%):void" tiptext="在 Matrix3D 对象上后置一个增量旋转。" version="1.5" helpurl="flash.geom:Matrix3D:appendRotation" playername=""/>
						<string name="appendScale" object="[flash.geom.Matrix3D]" text=".appendScale(%x缩放:Number,y缩放:Number,z缩放:Number%):void" tiptext="在 Matrix3D 对象上后置一个增量缩放，沿 x、y 和 z 轴改变位置。" version="1.5" helpurl="flash.geom:Matrix3D:appendScale" playername=""/>
						<string name="appendTranslation" object="[flash.geom.Matrix3D]" text=".appendTranslation(%x:Number,y:Number,z:Number%):void" tiptext="在 Matrix3D 对象上后置一个增量平移，沿 x、y 和 z 轴重新定位。" version="1.5" helpurl="flash.geom:Matrix3D:appendTranslation" playername=""/>
						<string name="append" object="[flash.geom.Matrix3D]" text=".append(%左侧:flash.geom:Matrix3D%):void" tiptext="通过将另一个 Matrix3D 对象与当前 Matrix3D 对象相乘来后置一个矩阵。" version="1.5" helpurl="flash.geom:Matrix3D:append" playername=""/>
						<string name="clone" object="[flash.geom.Matrix3D]" text=".clone(%%):flash.geom:Matrix3D" tiptext="返回新的 Matrix3D 对象（与当前 Matrix3D 对象完全相同的副本）。" version="1.5" helpurl="flash.geom:Matrix3D:clone" playername=""/>
						<string name="decompose" object="[flash.geom.Matrix3D]" text=".decompose(%[方向样式:String=eulerAngles]%):Vector$flash.geom:Vector3D" tiptext="将转换矩阵的平移、旋转和缩放设置作为由三个 Vector3D 对象组成的矢量返回。" version="1.5" helpurl="flash.geom:Matrix3D:decompose" playername=""/>
						<string name="deltaTransformVector" object="[flash.geom.Matrix3D]" text=".deltaTransformVector(%v:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="使用不含平移元素的转换矩阵将 Vector3D 对象从一个空间坐标转换到另一个空间坐标。" version="1.5" helpurl="flash.geom:Matrix3D:deltaTransformVector" playername=""/>
						<string name="identity" object="[flash.geom.Matrix3D]" text=".identity(%%):void" tiptext="将当前矩阵转换为恒等或单位矩阵。" version="1.5" helpurl="flash.geom:Matrix3D:identity" playername=""/>
						<string name="interpolateTo" object="[flash.geom.Matrix3D]" text=".interpolateTo(%目标矩阵:flash.geom:Matrix3D,百分比:Number%):void" tiptext="将显示对象的矩阵插补到靠近目标矩阵的某个百分点处。" version="1.5" helpurl="flash.geom:Matrix3D:interpolateTo" playername=""/>
						<string name="interpolate" object="[flash.geom.Matrix3D]" text="Matrix3D.interpolate(%此矩阵:flash.geom:Matrix3D,目标矩阵:flash.geom:Matrix3D,百分比:Number%):flash.geom:Matrix3D" static="true" tiptext="插补显示对象，使之与目标显示对象之间的距离缩短一个百分点。" version="1.5" helpurl="flash.geom:Matrix3D:interpolate" playername=""/>
						<string name="invert" object="[flash.geom.Matrix3D]" text=".invert(%%):Boolean" tiptext="反转当前矩阵。" version="1.5" helpurl="flash.geom:Matrix3D:invert" playername=""/>
						<string name="pointAt" object="[flash.geom.Matrix3D]" text=".pointAt(%位置:flash.geom:Vector3D[,位于:flash.geom:Vector3D=null,上:flash.geom:Vector3D=null]%):void" tiptext="旋转显示对象以使其朝向指定的位置。" version="1.5" helpurl="flash.geom:Matrix3D:pointAt" playername=""/>
						<string name="prependRotation" object="[flash.geom.Matrix3D]" text=".prependRotation(%度:Number,轴:flash.geom:Vector3D[,轴点:flash.geom:Vector3D=null]%):void" tiptext="在 Matrix3D 对象上前置一个增量旋转。" version="1.5" helpurl="flash.geom:Matrix3D:prependRotation" playername=""/>
						<string name="prependScale" object="[flash.geom.Matrix3D]" text=".prependScale(%x缩放:Number,y缩放:Number,z缩放:Number%):void" tiptext="在 Matrix3D 对象上前置一个增量缩放，沿 x、y 和 z 轴改变位置。" version="1.5" helpurl="flash.geom:Matrix3D:prependScale" playername=""/>
						<string name="prependTranslation" object="[flash.geom.Matrix3D]" text=".prependTranslation(%x:Number,y:Number,z:Number%):void" tiptext="在 Matrix3D 对象上前置一个增量平移，沿 x、y 和 z 轴重新定位。" version="1.5" helpurl="flash.geom:Matrix3D:prependTranslation" playername=""/>
						<string name="prepend" object="[flash.geom.Matrix3D]" text=".prepend(%右侧:flash.geom:Matrix3D%):void" tiptext="通过将当前 Matrix3D 对象与另一个 Matrix3D 对象相乘来前置一个矩阵。" version="1.5" helpurl="flash.geom:Matrix3D:prepend" playername=""/>
						<string name="recompose" object="[flash.geom.Matrix3D]" text=".recompose(%组件:Vector$flash.geom:Vector3D[,方向样式:String=eulerAngles]%):Boolean" tiptext="设置转换矩阵的平移、旋转和缩放设置。" version="1.5" helpurl="flash.geom:Matrix3D:recompose" playername=""/>
						<string name="transformVector" object="[flash.geom.Matrix3D]" text=".transformVector(%v:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="使用转换矩阵将 Vector3D 对象从一个空间坐标转换到另一个空间坐标。" version="1.5" helpurl="flash.geom:Matrix3D:transformVector" playername=""/>
						<string name="transformVectors" object="[flash.geom.Matrix3D]" text=".transformVectors(%输入矢量:Vector$Number,输出矢量:Vector$Number%):void" tiptext="使用转换矩阵将由数字构成的矢量从一个空间坐标转换到另一个空间坐标。" version="1.5" helpurl="flash.geom:Matrix3D:transformVectors" playername=""/>
						<string name="transpose" object="[flash.geom.Matrix3D]" text=".transpose(%%):void" tiptext="将当前 Matrix3D 对象转换为一个矩阵，并将互换其中的行和列。" version="1.5" helpurl="flash.geom:Matrix3D:transpose" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Matrix3D 类的属性" helpurl="flash.geom:Matrix3D">
						<string name="determinant" object="[flash.geom.Matrix3D]" text=".determinant" tiptext="确定矩阵是否可反转的数字。" version="" helpurl="flash.geom:Matrix3D:determinant:get" playername=""/>
						<string name="position" object="[flash.geom.Matrix3D]" text=".position" tiptext="一个保存显示对象在转换参照帧中的 3D 坐标 (x,y,z) 位置的 Vector3D 对象。" version="" helpurl="flash.geom:Matrix3D:position:get" playername=""/>
						<string name="rawData" object="[flash.geom.Matrix3D]" text=".rawData" tiptext="由 16 个数字组成的矢量，其中每四个元素均可以是 4x4 矩阵的一行或一列。" version="" helpurl="flash.geom:Matrix3D:rawData:get" playername=""/>
					</folder>
				</folder>
				<folder name="Orientation3D" id="[flash.geom.Orientation3D]" sort="true" index="true" asAncestors="Object" tiptext="Orientation3D 类是常数值的枚举，用于表示 Matrix3D 对象的方向样式。" helpurl="flash.geom:Orientation3D">
					<folder name="属性" id="Properties" tiptext="Orientation3D 类的属性" helpurl="flash.geom:Orientation3D">
						<string name="AXIS_ANGLE" object="[flash.geom.Orientation3D]" text="Orientation3D.AXIS_ANGLE" constant="true" tiptext="轴角方向使用轴与角的组合确定方向。" version="" helpurl="flash.geom:Orientation3D:AXIS_ANGLE" playername=""/>
						<string name="EULER_ANGLES" object="[flash.geom.Orientation3D]" text="Orientation3D.EULER_ANGLES" constant="true" tiptext="欧拉角度，decompose() 方法和 recompose() 方法的默认方向，通过各轴三个独立的旋转角度而定义方向。" version="" helpurl="flash.geom:Orientation3D:EULER_ANGLES" playername=""/>
						<string name="QUATERNION" object="[flash.geom.Orientation3D]" text="Orientation3D.QUATERNION" constant="true" tiptext="四元数方向使用复杂数字。" version="" helpurl="flash.geom:Orientation3D:QUATERNION" playername=""/>
					</folder>
				</folder>
				<folder name="PerspectiveProjection" id="[flash.geom.PerspectiveProjection]" sort="true" index="true" asAncestors="Object" tiptext="通过 PerspectiveProjection 类可以轻松地分配或修改某个显示对象及其所有子级的透视转换。" helpurl="flash.geom:PerspectiveProjection">
					<folder name="方法" id="Methods" tiptext="PerspectiveProjection 类的方法" helpurl="flash.geom:PerspectiveProjection">
						<string name="PerspectiveProjection" object="[flash.geom.PerspectiveProjection]" text="new PerspectiveProjection(%%)" constructor="true" tiptext="创建 PerspectiveProjection 对象的新实例。" version="1.5" helpurl="flash.geom:PerspectiveProjection:PerspectiveProjection" playername=""/>
						<string name="toMatrix3D" object="[flash.geom.PerspectiveProjection]" text=".toMatrix3D(%%):flash.geom:Matrix3D" tiptext="返回显示对象的基本 Matrix3D 对象。" version="1.5" helpurl="flash.geom:PerspectiveProjection:toMatrix3D" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PerspectiveProjection 类的属性" helpurl="flash.geom:PerspectiveProjection">
						<string name="fieldOfView" object="[flash.geom.PerspectiveProjection]" text=".fieldOfView" tiptext="为三维视野指定一个角度（介于 0 度到 180 度之间）。" version="" helpurl="flash.geom:PerspectiveProjection:fieldOfView:get" playername=""/>
						<string name="focalLength" object="[flash.geom.PerspectiveProjection]" text=".focalLength" tiptext="眼睛或视点的原点 (0,0,0) 与位于 z 轴的显示对象之间的距离。" version="" helpurl="flash.geom:PerspectiveProjection:focalLength:get" playername=""/>
						<string name="projectionCenter" object="[flash.geom.PerspectiveProjection]" text=".projectionCenter" tiptext="表示投影中心的二维点，它是显示对象的消失点。" version="" helpurl="flash.geom:PerspectiveProjection:projectionCenter:get" playername=""/>
					</folder>
				</folder>
				<folder name="Point" id="[flash.geom.Point]" sort="true" index="true" asAncestors="Object" tiptext="Point 对象表示二维坐标系中的某个位置，其中 x 表示水平轴，y 表示垂直轴。" helpurl="flash.geom:Point">
					<folder name="方法" id="Methods" tiptext="Point 类的方法" helpurl="flash.geom:Point">
						<string name="Point" object="[flash.geom.Point]" text="new Point(%[x:Number=0,y:Number=0]%)" constructor="true" tiptext="创建一个新的点。" version="4" helpurl="flash.geom:Point:Point" playername=""/>
						<string name="add" object="[flash.geom.Point]" text=".add(%v:flash.geom:Point%):flash.geom:Point" tiptext="将另一个点的坐标添加到此点的坐标以创建一个新的点。" version="4" helpurl="flash.geom:Point:add" playername=""/>
						<string name="clone" object="[flash.geom.Point]" text=".clone(%%):flash.geom:Point" tiptext="创建此 Point 对象的副本。" version="4" helpurl="flash.geom:Point:clone" playername=""/>
						<string name="distance" object="[flash.geom.Point]" text="Point.distance(%点 1:flash.geom:Point,点 2:flash.geom:Point%):Number" static="true" tiptext="返回 点1 和 点2 之间的距离。" version="4" helpurl="flash.geom:Point:distance" playername=""/>
						<string name="equals" object="[flash.geom.Point]" text=".equals(%比较:flash.geom:Point%):Boolean" tiptext="确定两个点是否相同。" version="4" helpurl="flash.geom:Point:equals" playername=""/>
						<string name="interpolate" object="[flash.geom.Point]" text="Point.interpolate(%点1:flash.geom:Point,点2:flash.geom:Point,f:Number%):flash.geom:Point" static="true" tiptext="确定一个位于两个指定点之间的点。" version="4" helpurl="flash.geom:Point:interpolate" playername=""/>
						<string name="normalize" object="[flash.geom.Point]" text=".normalize(%粗细:Number%):void" tiptext="对位于 (0,0) 和当前点之间的线段进行缩放以设置长度。" version="4" helpurl="flash.geom:Point:normalize" playername=""/>
						<string name="offset" object="[flash.geom.Point]" text=".offset(%dx:Number,dy:Number%):void" tiptext="使 Point 对象偏移指定的量。" version="4" helpurl="flash.geom:Point:offset" playername=""/>
						<string name="polar" object="[flash.geom.Point]" text="Point.polar(%长度:Number,角度:Number%):flash.geom:Point" static="true" tiptext="将一对极坐标转换为笛卡尔点坐标。" version="4" helpurl="flash.geom:Point:polar" playername=""/>
						<string name="subtract" object="[flash.geom.Point]" text=".subtract(%v:flash.geom:Point%):flash.geom:Point" tiptext="从此点的坐标减去另一个点的坐标以创建一个新的点。" version="4" helpurl="flash.geom:Point:subtract" playername=""/>
						<string name="toString" object="[flash.geom.Point]" text=".toString(%%):String" tiptext="返回包含 x 和 y 坐标的值的字符串。" version="4" helpurl="flash.geom:Point:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Point 类的属性" helpurl="flash.geom:Point">
						<string name="x" object="[flash.geom.Point]" text=".x" tiptext="该点的水平坐标。" version="" helpurl="flash.geom:Point:x" playername=""/>
						<string name="y" object="[flash.geom.Point]" text=".y" tiptext="该点的垂直坐标。" version="" helpurl="flash.geom:Point:y" playername=""/>
						<string name="length" object="[flash.geom.Point]" text=".length" tiptext="从 (0,0) 到此点的线段的长度。" version="" helpurl="flash.geom:Point:length:get" playername=""/>
					</folder>
				</folder>
				<folder name="Rectangle" id="[flash.geom.Rectangle]" sort="true" index="true" asAncestors="Object" tiptext="Rectangle 对象是按其位置(由它左上角的点(x, y)确定)以及宽度和高度定义的区域。" helpurl="flash.geom:Rectangle">
					<folder name="方法" id="Methods" tiptext="Rectangle 类的方法" helpurl="flash.geom:Rectangle">
						<string name="Rectangle" object="[flash.geom.Rectangle]" text="new Rectangle(%[x:Number=0,y:Number=0,宽度:Number=0,高度:Number=0]%)" constructor="true" tiptext="创建一个新 Rectangle 对象，其左上角由 x 和 y 参数指定，并具有指定的宽度和高度。" version="4" helpurl="flash.geom:Rectangle:Rectangle" playername=""/>
						<string name="clone" object="[flash.geom.Rectangle]" text=".clone(%%):flash.geom:Rectangle" tiptext="返回此 Rectangle 对象的一个副本。" version="4" helpurl="flash.geom:Rectangle:clone" playername=""/>
						<string name="containsPoint" object="[flash.geom.Rectangle]" text=".containsPoint(%点:flash.geom:Point%):Boolean" tiptext="确定指定的点是否包含在由此 Rectangle 对象(此对象将 Point 对象用作参数)定义的矩形区域内。" version="4" helpurl="flash.geom:Rectangle:containsPoint" playername=""/>
						<string name="containsRect" object="[flash.geom.Rectangle]" text=".containsRect(%矩形:flash.geom:Rectangle%):Boolean" tiptext="确定由 rect 参数指定的 Rectangle 对象是否包含在此 Rectangle 对象内。" version="4" helpurl="flash.geom:Rectangle:containsRect" playername=""/>
						<string name="contains" object="[flash.geom.Rectangle]" text=".contains(%x:Number,y:Number%):Boolean" tiptext="确定指定的点是否包含在矩形区域内。" version="4" helpurl="flash.geom:Rectangle:contains" playername=""/>
						<string name="equals" object="[flash.geom.Rectangle]" text=".equals(%比较:flash.geom:Rectangle%):Boolean" tiptext="确定在 toCompare 参数中指定的对象是否等于此 Rectangle 对象。" version="4" helpurl="flash.geom:Rectangle:equals" playername=""/>
						<string name="inflatePoint" object="[flash.geom.Rectangle]" text=".inflatePoint(%点:flash.geom:Point%):void" tiptext="增加将 Point 对象用作参数的 Rectangle 对象的大小。" version="4" helpurl="flash.geom:Rectangle:inflatePoint" playername=""/>
						<string name="inflate" object="[flash.geom.Rectangle]" text=".inflate(%dx:Number,dy:Number%):void" tiptext="按指定量增加 Rectangle 对象的大小(以像素为单位)。" version="4" helpurl="flash.geom:Rectangle:inflate" playername=""/>
						<string name="intersection" object="[flash.geom.Rectangle]" text=".intersection(%交集:flash.geom:Rectangle%):flash.geom:Rectangle" tiptext="返回交集区域。" version="4" helpurl="flash.geom:Rectangle:intersection" playername=""/>
						<string name="intersects" object="[flash.geom.Rectangle]" text=".intersects(%交集:flash.geom:Rectangle%):Boolean" tiptext="确定 toIntersect 参数中指定的对象是否与此 Rectangle 对象构成交集。" version="4" helpurl="flash.geom:Rectangle:intersects" playername=""/>
						<string name="isEmpty" object="[flash.geom.Rectangle]" text=".isEmpty(%%):Boolean" tiptext="确定此 Rectangle 对象是否为空。" version="4" helpurl="flash.geom:Rectangle:isEmpty" playername=""/>
						<string name="offsetPoint" object="[flash.geom.Rectangle]" text=".offsetPoint(%点:flash.geom:Point%):void" tiptext="使用 Point 对象作为参数来调整 Rectangle 对象的位置。" version="4" helpurl="flash.geom:Rectangle:offsetPoint" playername=""/>
						<string name="offset" object="[flash.geom.Rectangle]" text=".offset(%dx:Number,dy:Number%):void" tiptext="调整 Rectangle 对象的位置。" version="4" helpurl="flash.geom:Rectangle:offset" playername=""/>
						<string name="setEmpty" object="[flash.geom.Rectangle]" text=".setEmpty(%%):void" tiptext="将所有属性设置为 0。" version="4" helpurl="flash.geom:Rectangle:setEmpty" playername=""/>
						<string name="toString" object="[flash.geom.Rectangle]" text=".toString(%%):String" tiptext="生成并返回一个字符串，该字符串列出 Rectangle 对象的水平位置和垂直位置以及宽度和高度。" version="4" helpurl="flash.geom:Rectangle:toString" playername=""/>
						<string name="union" object="[flash.geom.Rectangle]" text=".union(%联合:flash.geom:Rectangle%):flash.geom:Rectangle" tiptext="将两个矩形添加在一起，创建一个新的 Rectangle 对象。" version="4" helpurl="flash.geom:Rectangle:union" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Rectangle 类的属性" helpurl="flash.geom:Rectangle">
						<string name="height" object="[flash.geom.Rectangle]" text=".height" tiptext="矩形的高度(以像素为单位)。" version="" helpurl="flash.geom:Rectangle:height" playername=""/>
						<string name="width" object="[flash.geom.Rectangle]" text=".width" tiptext="矩形的宽度(以像素为单位)。" version="" helpurl="flash.geom:Rectangle:width" playername=""/>
						<string name="x" object="[flash.geom.Rectangle]" text=".x" tiptext="矩形左上角的 x 坐标。" version="" helpurl="flash.geom:Rectangle:x" playername=""/>
						<string name="y" object="[flash.geom.Rectangle]" text=".y" tiptext="矩形左上角的 y 坐标。" version="" helpurl="flash.geom:Rectangle:y" playername=""/>
						<string name="bottomRight" object="[flash.geom.Rectangle]" text=".bottomRight" tiptext="由 right 和 bottom 属性的值确定的 Rectangle 对象的右下角的位置。" version="" helpurl="flash.geom:Rectangle:bottomRight:get" playername=""/>
						<string name="bottom" object="[flash.geom.Rectangle]" text=".bottom" tiptext="y 和高属性的和。" version="" helpurl="flash.geom:Rectangle:bottom:get" playername=""/>
						<string name="left" object="[flash.geom.Rectangle]" text=".left" tiptext="矩形左上角的 x 坐标。" version="" helpurl="flash.geom:Rectangle:left:get" playername=""/>
						<string name="right" object="[flash.geom.Rectangle]" text=".right" tiptext="x 和宽属性的和。" version="" helpurl="flash.geom:Rectangle:right:get" playername=""/>
						<string name="size" object="[flash.geom.Rectangle]" text=".size" tiptext="Rectangle 对象的大小，该对象表示为具有 width 和 height 属性的值的 Point 对象。" version="" helpurl="flash.geom:Rectangle:size:get" playername=""/>
						<string name="topLeft" object="[flash.geom.Rectangle]" text=".topLeft" tiptext="由该点的 x 和 y 坐标确定的 Rectangle 对象左上角的位置。" version="" helpurl="flash.geom:Rectangle:topLeft:get" playername=""/>
						<string name="top" object="[flash.geom.Rectangle]" text=".top" tiptext="矩形左上角的 y 坐标。" version="" helpurl="flash.geom:Rectangle:top:get" playername=""/>
					</folder>
				</folder>
				<folder name="Transform" id="[flash.geom.Transform]" sort="true" index="true" asAncestors="Object" tiptext="Transform 类提供对于颜色调整属性以及可应用于显示对象的二维或三维转换对象的访问。" helpurl="flash.geom:Transform">
					<folder name="方法" id="Methods" tiptext="Transform 类的方法" helpurl="flash.geom:Transform">
						<string name="getRelativeMatrix3D" object="[flash.geom.Transform]" text=".getRelativeMatrix3D(%相对位置:flash.display:DisplayObject%):flash.geom:Matrix3D" tiptext="返回 Matrix3D 对象，此对象可以参照当前显示对象的空间转换指定显示对象的空间。" version="1.5" helpurl="flash.geom:Transform:getRelativeMatrix3D" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Transform 类的属性" helpurl="flash.geom:Transform">
						<string name="colorTransform" object="[flash.geom.Transform]" text=".colorTransform" tiptext="一个 ColorTransform 对象，其中包含整体调整显示对象颜色的值。" version="" helpurl="flash.geom:Transform:colorTransform:get" playername=""/>
						<string name="concatenatedColorTransform" object="[flash.geom.Transform]" text=".concatenatedColorTransform" tiptext="一个 ColorTransform 对象，表示应用于此显示对象及其所有父级对象的组合颜色转换，回到根级别。" version="" helpurl="flash.geom:Transform:concatenatedColorTransform:get" playername=""/>
						<string name="concatenatedMatrix" object="[flash.geom.Transform]" text=".concatenatedMatrix" tiptext="一个 Matrix 对象，表示此显示对象及其所有父级对象的组合转换矩阵，回到根级别。" version="" helpurl="flash.geom:Transform:concatenatedMatrix:get" playername=""/>
						<string name="matrix3D" object="[flash.geom.Transform]" text=".matrix3D" tiptext="提供对三维显示对象的 Matrix3D 对象的访问。" version="" helpurl="flash.geom:Transform:matrix3D:get" playername=""/>
						<string name="matrix" object="[flash.geom.Transform]" text=".matrix" tiptext="一个 Matrix 对象，其中包含更改显示对象的缩放、旋转和平移的值。" version="" helpurl="flash.geom:Transform:matrix:get" playername=""/>
						<string name="perspectiveProjection" object="[flash.geom.Transform]" text=".perspectiveProjection" tiptext="提供对于三维显示对象的 PerspectiveProjection 对象的访问。" version="" helpurl="flash.geom:Transform:perspectiveProjection:get" playername=""/>
						<string name="pixelBounds" object="[flash.geom.Transform]" text=".pixelBounds" tiptext="一个 Rectangle 对象，定义舞台上显示对象的边界矩形。" version="" helpurl="flash.geom:Transform:pixelBounds:get" playername=""/>
					</folder>
				</folder>
				<folder name="Utils3D" id="[flash.geom.Utils3D]" sort="true" index="true" asAncestors="Object" tiptext="Utils3D 类包含一些静态方法，用于简化某些三维矩阵操作的实现。" helpurl="flash.geom:Utils3D">
					<folder name="方法" id="Methods" tiptext="Utils3D 类的方法" helpurl="flash.geom:Utils3D">
						<string name="pointTowards" object="[flash.geom.Utils3D]" text="Utils3D.pointTowards(%百分比:Number,矩阵:flash.geom:Matrix3D,位置:flash.geom:Vector3D[,位于:flash.geom:Vector3D=null,上:flash.geom:Vector3D=null]%):flash.geom:Matrix3D" static="true" tiptext="朝着某个位置插补对象的方向。" version="1.5" helpurl="flash.geom:Utils3D:pointTowards" playername=""/>
						<string name="projectVectors" object="[flash.geom.Utils3D]" text="Utils3D.projectVectors(%m:flash.geom:Matrix3D,矢量:Vector$Number,投影矢量:Vector$Number,uvt:Vector$Number%):void" static="true" tiptext="将一个三维空间坐标矢量投射到一个二维空间坐标矢量。" version="1.5" helpurl="flash.geom:Utils3D:projectVectors" playername=""/>
						<string name="projectVector" object="[flash.geom.Utils3D]" text="Utils3D.projectVector(%m:flash.geom:Matrix3D,v:flash.geom:Vector3D%):flash.geom:Vector3D" static="true" tiptext="使用投影 Matrix3D 对象，将 Vector3D 对象从一个空间坐标投影至另外一个空间坐标。" version="1.5" helpurl="flash.geom:Utils3D:projectVector" playername=""/>
					</folder>
				</folder>
				<folder name="Vector3D" id="[flash.geom.Vector3D]" sort="true" index="true" asAncestors="Object" tiptext="Vector3D 类可以使用笛卡尔坐标 x、y 和 z 表示三维空间中的点或位置。" helpurl="flash.geom:Vector3D">
					<folder name="方法" id="Methods" tiptext="Vector3D 类的方法" helpurl="flash.geom:Vector3D">
						<string name="Vector3D" object="[flash.geom.Vector3D]" text="new Vector3D(%[x:Number=0.,y:Number=0.,z:Number=0.,w:Number=0.]%)" constructor="true" tiptext="创建 Vector3D 对象的实例。" version="1.5" helpurl="flash.geom:Vector3D:Vector3D" playername=""/>
						<string name="add" object="[flash.geom.Vector3D]" text=".add(%a:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="将当前 Vector3D 对象添加到另一个同类对象以创建新的 Vector3D 对象。" version="1.5" helpurl="flash.geom:Vector3D:add" playername=""/>
						<string name="angleBetween" object="[flash.geom.Vector3D]" text="Vector3D.angleBetween(%a:flash.geom:Vector3D,b:flash.geom:Vector3D%):Number" static="true" tiptext="返回两个矢量之间的角度（以弧度为单位）。" version="1.5" helpurl="flash.geom:Vector3D:angleBetween" playername=""/>
						<string name="clone" object="[flash.geom.Vector3D]" text=".clone(%%):flash.geom:Vector3D" tiptext="返回新的 Vector3D 对象（与当前 Vector3D 对象完全相同的副本）。" version="1.5" helpurl="flash.geom:Vector3D:clone" playername=""/>
						<string name="crossProduct" object="[flash.geom.Vector3D]" text=".crossProduct(%a:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="返回新的 Vector3D 对象，垂直于当前 Vector3D 对象与另外一个 Vector3D 对象。" version="1.5" helpurl="flash.geom:Vector3D:crossProduct" playername=""/>
						<string name="decrementBy" object="[flash.geom.Vector3D]" text=".decrementBy(%a:flash.geom:Vector3D%):void" tiptext="将当前的 Vector3D 对象与另一个 Vector3D 对象相减。" version="1.5" helpurl="flash.geom:Vector3D:decrementBy" playername=""/>
						<string name="distance" object="[flash.geom.Vector3D]" text="Vector3D.distance(%点1:flash.geom:Vector3D,点2:flash.geom:Vector3D%):Number" static="true" tiptext="返回两个 Vector3D 对象之间的距离。" version="1.5" helpurl="flash.geom:Vector3D:distance" playername=""/>
						<string name="dotProduct" object="[flash.geom.Vector3D]" text=".dotProduct(%a:flash.geom:Vector3D%):Number" tiptext="返回当前 Vector3D 对象与另一个 Vector3D 对象的点积。" version="1.5" helpurl="flash.geom:Vector3D:dotProduct" playername=""/>
						<string name="equals" object="[flash.geom.Vector3D]" text=".equals(%比较:flash.geom:Vector3D[,所有四个:Boolean=false]%):Boolean" tiptext="通过比较当前 Vector3D 对象与指定 Vector3D 对象的 x、y 和 z 元素，而确定两个 Vector3D 对象是否相等。" version="1.5" helpurl="flash.geom:Vector3D:equals" playername=""/>
						<string name="incrementBy" object="[flash.geom.Vector3D]" text=".incrementBy(%a:flash.geom:Vector3D%):void" tiptext="将当前的 Vector3D 对象与另一个 Vector3D 对象相加。" version="1.5" helpurl="flash.geom:Vector3D:incrementBy" playername=""/>
						<string name="nearEquals" object="[flash.geom.Vector3D]" text=".nearEquals(%比较:flash.geom:Vector3D,容差:Number[,所有四个:Boolean=false]%):Boolean" tiptext="比较当前 Vector3D 对象的元素与指定 Vector3D 对象的元素，以确定这两个对象是否大致相等。" version="1.5" helpurl="flash.geom:Vector3D:nearEquals" playername=""/>
						<string name="negate" object="[flash.geom.Vector3D]" text=".negate(%%):void" tiptext="将当前 Vector3D 对象设置为其逆对象。" version="1.5" helpurl="flash.geom:Vector3D:negate" playername=""/>
						<string name="normalize" object="[flash.geom.Vector3D]" text=".normalize(%%):Number" tiptext="将前三个元素 (x, y, z) 除以矢量的长度，从而将 Vector3D 对象转换为单位矢量。" version="1.5" helpurl="flash.geom:Vector3D:normalize" playername=""/>
						<string name="project" object="[flash.geom.Vector3D]" text=".project(%%):void" tiptext="将当前 Vector3D 对象的 x、y 和 z 属性值除以此对象的 w 属性值。" version="1.5" helpurl="flash.geom:Vector3D:project" playername=""/>
						<string name="scaleBy" object="[flash.geom.Vector3D]" text=".scaleBy(%s:Number%):void" tiptext="按照标量（大小）缩放当前 Vector3D 对象。" version="1.5" helpurl="flash.geom:Vector3D:scaleBy" playername=""/>
						<string name="subtract" object="[flash.geom.Vector3D]" text=".subtract(%a:flash.geom:Vector3D%):flash.geom:Vector3D" tiptext="从另一个 Vector3D 对象中减去当前 Vector3D 对象以创建新的 Vector3D 对象。" version="1.5" helpurl="flash.geom:Vector3D:subtract" playername=""/>
						<string name="toString" object="[flash.geom.Vector3D]" text=".toString(%%):String" tiptext="返回当前 Vector3D 对象的字符串表示形式。" version="1.5" helpurl="flash.geom:Vector3D:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Vector3D 类的属性" helpurl="flash.geom:Vector3D">
						<string name="X_AXIS" object="[flash.geom.Vector3D]" text="Vector3D.X_AXIS" constant="true" tiptext="定义为 Vector3D 对象的 x 轴，坐标为 (1,0,0)。" version="" helpurl="flash.geom:Vector3D:X_AXIS" playername=""/>
						<string name="Y_AXIS" object="[flash.geom.Vector3D]" text="Vector3D.Y_AXIS" constant="true" tiptext="定义为 Vector3D 对象的 y 轴，坐标为 (0,1,0)。" version="" helpurl="flash.geom:Vector3D:Y_AXIS" playername=""/>
						<string name="Z_AXIS" object="[flash.geom.Vector3D]" text="Vector3D.Z_AXIS" constant="true" tiptext="定义为 Vector3D 对象的 z 轴，坐标为 (0,0,1)。" version="" helpurl="flash.geom:Vector3D:Z_AXIS" playername=""/>
						<string name="w" object="[flash.geom.Vector3D]" text=".w" tiptext="Vector3D 对象的第四个元素（除 x、y 和 z 属性外）可以保存数据，例如旋转的角度。" version="" helpurl="flash.geom:Vector3D:w" playername=""/>
						<string name="x" object="[flash.geom.Vector3D]" text=".x" tiptext="Vector3D 对象中的第一个元素，例如，三维空间中某个点的 x 坐标。" version="" helpurl="flash.geom:Vector3D:x" playername=""/>
						<string name="y" object="[flash.geom.Vector3D]" text=".y" tiptext="Vector3D 对象中的第二个元素，例如，三维空间中某个点的 y 坐标。" version="" helpurl="flash.geom:Vector3D:y" playername=""/>
						<string name="z" object="[flash.geom.Vector3D]" text=".z" tiptext="Vector3D 对象中的第三个元素，例如，三维空间中某个点的 z 坐标。" version="" helpurl="flash.geom:Vector3D:z" playername=""/>
						<string name="lengthSquared" object="[flash.geom.Vector3D]" text=".lengthSquared" tiptext="当前 Vector3D 对象长度的平方（使用 x、y 和 z 属性计算得到的）。" version="" helpurl="flash.geom:Vector3D:lengthSquared:get" playername=""/>
						<string name="length" object="[flash.geom.Vector3D]" text=".length" tiptext="当前 Vector3D 对象的长度（大小），即从原点 (0,0,0) 到此对象的 x、y 和 z 坐标的距离。" version="" helpurl="flash.geom:Vector3D:length:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.globalization" id="flash.globalization" sort="true" tiptext="flash.globalization 包的类" helpurl="flash.globalization">
				<folder name="Collator" id="[flash.globalization.Collator]" sort="true" index="true" asAncestors="Object" tiptext="Collator 类提供了受区域设置影响的字符串比较功能。" helpurl="flash.globalization:Collator">
					<folder name="方法" id="Methods" tiptext="Collator 类的方法" helpurl="flash.globalization:Collator">
						<string name="Collator" object="[flash.globalization.Collator]" text="new Collator(%请求的区域设置ID名称:String[,初始模式:String=sorting]%)" constructor="true" tiptext="构造一个新的 Collator 对象，该对象将根据指定区域设置的惯例提供字符串比较。" version="2" helpurl="flash.globalization:Collator:Collator" playername=""/>
						<string name="compare" object="[flash.globalization.Collator]" text=".compare(%字符串1:String,字符串2:String%):int" tiptext="比较两个字符串并返回指示第一个字符串是否小于、等于或大于第二个字符串的整数值。" version="2" helpurl="flash.globalization:Collator:compare" playername=""/>
						<string name="equals" object="[flash.globalization.Collator]" text=".equals(%字符串1:String,字符串2:String%):Boolean" tiptext="比较两个字符串并返回指示字符串是否相等的布尔值。" version="2" helpurl="flash.globalization:Collator:equals" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.Collator]" text="Collator.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列出此类支持的所有区域设置 ID 名称。" version="2" helpurl="flash.globalization:Collator:getAvailableLocaleIDNames" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Collator 类的属性" helpurl="flash.globalization:Collator">
						<string name="actualLocaleIDName" object="[flash.globalization.Collator]" text=".actualLocaleIDName" tiptext="此 Collator 对象使用的实际区域设置 ID 的名称。" version="" helpurl="flash.globalization:Collator:actualLocaleIDName:get" playername=""/>
						<string name="ignoreCase" object="[flash.globalization.Collator]" text=".ignoreCase" tiptext="当此属性设置为 true 时，完全相同的字符串和仅字母大小写不同的字符串比较结果为相等。" version="" helpurl="flash.globalization:Collator:ignoreCase:get" playername=""/>
						<string name="ignoreCharacterWidth" object="[flash.globalization.Collator]" text=".ignoreCharacterWidth" tiptext="当此属性为 true 时，某些全角和半角形式的中文和日文字符比较结果为相等。" version="" helpurl="flash.globalization:Collator:ignoreCharacterWidth:get" playername=""/>
						<string name="ignoreDiacritics" object="[flash.globalization.Collator]" text=".ignoreDiacritics" tiptext="当此属性设置为 true 时，使用相同基本字符，但重音符号或其他音调符号不同的字符串，比较结果为相等。" version="" helpurl="flash.globalization:Collator:ignoreDiacritics:get" playername=""/>
						<string name="ignoreKanaType" object="[flash.globalization.Collator]" text=".ignoreKanaType" tiptext="当此属性设置为 true 时，会将区别仅在于使用了不同的 kana 字符类型的字符串视为相等。" version="" helpurl="flash.globalization:Collator:ignoreKanaType:get" playername=""/>
						<string name="ignoreSymbols" object="[flash.globalization.Collator]" text=".ignoreSymbols" tiptext="当此属性设置为 true 时，排序或匹配时将忽略空格、货币符号、数学符号和其他类型符号等符号字符。" version="" helpurl="flash.globalization:Collator:ignoreSymbols:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.Collator]" text=".lastOperationStatus" tiptext="此 Collator 对象执行的最近操作的状态。" version="" helpurl="flash.globalization:Collator:lastOperationStatus:get" playername=""/>
						<string name="numericComparison" object="[flash.globalization.Collator]" text=".numericComparison" tiptext="控制如何在进行字符串比较期间处理嵌入到字符串的数值。" version="" helpurl="flash.globalization:Collator:numericComparison:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.Collator]" text=".requestedLocaleIDName" tiptext="传送到此 Collator 对象构造函数的请求区域设置 ID 的名称。" version="" helpurl="flash.globalization:Collator:requestedLocaleIDName:get" playername=""/>
					</folder>
				</folder>
				<folder name="CollatorMode" id="[flash.globalization.CollatorMode]" sort="true" index="true" asAncestors="Object" tiptext="CollatorMode 类枚举常量值，这些值控制由 Collator 对象执行的字符串比较行为。" helpurl="flash.globalization:CollatorMode">
					<folder name="属性" id="Properties" tiptext="CollatorMode 类的属性" helpurl="flash.globalization:CollatorMode">
						<string name="MATCHING" object="[flash.globalization.CollatorMode]" text="CollatorMode.MATCHING" constant="true" tiptext="初始化 Collator 对象，以便优化比较方法以确定两个字符串是否等效。" version="" helpurl="flash.globalization:CollatorMode:MATCHING" playername=""/>
						<string name="SORTING" object="[flash.globalization.CollatorMode]" text="CollatorMode.SORTING" constant="true" tiptext="初始化 Collator 对象，以便优化比较方法，用于对将显示给最终用户的文本字符串的列表进行排序。" version="" helpurl="flash.globalization:CollatorMode:SORTING" playername=""/>
					</folder>
				</folder>
				<folder name="CurrencyFormatter" id="[flash.globalization.CurrencyFormatter]" sort="true" index="true" asAncestors="Object" tiptext="CurrencyFormatter 类提供货币值的受区域设置影响的格式设置和解析。" helpurl="flash.globalization:CurrencyFormatter">
					<folder name="方法" id="Methods" tiptext="CurrencyFormatter 类的方法" helpurl="flash.globalization:CurrencyFormatter">
						<string name="CurrencyFormatter" object="[flash.globalization.CurrencyFormatter]" text="new CurrencyFormatter(%请求的区域设置ID名称:String%)" constructor="true" tiptext="构造一个新的 CurrencyFormatter 对象，该对象将根据给定区域设置的惯例设置表示货币金额的数字格式。" version="2" helpurl="flash.globalization:CurrencyFormatter:CurrencyFormatter" playername=""/>
						<string name="format" object="[flash.globalization.CurrencyFormatter]" text=".format(%值:Number[,带有货币符号:Boolean=false]%):String" tiptext="创建字符串，该字符串表示根据此 CurrencyFormatter 对象的当前属性（包括区域设置、货币符号和货币 ISO 代码）设置格式的货币金额。" version="2" helpurl="flash.globalization:CurrencyFormatter:format" playername=""/>
						<string name="formattingWithCurrencySymbolIsSafe" object="[flash.globalization.CurrencyFormatter]" text=".formattingWithCurrencySymbolIsSafe(%请求的ISO代码:String%):Boolean" tiptext="确定是否可使用当前指定的货币符号为货币金额设置格式。" version="2" helpurl="flash.globalization:CurrencyFormatter:formattingWithCurrencySymbolIsSafe" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.CurrencyFormatter]" text="CurrencyFormatter.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列出此类支持的所有区域设置 ID 名称。" version="2" helpurl="flash.globalization:CurrencyFormatter:getAvailableLocaleIDNames" playername=""/>
						<string name="parse" object="[flash.globalization.CurrencyFormatter]" text=".parse(%输入字符串:String%):flash.globalization:CurrencyParseResult" tiptext="将字符串分析为货币金额和货币符号。" version="2" helpurl="flash.globalization:CurrencyFormatter:parse" playername=""/>
						<string name="setCurrency" object="[flash.globalization.CurrencyFormatter]" text=".setCurrency(%货币ISO代码:String,货币符号:String%):void" tiptext="设置 CurrencyFormatter 对象的 currencyISOCode 和 currencySymbol 属性。" version="2" helpurl="flash.globalization:CurrencyFormatter:setCurrency" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CurrencyFormatter 类的属性" helpurl="flash.globalization:CurrencyFormatter">
						<string name="actualLocaleIDName" object="[flash.globalization.CurrencyFormatter]" text=".actualLocaleIDName" tiptext="此 CurrencyFormatter 对象使用的实际区域设置 ID 的名称。" version="" helpurl="flash.globalization:CurrencyFormatter:actualLocaleIDName:get" playername=""/>
						<string name="currencyISOCode" object="[flash.globalization.CurrencyFormatter]" text=".currencyISOCode" tiptext="实际区域设置使用的三字母 ISO 4217 币种代码。" version="" helpurl="flash.globalization:CurrencyFormatter:currencyISOCode:get" playername=""/>
						<string name="currencySymbol" object="[flash.globalization.CurrencyFormatter]" text=".currencySymbol" tiptext="实际区域设置使用的货币符号或字符串。" version="" helpurl="flash.globalization:CurrencyFormatter:currencySymbol:get" playername=""/>
						<string name="decimalSeparator" object="[flash.globalization.CurrencyFormatter]" text=".decimalSeparator" tiptext="用于格式化或分析包含小数部分的货币金额的小数点分隔符。" version="" helpurl="flash.globalization:CurrencyFormatter:decimalSeparator:get" playername=""/>
						<string name="digitsType" object="[flash.globalization.CurrencyFormatter]" text=".digitsType" tiptext="定义一组在格式化货币金额时使用的数字字符。" version="" helpurl="flash.globalization:CurrencyFormatter:digitsType:get" playername=""/>
						<string name="fractionalDigits" object="[flash.globalization.CurrencyFormatter]" text=".fractionalDigits" tiptext="可出现在小数点分隔符后的最大位数。" version="" helpurl="flash.globalization:CurrencyFormatter:fractionalDigits:get" playername=""/>
						<string name="groupingPattern" object="[flash.globalization.CurrencyFormatter]" text=".groupingPattern" tiptext="描述格式化的货币金额字符串内分组分隔符的位置。" version="" helpurl="flash.globalization:CurrencyFormatter:groupingPattern:get" playername=""/>
						<string name="groupingSeparator" object="[flash.globalization.CurrencyFormatter]" text=".groupingSeparator" tiptext="用于分组分隔符的字符或字符串。" version="" helpurl="flash.globalization:CurrencyFormatter:groupingSeparator:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.CurrencyFormatter]" text=".lastOperationStatus" tiptext="此 CurrencyFormatter 对象执行的最近操作的状态。" version="" helpurl="flash.globalization:CurrencyFormatter:lastOperationStatus:get" playername=""/>
						<string name="leadingZero" object="[flash.globalization.CurrencyFormatter]" text=".leadingZero" tiptext="指定当小数分隔符左侧没有整数位时，设置了格式的货币金额中是否包括前导零。" version="" helpurl="flash.globalization:CurrencyFormatter:leadingZero:get" playername=""/>
						<string name="negativeCurrencyFormat" object="[flash.globalization.CurrencyFormatter]" text=".negativeCurrencyFormat" tiptext="指示负数货币金额的格式设置模式的数值。" version="" helpurl="flash.globalization:CurrencyFormatter:negativeCurrencyFormat:get" playername=""/>
						<string name="negativeSymbol" object="[flash.globalization.CurrencyFormatter]" text=".negativeSymbol" tiptext="设置负值货币金额的格式时使用的负号。" version="" helpurl="flash.globalization:CurrencyFormatter:negativeSymbol:get" playername=""/>
						<string name="positiveCurrencyFormat" object="[flash.globalization.CurrencyFormatter]" text=".positiveCurrencyFormat" tiptext="指示正值货币金额的格式设置模式的数值。" version="" helpurl="flash.globalization:CurrencyFormatter:positiveCurrencyFormat:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.CurrencyFormatter]" text=".requestedLocaleIDName" tiptext="传送到此 CurrencyFormatter 对象构造函数的请求区域设置 ID 的名称。" version="" helpurl="flash.globalization:CurrencyFormatter:requestedLocaleIDName:get" playername=""/>
						<string name="trailingZeros" object="[flash.globalization.CurrencyFormatter]" text=".trailingZeros" tiptext="指定设置了格式的货币金额中是否包括尾随零。" version="" helpurl="flash.globalization:CurrencyFormatter:trailingZeros:get" playername=""/>
						<string name="useGrouping" object="[flash.globalization.CurrencyFormatter]" text=".useGrouping" tiptext="当设置货币金额格式时，启用对分组分隔符的使用。" version="" helpurl="flash.globalization:CurrencyFormatter:useGrouping:get" playername=""/>
					</folder>
				</folder>
				<folder name="CurrencyParseResult" id="[flash.globalization.CurrencyParseResult]" sort="true" index="true" asAncestors="Object" tiptext="一种数据结构，用于表示通过解析货币值提取的货币金额和货币符号或字符串。" helpurl="flash.globalization:CurrencyParseResult">
					<folder name="方法" id="Methods" tiptext="CurrencyParseResult 类的方法" helpurl="flash.globalization:CurrencyParseResult">
						<string name="CurrencyParseResult" object="[flash.globalization.CurrencyParseResult]" text="new CurrencyParseResult(%[值:Number=unknown,符号:String]%)" constructor="true" tiptext="构造货币解析结果对象。" version="2" helpurl="flash.globalization:CurrencyParseResult:CurrencyParseResult" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CurrencyParseResult 类的属性" helpurl="flash.globalization:CurrencyParseResult">
						<string name="currencyString" object="[flash.globalization.CurrencyParseResult]" text=".currencyString" tiptext="输入字符串中对应于货币符号或货币字符串的部分。" version="" helpurl="flash.globalization:CurrencyParseResult:currencyString:get" playername=""/>
						<string name="value" object="[flash.globalization.CurrencyParseResult]" text=".value" tiptext="从输入字符串中提取的货币金额值。" version="" helpurl="flash.globalization:CurrencyParseResult:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeFormatter" id="[flash.globalization.DateTimeFormatter]" sort="true" index="true" asAncestors="Object" tiptext="DateTimeFormatter 类为 Date 对象提供区分区域设置的格式设置，并提供对已本地化的日期字段名称的访问。" helpurl="flash.globalization:DateTimeFormatter">
					<folder name="方法" id="Methods" tiptext="DateTimeFormatter 类的方法" helpurl="flash.globalization:DateTimeFormatter">
						<string name="DateTimeFormatter" object="[flash.globalization.DateTimeFormatter]" text="new DateTimeFormatter(%请求的区域设置ID名称:String[,日期样式:String=long,时间样式:String=long]%)" constructor="true" tiptext="构造一个新的 DateTimeFormatter 对象，此对象可根据指定区域设置和提供的日期和时间格式化样式的惯例设置日期和时间格式。" version="2" helpurl="flash.globalization:DateTimeFormatter:DateTimeFormatter" playername=""/>
						<string name="formatUTC" object="[flash.globalization.DateTimeFormatter]" text=".formatUTC(%日期时间:Date%):String" tiptext="根据 dateStyle、timeStyle 或日期时间模式，对解释为在 UTC 时间中的 Date 对象设置显示字符串的格式（使用 Date 对象的 UTC 组件，如 dateUTC、dayUTC、fullYearUTC、hoursUTC、minutesUTC、monthUTC 和 secondsUTC）。" version="2" helpurl="flash.globalization:DateTimeFormatter:formatUTC" playername=""/>
						<string name="format" object="[flash.globalization.DateTimeFormatter]" text=".format(%日期时间:Date%):String" tiptext="对解释为在用户的本地时间中的 Date 对象设置显示字符串的格式（使用 Date 对象的本地时间组件，如日期、天、全年、小时、分钟、月和秒）。" version="2" helpurl="flash.globalization:DateTimeFormatter:format" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.DateTimeFormatter]" text="DateTimeFormatter.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列出此类支持的所有区域设置 ID 名称。" version="2" helpurl="flash.globalization:DateTimeFormatter:getAvailableLocaleIDNames" playername=""/>
						<string name="getDateStyle" object="[flash.globalization.DateTimeFormatter]" text=".getDateStyle(%%):String" tiptext="获取此 DateTimeFormatter 实例的日期样式。" version="2" helpurl="flash.globalization:DateTimeFormatter:getDateStyle" playername=""/>
						<string name="getDateTimePattern" object="[flash.globalization.DateTimeFormatter]" text=".getDateTimePattern(%%):String" tiptext="返回此 DateTimeFormatter 对象使用的模式字符串以设置日期和时间格式。" version="2" helpurl="flash.globalization:DateTimeFormatter:getDateTimePattern" playername=""/>
						<string name="getFirstWeekday" object="[flash.globalization.DateTimeFormatter]" text=".getFirstWeekday(%%):int" tiptext="返回与此区域设置和日历系统的一周的第一天对应的整数。" version="2" helpurl="flash.globalization:DateTimeFormatter:getFirstWeekday" playername=""/>
						<string name="getMonthNames" object="[flash.globalization.DateTimeFormatter]" text=".getMonthNames(%[名称样式:String=full,上下文:String=standalone]%):Vector$String" tiptext="检索包含当前日历系统的月份名称的本地化字符串列表。" version="2" helpurl="flash.globalization:DateTimeFormatter:getMonthNames" playername=""/>
						<string name="getTimeStyle" object="[flash.globalization.DateTimeFormatter]" text=".getTimeStyle(%%):String" tiptext="获取此 DateTimeFormatter 实例的时间样式。" version="2" helpurl="flash.globalization:DateTimeFormatter:getTimeStyle" playername=""/>
						<string name="getWeekdayNames" object="[flash.globalization.DateTimeFormatter]" text=".getWeekdayNames(%[名称样式:String=full,上下文:String=standalone]%):Vector$String" tiptext="检索包含当前日历系统的工作日名称的本地化字符串列表。" version="2" helpurl="flash.globalization:DateTimeFormatter:getWeekdayNames" playername=""/>
						<string name="setDateTimePattern" object="[flash.globalization.DateTimeFormatter]" text=".setDateTimePattern(%模式:String%):void" tiptext="设置此 DateTimeFormatter 对象使用的模式字符串，以设置日期和时间格式。" version="2" helpurl="flash.globalization:DateTimeFormatter:setDateTimePattern" playername=""/>
						<string name="setDateTimeStyles" object="[flash.globalization.DateTimeFormatter]" text=".setDateTimeStyles(%日期样式:String,时间样式:String%):void" tiptext="设置此 DateTimeFormatter 实例的日期和时间样式。" version="2" helpurl="flash.globalization:DateTimeFormatter:setDateTimeStyles" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DateTimeFormatter 类的属性" helpurl="flash.globalization:DateTimeFormatter">
						<string name="actualLocaleIDName" object="[flash.globalization.DateTimeFormatter]" text=".actualLocaleIDName" tiptext="此 DateTimeFormatter 对象使用的实际区域设置 ID 的名称。" version="" helpurl="flash.globalization:DateTimeFormatter:actualLocaleIDName:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.DateTimeFormatter]" text=".lastOperationStatus" tiptext="此 DateTimeFormatter 对象执行的前一操作的状态。" version="" helpurl="flash.globalization:DateTimeFormatter:lastOperationStatus:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.DateTimeFormatter]" text=".requestedLocaleIDName" tiptext="传送到此 DateTimeFormatter 对象构造函数的请求区域设置 ID 的名称。" version="" helpurl="flash.globalization:DateTimeFormatter:requestedLocaleIDName:get" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeNameContext" id="[flash.globalization.DateTimeNameContext]" sort="true" index="true" asAncestors="Object" tiptext="DateTimeNameContext 类枚举表示格式上下文（其中使用月份名称或工作日名称）的常量值。" helpurl="flash.globalization:DateTimeNameContext">
					<folder name="属性" id="Properties" tiptext="DateTimeNameContext 类的属性" helpurl="flash.globalization:DateTimeNameContext">
						<string name="FORMAT" object="[flash.globalization.DateTimeNameContext]" text="DateTimeNameContext.FORMAT" constant="true" tiptext="指示在日期格式中使用该日期元素名称。" version="" helpurl="flash.globalization:DateTimeNameContext:FORMAT" playername=""/>
						<string name="STANDALONE" object="[flash.globalization.DateTimeNameContext]" text="DateTimeNameContext.STANDALONE" constant="true" tiptext="指示日期元素名称将在与其他格式无关的&quot;独立&quot;上下文中使用。" version="" helpurl="flash.globalization:DateTimeNameContext:STANDALONE" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeNameStyle" id="[flash.globalization.DateTimeNameStyle]" sort="true" index="true" asAncestors="Object" tiptext="DateTimeNameStyle 类枚举控制设置日期格式时使用的月份名称和工作日名称长度的常量。" helpurl="flash.globalization:DateTimeNameStyle">
					<folder name="属性" id="Properties" tiptext="DateTimeNameStyle 类的属性" helpurl="flash.globalization:DateTimeNameStyle">
						<string name="FULL" object="[flash.globalization.DateTimeNameStyle]" text="DateTimeNameStyle.FULL" constant="true" tiptext="指定月份名称和工作日名称的完整格式或完整名称样式。" version="" helpurl="flash.globalization:DateTimeNameStyle:FULL" playername=""/>
						<string name="LONG_ABBREVIATION" object="[flash.globalization.DateTimeNameStyle]" text="DateTimeNameStyle.LONG_ABBREVIATION" constant="true" tiptext="为月份名称和工作日名称指定长缩写样式。" version="" helpurl="flash.globalization:DateTimeNameStyle:LONG_ABBREVIATION" playername=""/>
						<string name="SHORT_ABBREVIATION" object="[flash.globalization.DateTimeNameStyle]" text="DateTimeNameStyle.SHORT_ABBREVIATION" constant="true" tiptext="为月名称和工作日名称指定短缩写样式。" version="" helpurl="flash.globalization:DateTimeNameStyle:SHORT_ABBREVIATION" playername=""/>
					</folder>
				</folder>
				<folder name="DateTimeStyle" id="[flash.globalization.DateTimeStyle]" sort="true" index="true" asAncestors="Object" tiptext="枚举确定区域设置特定的日期和时间格式设置模式的常量。" helpurl="flash.globalization:DateTimeStyle">
					<folder name="属性" id="Properties" tiptext="DateTimeStyle 类的属性" helpurl="flash.globalization:DateTimeStyle">
						<string name="CUSTOM" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.CUSTOM" constant="true" tiptext="指定自定义模式字符串用于指定日期或时间样式。" version="" helpurl="flash.globalization:DateTimeStyle:CUSTOM" playername=""/>
						<string name="LONG" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.LONG" constant="true" tiptext="指定日期或时间的长样式。" version="" helpurl="flash.globalization:DateTimeStyle:LONG" playername=""/>
						<string name="MEDIUM" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.MEDIUM" constant="true" tiptext="指定日期或时间的中样式。" version="" helpurl="flash.globalization:DateTimeStyle:MEDIUM" playername=""/>
						<string name="NONE" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.NONE" constant="true" tiptext="指定格式化的字符串中不应包括日期或时间。" version="" helpurl="flash.globalization:DateTimeStyle:NONE" playername=""/>
						<string name="SHORT" object="[flash.globalization.DateTimeStyle]" text="DateTimeStyle.SHORT" constant="true" tiptext="指定日期或时间的短样式。" version="" helpurl="flash.globalization:DateTimeStyle:SHORT" playername=""/>
					</folder>
				</folder>
				<folder name="LastOperationStatus" id="[flash.globalization.LastOperationStatus]" sort="true" index="true" asAncestors="Object" tiptext="LastOperationStatus 类枚举表示最近的全球化服务操作状态的常量值。" helpurl="flash.globalization:LastOperationStatus">
					<folder name="属性" id="Properties" tiptext="LastOperationStatus 类的属性" helpurl="flash.globalization:LastOperationStatus">
						<string name="BUFFER_OVERFLOW_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.BUFFER_OVERFLOW_ERROR" constant="true" tiptext="指示给定缓冲区不足容纳结果。" version="" helpurl="flash.globalization:LastOperationStatus:BUFFER_OVERFLOW_ERROR" playername=""/>
						<string name="ERROR_CODE_UNKNOWN" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.ERROR_CODE_UNKNOWN" constant="true" tiptext="指示返回错误代码未知。" version="" helpurl="flash.globalization:LastOperationStatus:ERROR_CODE_UNKNOWN" playername=""/>
						<string name="ILLEGAL_ARGUMENT_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.ILLEGAL_ARGUMENT_ERROR" constant="true" tiptext="指示传送到方法的参数是非法的。" version="" helpurl="flash.globalization:LastOperationStatus:ILLEGAL_ARGUMENT_ERROR" playername=""/>
						<string name="INDEX_OUT_OF_BOUNDS_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.INDEX_OUT_OF_BOUNDS_ERROR" constant="true" tiptext="指示迭代器超出范围或者为月、日或时间指定的参数无效。" version="" helpurl="flash.globalization:LastOperationStatus:INDEX_OUT_OF_BOUNDS_ERROR" playername=""/>
						<string name="INVALID_ATTR_VALUE" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.INVALID_ATTR_VALUE" constant="true" tiptext="指示给定属性值超出期望范围。" version="" helpurl="flash.globalization:LastOperationStatus:INVALID_ATTR_VALUE" playername=""/>
						<string name="INVALID_CHAR_FOUND" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.INVALID_CHAR_FOUND" constant="true" tiptext="指示找到了无效 Unicode 值。" version="" helpurl="flash.globalization:LastOperationStatus:INVALID_CHAR_FOUND" playername=""/>
						<string name="MEMORY_ALLOCATION_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.MEMORY_ALLOCATION_ERROR" constant="true" tiptext="指示内存分配失败。" version="" helpurl="flash.globalization:LastOperationStatus:MEMORY_ALLOCATION_ERROR" playername=""/>
						<string name="NO_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.NO_ERROR" constant="true" tiptext="指示上一操作成功，未出现任何错误。" version="" helpurl="flash.globalization:LastOperationStatus:NO_ERROR" playername=""/>
						<string name="NUMBER_OVERFLOW_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.NUMBER_OVERFLOW_ERROR" constant="true" tiptext="指示操作生成了一个值，该值超出了指定的数字类型。" version="" helpurl="flash.globalization:LastOperationStatus:NUMBER_OVERFLOW_ERROR" playername=""/>
						<string name="PARSE_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.PARSE_ERROR" constant="true" tiptext="指示解析数字失败。" version="" helpurl="flash.globalization:LastOperationStatus:PARSE_ERROR" playername=""/>
						<string name="PATTERN_SYNTAX_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.PATTERN_SYNTAX_ERROR" constant="true" tiptext="指示格式化数字、日期或时间的模式无效。" version="" helpurl="flash.globalization:LastOperationStatus:PATTERN_SYNTAX_ERROR" playername=""/>
						<string name="PLATFORM_API_FAILED" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.PLATFORM_API_FAILED" constant="true" tiptext="指示操作的基础平台 API 失败。" version="" helpurl="flash.globalization:LastOperationStatus:PLATFORM_API_FAILED" playername=""/>
						<string name="TRUNCATED_CHAR_FOUND" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.TRUNCATED_CHAR_FOUND" constant="true" tiptext="指示已找到截断的 Unicode 字符值。" version="" helpurl="flash.globalization:LastOperationStatus:TRUNCATED_CHAR_FOUND" playername=""/>
						<string name="UNEXPECTED_TOKEN" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.UNEXPECTED_TOKEN" constant="true" tiptext="指示在区域设置 ID 字符串中检测到意外标记。" version="" helpurl="flash.globalization:LastOperationStatus:UNEXPECTED_TOKEN" playername=""/>
						<string name="UNSUPPORTED_ERROR" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.UNSUPPORTED_ERROR" constant="true" tiptext="指示不支持请求的操作或选项。" version="" helpurl="flash.globalization:LastOperationStatus:UNSUPPORTED_ERROR" playername=""/>
						<string name="USING_DEFAULT_WARNING" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.USING_DEFAULT_WARNING" constant="true" tiptext="指示在最近操作期间使用了操作系统默认值。" version="" helpurl="flash.globalization:LastOperationStatus:USING_DEFAULT_WARNING" playername=""/>
						<string name="USING_FALLBACK_WARNING" object="[flash.globalization.LastOperationStatus]" text="LastOperationStatus.USING_FALLBACK_WARNING" constant="true" tiptext="指示在最近操作期间设置了回退值。" version="" helpurl="flash.globalization:LastOperationStatus:USING_FALLBACK_WARNING" playername=""/>
					</folder>
				</folder>
				<folder name="LocaleID" id="[flash.globalization.LocaleID]" sort="true" index="true" asAncestors="Object" tiptext="LocaleID 类提供用于解析和使用区域设置 ID 名称的方法。" helpurl="flash.globalization:LocaleID">
					<folder name="方法" id="Methods" tiptext="LocaleID 类的方法" helpurl="flash.globalization:LocaleID">
						<string name="LocaleID" object="[flash.globalization.LocaleID]" text="new LocaleID(%名称:String%)" constructor="true" tiptext="使用给定的本地名称构建一个新的 LocaleID 对象。" version="2" helpurl="flash.globalization:LocaleID:LocaleID" playername=""/>
						<string name="determinePreferredLocales" object="[flash.globalization.LocaleID]" text="LocaleID.determinePreferredLocales(%want:Vector$String,have:Vector$String[,关键字:String=userinterface]%):Vector$String" static="true" tiptext="根据所需的区域设置列表和当前可用的区域设置列表，返回可接受的区域设置列表。" version="2" helpurl="flash.globalization:LocaleID:determinePreferredLocales" playername=""/>
						<string name="getKeysAndValues" object="[flash.globalization.LocaleID]" text=".getKeysAndValues(%%):Object" tiptext="返回一个包含 LocaleID 对象中的所有键和值对的对象。" version="2" helpurl="flash.globalization:LocaleID:getKeysAndValues" playername=""/>
						<string name="getLanguage" object="[flash.globalization.LocaleID]" text=".getLanguage(%%):String" tiptext="返回由区域设置 ID 名称指定的语言代码。" version="2" helpurl="flash.globalization:LocaleID:getLanguage" playername=""/>
						<string name="getRegion" object="[flash.globalization.LocaleID]" text=".getRegion(%%):String" tiptext="返回区域设置 ID 名称指定的地区代码。" version="2" helpurl="flash.globalization:LocaleID:getRegion" playername=""/>
						<string name="getScript" object="[flash.globalization.LocaleID]" text=".getScript(%%):String" tiptext="返回由区域设置 ID 名称指定的脚本代码。" version="2" helpurl="flash.globalization:LocaleID:getScript" playername=""/>
						<string name="getVariant" object="[flash.globalization.LocaleID]" text=".getVariant(%%):String" tiptext="返回由区域设置 ID 名称指定的语言变量代码。" version="2" helpurl="flash.globalization:LocaleID:getVariant" playername=""/>
						<string name="isRightToLeft" object="[flash.globalization.LocaleID]" text=".isRightToLeft(%%):Boolean" tiptext="指定所指定的区域设置的文本方向是否为从右到左。" version="2" helpurl="flash.globalization:LocaleID:isRightToLeft" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LocaleID 类的属性" helpurl="flash.globalization:LocaleID">
						<string name="DEFAULT" object="[flash.globalization.LocaleID]" text="LocaleID.DEFAULT" constant="true" tiptext="指示应使用用户的操作系统设置中指定的用户的默认语言首选参数。" version="" helpurl="flash.globalization:LocaleID:DEFAULT" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.LocaleID]" text=".lastOperationStatus" tiptext="此 LocaleID 对象执行的最近操作的状态。" version="" helpurl="flash.globalization:LocaleID:lastOperationStatus:get" playername=""/>
						<string name="name" object="[flash.globalization.LocaleID]" text=".name" tiptext="返回一个略微更&quot;规范&quot;的区域设置标识符。" version="" helpurl="flash.globalization:LocaleID:name:get" playername=""/>
					</folder>
				</folder>
				<folder name="NationalDigitsType" id="[flash.globalization.NationalDigitsType]" sort="true" index="true" asAncestors="Object" tiptext="NationalDigitsType 类枚举指示 NumberFormatter 类所用的数字集的常量。" helpurl="flash.globalization:NationalDigitsType">
					<folder name="属性" id="Properties" tiptext="NationalDigitsType 类的属性" helpurl="flash.globalization:NationalDigitsType">
						<string name="ARABIC_INDIC" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.ARABIC_INDIC" constant="true" tiptext="表示阿拉伯-印度文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:ARABIC_INDIC" playername=""/>
						<string name="BALINESE" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.BALINESE" constant="true" tiptext="表示巴厘文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:BALINESE" playername=""/>
						<string name="BENGALI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.BENGALI" constant="true" tiptext="表示孟加拉文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:BENGALI" playername=""/>
						<string name="CHAM" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.CHAM" constant="true" tiptext="表示查姆文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:CHAM" playername=""/>
						<string name="DEVANAGARI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.DEVANAGARI" constant="true" tiptext="表示梵文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:DEVANAGARI" playername=""/>
						<string name="EUROPEAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.EUROPEAN" constant="true" tiptext="表示拉丁语-1（欧洲）数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:EUROPEAN" playername=""/>
						<string name="EXTENDED_ARABIC_INDIC" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.EXTENDED_ARABIC_INDIC" constant="true" tiptext="表示扩展阿拉伯-印度文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:EXTENDED_ARABIC_INDIC" playername=""/>
						<string name="FULL_WIDTH" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.FULL_WIDTH" constant="true" tiptext="表示全宽数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:FULL_WIDTH" playername=""/>
						<string name="GUJARATI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.GUJARATI" constant="true" tiptext="表示古吉拉特文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:GUJARATI" playername=""/>
						<string name="GURMUKHI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.GURMUKHI" constant="true" tiptext="表示果鲁穆奇文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:GURMUKHI" playername=""/>
						<string name="KANNADA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.KANNADA" constant="true" tiptext="表示卡纳达文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:KANNADA" playername=""/>
						<string name="KAYAH_LI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.KAYAH_LI" constant="true" tiptext="表示克耶黎文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:KAYAH_LI" playername=""/>
						<string name="KHMER" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.KHMER" constant="true" tiptext="表示高棉文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:KHMER" playername=""/>
						<string name="LAO" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.LAO" constant="true" tiptext="表示老挝文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:LAO" playername=""/>
						<string name="LEPCHA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.LEPCHA" constant="true" tiptext="表示列普查文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:LEPCHA" playername=""/>
						<string name="LIMBU" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.LIMBU" constant="true" tiptext="表示林布文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:LIMBU" playername=""/>
						<string name="MALAYALAM" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MALAYALAM" constant="true" tiptext="表示马拉亚拉姆文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MALAYALAM" playername=""/>
						<string name="MONGOLIAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MONGOLIAN" constant="true" tiptext="表示蒙古文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MONGOLIAN" playername=""/>
						<string name="MYANMAR_SHAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MYANMAR_SHAN" constant="true" tiptext="表示缅甸掸文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MYANMAR_SHAN" playername=""/>
						<string name="MYANMAR" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.MYANMAR" constant="true" tiptext="表示缅甸文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:MYANMAR" playername=""/>
						<string name="NEW_TAI_LUE" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.NEW_TAI_LUE" constant="true" tiptext="表示西双版纳新傣文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:NEW_TAI_LUE" playername=""/>
						<string name="NKO" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.NKO" constant="true" tiptext="表示 Nko 文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:NKO" playername=""/>
						<string name="OL_CHIKI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.OL_CHIKI" constant="true" tiptext="表示桑塔利文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:OL_CHIKI" playername=""/>
						<string name="ORIYA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.ORIYA" constant="true" tiptext="表示奥里雅文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:ORIYA" playername=""/>
						<string name="OSMANYA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.OSMANYA" constant="true" tiptext="表示奥斯曼亚文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:OSMANYA" playername=""/>
						<string name="SAURASHTRA" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.SAURASHTRA" constant="true" tiptext="表示索拉什特拉文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:SAURASHTRA" playername=""/>
						<string name="SUNDANESE" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.SUNDANESE" constant="true" tiptext="表示巽他文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:SUNDANESE" playername=""/>
						<string name="TAMIL" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.TAMIL" constant="true" tiptext="表示泰米尔文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:TAMIL" playername=""/>
						<string name="TELUGU" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.TELUGU" constant="true" tiptext="表示泰卢固文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:TELUGU" playername=""/>
						<string name="THAI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.THAI" constant="true" tiptext="表示泰文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:THAI" playername=""/>
						<string name="TIBETAN" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.TIBETAN" constant="true" tiptext="表示藏语数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:TIBETAN" playername=""/>
						<string name="VAI" object="[flash.globalization.NationalDigitsType]" text="NationalDigitsType.VAI" constant="true" tiptext="表示瓦伊文数字集的数字零的 Unicode 值。" version="" helpurl="flash.globalization:NationalDigitsType:VAI" playername=""/>
					</folder>
				</folder>
				<folder name="NumberFormatter" id="[flash.globalization.NumberFormatter]" sort="true" index="true" asAncestors="Object" tiptext="NumberFormatter 类提供数值的受区域设置影响的格式和解析。" helpurl="flash.globalization:NumberFormatter">
					<folder name="方法" id="Methods" tiptext="NumberFormatter 类的方法" helpurl="flash.globalization:NumberFormatter">
						<string name="NumberFormatter" object="[flash.globalization.NumberFormatter]" text="new NumberFormatter(%请求的区域设置ID名称:String%)" constructor="true" tiptext="构建一个新的 NumberFormatter 对象以根据给定的区域设置的约定对数字进行格式化。" version="2" helpurl="flash.globalization:NumberFormatter:NumberFormatter" playername=""/>
						<string name="formatInt" object="[flash.globalization.NumberFormatter]" text=".formatInt(%值:int%):String" tiptext="对 int 值进行格式化。" version="2" helpurl="flash.globalization:NumberFormatter:formatInt" playername=""/>
						<string name="formatNumber" object="[flash.globalization.NumberFormatter]" text=".formatNumber(%值:Number%):String" tiptext="对编号值进行格式化。" version="2" helpurl="flash.globalization:NumberFormatter:formatNumber" playername=""/>
						<string name="formatUint" object="[flash.globalization.NumberFormatter]" text=".formatUint(%值:uint%):String" tiptext="对 uint 值进行格式化。" version="2" helpurl="flash.globalization:NumberFormatter:formatUint" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.NumberFormatter]" text="NumberFormatter.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列出此类支持的所有区域设置 ID 名称。" version="2" helpurl="flash.globalization:NumberFormatter:getAvailableLocaleIDNames" playername=""/>
						<string name="parseNumber" object="[flash.globalization.NumberFormatter]" text=".parseNumber(%分析字符串:String%):Number" tiptext="解析仅包含数字和可选空白字符的字符串并返回一个数字。" version="2" helpurl="flash.globalization:NumberFormatter:parseNumber" playername=""/>
						<string name="parse" object="[flash.globalization.NumberFormatter]" text=".parse(%分析字符串:String%):flash.globalization:NumberParseResult" tiptext="分析字符串并返回包含已分析的元素的 NumberParseResult 对象。" version="2" helpurl="flash.globalization:NumberFormatter:parse" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NumberFormatter 类的属性" helpurl="flash.globalization:NumberFormatter">
						<string name="actualLocaleIDName" object="[flash.globalization.NumberFormatter]" text=".actualLocaleIDName" tiptext="由 NumberFormatter 对象使用的实际区域设置 ID 的名称。" version="" helpurl="flash.globalization:NumberFormatter:actualLocaleIDName:get" playername=""/>
						<string name="decimalSeparator" object="[flash.globalization.NumberFormatter]" text=".decimalSeparator" tiptext="小数分隔符字符，用于格式化或分析包含小数部分的数字的。" version="" helpurl="flash.globalization:NumberFormatter:decimalSeparator:get" playername=""/>
						<string name="digitsType" object="[flash.globalization.NumberFormatter]" text=".digitsType" tiptext="定义为数字设置格式时使用的数字字符集。" version="" helpurl="flash.globalization:NumberFormatter:digitsType:get" playername=""/>
						<string name="fractionalDigits" object="[flash.globalization.NumberFormatter]" text=".fractionalDigits" tiptext="可出现在小数点分隔符后的最大位数。" version="" helpurl="flash.globalization:NumberFormatter:fractionalDigits:get" playername=""/>
						<string name="groupingPattern" object="[flash.globalization.NumberFormatter]" text=".groupingPattern" tiptext="描述格式化数字字符串中分组分隔符的位置。" version="" helpurl="flash.globalization:NumberFormatter:groupingPattern:get" playername=""/>
						<string name="groupingSeparator" object="[flash.globalization.NumberFormatter]" text=".groupingSeparator" tiptext="用于分组分隔符的字符或字符串。" version="" helpurl="flash.globalization:NumberFormatter:groupingSeparator:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.NumberFormatter]" text=".lastOperationStatus" tiptext="此 NumberFormatter 对象执行的前一操作的状态。" version="" helpurl="flash.globalization:NumberFormatter:lastOperationStatus:get" playername=""/>
						<string name="leadingZero" object="[flash.globalization.NumberFormatter]" text=".leadingZero" tiptext="指定当小数分隔符左侧没有整数位时，设置了格式的数字中是否包括前导零。" version="" helpurl="flash.globalization:NumberFormatter:leadingZero:get" playername=""/>
						<string name="negativeNumberFormat" object="[flash.globalization.NumberFormatter]" text=".negativeNumberFormat" tiptext="指示负数的格式化模式的数值。" version="" helpurl="flash.globalization:NumberFormatter:negativeNumberFormat:get" playername=""/>
						<string name="negativeSymbol" object="[flash.globalization.NumberFormatter]" text=".negativeSymbol" tiptext="设置负值的格式时使用的负号。" version="" helpurl="flash.globalization:NumberFormatter:negativeSymbol:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.NumberFormatter]" text=".requestedLocaleIDName" tiptext="被传递给此 NumberFormatter 对象的构造函数的请求的区域设置 ID 名称。" version="" helpurl="flash.globalization:NumberFormatter:requestedLocaleIDName:get" playername=""/>
						<string name="trailingZeros" object="[flash.globalization.NumberFormatter]" text=".trailingZeros" tiptext="指定设置了格式的数字中是否包括尾随零。" version="" helpurl="flash.globalization:NumberFormatter:trailingZeros:get" playername=""/>
						<string name="useGrouping" object="[flash.globalization.NumberFormatter]" text=".useGrouping" tiptext="在对数字进行格式化时启用分组分隔符。" version="" helpurl="flash.globalization:NumberFormatter:useGrouping:get" playername=""/>
					</folder>
				</folder>
				<folder name="NumberParseResult" id="[flash.globalization.NumberParseResult]" sort="true" index="true" asAncestors="Object" tiptext="一种数据结构，包含通过解析字符串所提取的数字的相关信息。" helpurl="flash.globalization:NumberParseResult">
					<folder name="方法" id="Methods" tiptext="NumberParseResult 类的方法" helpurl="flash.globalization:NumberParseResult">
						<string name="NumberParseResult" object="[flash.globalization.NumberParseResult]" text="new NumberParseResult(%[值:Number=unknown,起始索引:int=0x7fffffff,结束索引:int=0x7fffffff]%)" constructor="true" tiptext="构造数字解析结果对象。" version="2" helpurl="flash.globalization:NumberParseResult:NumberParseResult" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NumberParseResult 类的属性" helpurl="flash.globalization:NumberParseResult">
						<string name="endIndex" object="[flash.globalization.NumberParseResult]" text=".endIndex" tiptext="输入字符串中位于数字部分的最后一个字符之后的字符的索引。" version="" helpurl="flash.globalization:NumberParseResult:endIndex:get" playername=""/>
						<string name="startIndex" object="[flash.globalization.NumberParseResult]" text=".startIndex" tiptext="输入字符串中数字部分的第一个字符的索引。" version="" helpurl="flash.globalization:NumberParseResult:startIndex:get" playername=""/>
						<string name="value" object="[flash.globalization.NumberParseResult]" text=".value" tiptext="输入字符串中数字部分的值。" version="" helpurl="flash.globalization:NumberParseResult:value:get" playername=""/>
					</folder>
				</folder>
				<folder name="StringTools" id="[flash.globalization.StringTools]" sort="true" index="true" asAncestors="Object" tiptext="StringTools 类提供受区域设置影响的大小写转换方法。" helpurl="flash.globalization:StringTools">
					<folder name="方法" id="Methods" tiptext="StringTools 类的方法" helpurl="flash.globalization:StringTools">
						<string name="StringTools" object="[flash.globalization.StringTools]" text="new StringTools(%请求的区域设置ID名称:String%)" constructor="true" tiptext="构造新的 StringTools 对象，用于根据给定区域设置的约定提供大小写转换和其他实用程序。" version="2" helpurl="flash.globalization:StringTools:StringTools" playername=""/>
						<string name="getAvailableLocaleIDNames" object="[flash.globalization.StringTools]" text="StringTools.getAvailableLocaleIDNames(%%):Vector$String" static="true" tiptext="列出此类支持的所有区域设置 ID 名称。" version="2" helpurl="flash.globalization:StringTools:getAvailableLocaleIDNames" playername=""/>
						<string name="toLowerCase" object="[flash.globalization.StringTools]" text=".toLowerCase(%s:String%):String" tiptext="根据语言约定将字符串转换为小写形式。" version="2" helpurl="flash.globalization:StringTools:toLowerCase" playername=""/>
						<string name="toUpperCase" object="[flash.globalization.StringTools]" text=".toUpperCase(%s:String%):String" tiptext="根据语言约定将字符串转换为大写形式。" version="2" helpurl="flash.globalization:StringTools:toUpperCase" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StringTools 类的属性" helpurl="flash.globalization:StringTools">
						<string name="actualLocaleIDName" object="[flash.globalization.StringTools]" text=".actualLocaleIDName" tiptext="由此 StringTools 对象使用的实际区域设置 ID 的名称。" version="" helpurl="flash.globalization:StringTools:actualLocaleIDName:get" playername=""/>
						<string name="lastOperationStatus" object="[flash.globalization.StringTools]" text=".lastOperationStatus" tiptext="此 StringTools 对象执行的最近操作的状态。" version="" helpurl="flash.globalization:StringTools:lastOperationStatus:get" playername=""/>
						<string name="requestedLocaleIDName" object="[flash.globalization.StringTools]" text=".requestedLocaleIDName" tiptext="传递给 StringTools 对象的构造函数的请求的区域设置 ID 名称。" version="" helpurl="flash.globalization:StringTools:requestedLocaleIDName:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.html" id="flash.html" sort="true" tiptext="flash.html 包的类" helpurl="flash.html">
				<folder name="HTMLHistoryItem" id="[flash.html.HTMLHistoryItem]" sort="true" index="true" asAncestors="Object" tiptext="HTMLHistoryItem 对象描述 HTMLLoader 对象的导航历史记录中的位置。" helpurl="flash.html:HTMLHistoryItem">
					<folder name="属性" id="Properties" tiptext="HTMLHistoryItem 类的属性" helpurl="flash.html:HTMLHistoryItem">
						<string name="isPost" object="[flash.html.HTMLHistoryItem]" text=".isPost" tiptext="指示 HTML 页是否包含 POST 数据。" version="" helpurl="flash.html:HTMLHistoryItem:isPost:get" playername="AIR"/>
						<string name="originalUrl" object="[flash.html.HTMLHistoryItem]" text=".originalUrl" tiptext="在进行任何重定向之前，HTML 页的原始 URL。" version="" helpurl="flash.html:HTMLHistoryItem:originalUrl:get" playername="AIR"/>
						<string name="title" object="[flash.html.HTMLHistoryItem]" text=".title" tiptext="HTML 页的标题。" version="" helpurl="flash.html:HTMLHistoryItem:title:get" playername="AIR"/>
						<string name="url" object="[flash.html.HTMLHistoryItem]" text=".url" tiptext="HTML 页的 URL。" version="" helpurl="flash.html:HTMLHistoryItem:url:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLHost" id="[flash.html.HTMLHost]" sort="true" index="true" asAncestors="Object" tiptext="HTMLHost 对象定义用户界面元素的 HTMLLoader 对象的行为，用户界面元素可通过设置 HTML 页的 window 对象的各个属性或调用该对象的各个方法进行控制。" helpurl="flash.html:HTMLHost">
					<folder name="方法" id="Methods" tiptext="HTMLHost 类的方法" helpurl="flash.html:HTMLHost">
						<string name="HTMLHost" object="[flash.html.HTMLHost]" text="new HTMLHost(%[默认行为:Boolean=true]%)" constructor="true" tiptext="创建 HTMLHost 对象。" version="1.0" helpurl="flash.html:HTMLHost:HTMLHost" playername="AIR"/>
						<string name="createWindow" object="[flash.html.HTMLHost]" text=".createWindow(%窗口创建选项:flash.html:HTMLWindowCreateOptions%):flash.html:HTMLLoader" tiptext="HTMLLoader 对象中的 JavaScript 代码调用 window.open() 方法时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:createWindow" playername="AIR"/>
						<string name="updateLocation" object="[flash.html.HTMLHost]" text=".updateLocation(%位置URL:String%):void" tiptext="HTMLLoader 对象中的 JavaScript 代码设置 window.location 属性时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:updateLocation" playername="AIR"/>
						<string name="updateStatus" object="[flash.html.HTMLHost]" text=".updateStatus(%状态:String%):void" tiptext="HTMLLoader 对象中的 JavaScript 代码设置 window.status 属性时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:updateStatus" playername="AIR"/>
						<string name="updateTitle" object="[flash.html.HTMLHost]" text=".updateTitle(%标题:String%):void" tiptext="HTMLLoader 对象中的 JavaScript 代码设置 window.document.title 属性或 title 元素发生更改（通过 DOM 或由于加载新页面）时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:updateTitle" playername="AIR"/>
						<string name="windowBlur" object="[flash.html.HTMLHost]" text=".windowBlur(%%):void" tiptext="HTMLLoader 对象中的 JavaScript 代码调用 window.blur() 方法时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:windowBlur" playername="AIR"/>
						<string name="windowClose" object="[flash.html.HTMLHost]" text=".windowClose(%%):void" tiptext="HTMLLoader 对象中的 JavaScript 代码调用 window.close() 方法时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:windowClose" playername="AIR"/>
						<string name="windowFocus" object="[flash.html.HTMLHost]" text=".windowFocus(%%):void" tiptext="HTMLLoader 对象中的 JavaScript 代码调用 window.focus() 方法时调用的函数。" version="1.0" helpurl="flash.html:HTMLHost:windowFocus" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="HTMLHost 类的属性" helpurl="flash.html:HTMLHost">
						<string name="htmlLoader" object="[flash.html.HTMLHost]" text=".htmlLoader" tiptext="将此 HostControl 对象应用到的 HTMLLoader 对象。" version="" helpurl="flash.html:HTMLHost:htmlLoader:get" playername="AIR"/>
						<string name="windowRect" object="[flash.html.HTMLHost]" text=".windowRect" tiptext="HTMLLoader 对象中的 JavaScript 代码调用 window.moveBy()、window.moveTo()、window.resizeBy() 或 window.resizeTo() 方法时发生变化的属性。" version="" helpurl="flash.html:HTMLHost:windowRect:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLLoader" id="[flash.html.HTMLLoader]" sort="true" index="true" asAncestors="flash.display:Sprite,flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="HTMLLoader 类定义作为 HTML 内容容器的显示对象的类型。" helpurl="flash.html:HTMLLoader">
					<folder name="方法" id="Methods" tiptext="HTMLLoader 类的方法" helpurl="flash.html:HTMLLoader">
						<string name="HTMLLoader" object="[flash.html.HTMLLoader]" text="new HTMLLoader(%%)" constructor="true" tiptext="创建 HTMLLoader 对象。" version="1.0" helpurl="flash.html:HTMLLoader:HTMLLoader" playername="AIR"/>
						<string name="cancelLoad" object="[flash.html.HTMLLoader]" text=".cancelLoad(%%):void" tiptext="取消正在进行的任何加载操作。" version="1.0" helpurl="flash.html:HTMLLoader:cancelLoad" playername="AIR"/>
						<string name="createRootWindow" object="[flash.html.HTMLLoader]" text="HTMLLoader.createRootWindow(%[可见:Boolean=true,窗口初始化选项:flash.display:NativeWindowInitOptions=null,可见滚动条:Boolean=true,范围:flash.geom:Rectangle=null]%):flash.html:HTMLLoader" static="true" tiptext="创建新的 NativeWindow 对象，其中包含 HTMLLoader 对象。" version="1.0" helpurl="flash.html:HTMLLoader:createRootWindow" playername="AIR"/>
						<string name="getHistoryAt" object="[flash.html.HTMLLoader]" text=".getHistoryAt(%位置:uint%):flash.html:HTMLHistoryItem" tiptext="返回指定位置的历史记录条目。" version="1.0" helpurl="flash.html:HTMLLoader:getHistoryAt" playername="AIR"/>
						<string name="historyBack" object="[flash.html.HTMLLoader]" text=".historyBack(%%):void" tiptext="如果可能，在浏览器历史记录中向后浏览。" version="1.0" helpurl="flash.html:HTMLLoader:historyBack" playername="AIR"/>
						<string name="historyForward" object="[flash.html.HTMLLoader]" text=".historyForward(%%):void" tiptext="如果可能，在浏览器历史记录中向前浏览。" version="1.0" helpurl="flash.html:HTMLLoader:historyForward" playername="AIR"/>
						<string name="historyGo" object="[flash.html.HTMLLoader]" text=".historyGo(%步骤:int%):void" tiptext="在浏览器历史记录中浏览指定的步骤数。" version="1.0" helpurl="flash.html:HTMLLoader:historyGo" playername="AIR"/>
						<string name="loadString" object="[flash.html.HTMLLoader]" text=".loadString(%HTML内容:String%):void" tiptext="使用 HTML 字符串中包含的 HTML 内容加载 HTMLLoader 对象。" version="1.0" helpurl="flash.html:HTMLLoader:loadString" playername="AIR"/>
						<string name="load" object="[flash.html.HTMLLoader]" text=".load(%要加载的url请求:flash.net:URLRequest%):void" tiptext="使用 urlRequestToLoad 参数指定的站点中的数据加载 HTMLLoader 对象。" version="1.0" helpurl="flash.html:HTMLLoader:load" playername="AIR"/>
						<string name="reload" object="[flash.html.HTMLLoader]" text=".reload(%%):void" tiptext="从当前位置重新加载页面。" version="1.0" helpurl="flash.html:HTMLLoader:reload" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="HTMLLoader 类的属性" helpurl="flash.html:HTMLLoader">
						<string name="authenticate" object="[flash.html.HTMLLoader]" text=".authenticate" tiptext="指定对于此对象提出的 HTTP 请求，是否应处理身份验证请求，是，则为 true；否，则为 false。" version="" helpurl="flash.html:HTMLLoader:authenticate:get" playername="AIR"/>
						<string name="cacheResponse" object="[flash.html.HTMLLoader]" text=".cacheResponse" tiptext="指定是否应为此对象发出的 HTTP 请求缓存成功的响应数据。" version="" helpurl="flash.html:HTMLLoader:cacheResponse:get" playername="AIR"/>
						<string name="contentHeight" object="[flash.html.HTMLLoader]" text=".contentHeight" tiptext="HTML 内容的高度（以像素为单位）。" version="" helpurl="flash.html:HTMLLoader:contentHeight:get" playername="AIR"/>
						<string name="contentWidth" object="[flash.html.HTMLLoader]" text=".contentWidth" tiptext="HTML 内容的宽度（以像素为单位）。" version="" helpurl="flash.html:HTMLLoader:contentWidth:get" playername="AIR"/>
						<string name="hasFocusableContent" object="[flash.html.HTMLLoader]" text=".hasFocusableContent" tiptext="指示 HTMLLoader 对象中的任何内容是否可获得焦点。" version="" helpurl="flash.html:HTMLLoader:hasFocusableContent:get" playername="AIR"/>
						<string name="height" object="[flash.html.HTMLLoader]" text=".height" tiptext="指定所呈现的 HTML 画布的矩形高度。" version="" helpurl="flash.html:HTMLLoader:height:get" playername="AIR"/>
						<string name="historyLength" object="[flash.html.HTMLLoader]" text=".historyLength" tiptext="历史记录列表的总长度，包括向后和向前的条目。" version="" helpurl="flash.html:HTMLLoader:historyLength:get" playername="AIR"/>
						<string name="historyPosition" object="[flash.html.HTMLLoader]" text=".historyPosition" tiptext="历史记录列表中的当前位置。" version="" helpurl="flash.html:HTMLLoader:historyPosition:get" playername="AIR"/>
						<string name="htmlHost" object="[flash.html.HTMLLoader]" text=".htmlHost" tiptext="用于处理某些用户界面元素更改的 HTMLHost 对象，如 HTMLLoader 对象的 window.document.title 属性。" version="" helpurl="flash.html:HTMLLoader:htmlHost:get" playername="AIR"/>
						<string name="idleTimeout" object="[flash.html.HTMLLoader]" text=".idleTimeout" tiptext="指定此对象发出的 HTTP 请求的空闲超时值（以毫秒为单位）。" version="" helpurl="flash.html:HTMLLoader:idleTimeout:get" playername="AIR"/>
						<string name="isSupported" object="[flash.html.HTMLLoader]" text=".isSupported" tiptext="指示客户端系统是否支持 HTMLLoader 类。" version="" helpurl="flash.html:HTMLLoader:isSupported:get" playername="AIR"/>
						<string name="loaded" object="[flash.html.HTMLLoader]" text=".loaded" tiptext="指示与先前调用 load() 或 loadString() 方法相对应的 JavaScript load 事件是否已传送到 HTMLLoader 对象中的 HTML DOM。" version="" helpurl="flash.html:HTMLLoader:loaded:get" playername="AIR"/>
						<string name="location" object="[flash.html.HTMLLoader]" text=".location" tiptext="在 HTMLLoader 对象中加载的内容的 URL。" version="" helpurl="flash.html:HTMLLoader:location:get" playername="AIR"/>
						<string name="manageCookies" object="[flash.html.HTMLLoader]" text=".manageCookies" tiptext="指定 HTTP 协议堆栈是否应管理此对象的 Cookie。" version="" helpurl="flash.html:HTMLLoader:manageCookies:get" playername="AIR"/>
						<string name="navigateInSystemBrowser" object="[flash.html.HTMLLoader]" text=".navigateInSystemBrowser" tiptext="指定 HTML 内容根框架的导航（如用户单击链接时、设置 window.location 属性时或调用 window.open() 时）是导致在 HTMLLoader 对象中导航 (false) 还是在默认系统 Web 浏览器中导航 (true)。" version="" helpurl="flash.html:HTMLLoader:navigateInSystemBrowser:get" playername="AIR"/>
						<string name="paintsDefaultBackground" object="[flash.html.HTMLLoader]" text=".paintsDefaultBackground" tiptext="指定 HTMLLoader 文档背景是否为不透明白色，如果是，则为 true，否则为 false。" version="" helpurl="flash.html:HTMLLoader:paintsDefaultBackground:get" playername="AIR"/>
						<string name="pdfCapability" object="[flash.html.HTMLLoader]" text=".pdfCapability" tiptext="用户系统上的 PDF 支持类型，它被定义为整数代码值。" version="" helpurl="flash.html:HTMLLoader:pdfCapability:get" playername="AIR"/>
						<string name="placeLoadStringContentInApplicationSandbox" object="[flash.html.HTMLLoader]" text=".placeLoadStringContentInApplicationSandbox" tiptext="指定通过此 loadString() 方法加载的内容是放置在应用程序沙箱 (true) 还是在非应用程序沙箱 (false)。" version="" helpurl="flash.html:HTMLLoader:placeLoadStringContentInApplicationSandbox:get" playername="AIR"/>
						<string name="runtimeApplicationDomain" object="[flash.html.HTMLLoader]" text=".runtimeApplicationDomain" tiptext="用于 HTML 页的 JavaScript 中的 window.runtime 对象的应用程序域。" version="" helpurl="flash.html:HTMLLoader:runtimeApplicationDomain:get" playername="AIR"/>
						<string name="scrollH" object="[flash.html.HTMLLoader]" text=".scrollH" tiptext="HTMLLoader 对象中的 HTML 内容的水平滚动位置。" version="" helpurl="flash.html:HTMLLoader:scrollH:get" playername="AIR"/>
						<string name="scrollV" object="[flash.html.HTMLLoader]" text=".scrollV" tiptext="HTMLLoader 对象中的 HTML 内容的垂直滚动位置。" version="" helpurl="flash.html:HTMLLoader:scrollV:get" playername="AIR"/>
						<string name="swfCapability" object="[flash.html.HTMLLoader]" text=".swfCapability" tiptext="用户系统上的 SWF 支持类型，它被定义为整数代码值。" version="" helpurl="flash.html:HTMLLoader:swfCapability:get" playername="AIR"/>
						<string name="textEncodingFallback" object="[flash.html.HTMLLoader]" text=".textEncodingFallback" tiptext="在 HTML 页未指定字符编码时 HTMLLoader 内容使用的字符编码。" version="" helpurl="flash.html:HTMLLoader:textEncodingFallback:get" playername="AIR"/>
						<string name="textEncodingOverride" object="[flash.html.HTMLLoader]" text=".textEncodingOverride" tiptext="HTMLLoader 内容使用的字符编码，它将覆盖 HTML 页中的任何设置。" version="" helpurl="flash.html:HTMLLoader:textEncodingOverride:get" playername="AIR"/>
						<string name="useCache" object="[flash.html.HTMLLoader]" text=".useCache" tiptext="指定在此对象发出的 HTTP 请求获取数据之前是否应查询本地缓存。" version="" helpurl="flash.html:HTMLLoader:useCache:get" playername="AIR"/>
						<string name="userAgent" object="[flash.html.HTMLLoader]" text=".userAgent" tiptext="来自此 HTMLLoader 对象的任何后续内容请求中使用的用户代理字符串。" version="" helpurl="flash.html:HTMLLoader:userAgent:get" playername="AIR"/>
						<string name="width" object="[flash.html.HTMLLoader]" text=".width" tiptext="指定所呈现的 HTML 画布的矩形宽度。" version="" helpurl="flash.html:HTMLLoader:width:get" playername="AIR"/>
						<string name="window" object="[flash.html.HTMLLoader]" text=".window" tiptext="加载到 HTML 控件中的内容的全局 JavaScript 对象。" version="" helpurl="flash.html:HTMLLoader:window:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="HTMLLoader 类的事件" helpurl="flash.html:HTMLLoader">
						<string name="htmlDOMInitialize" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=Event.HTML_DOM_INITIALIZE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出已创建 HTML DOM 以响应加载操作。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.HTML_DOM_INITIALIZE_htmlDOMInitialize" playername="AIR"/>
						<string name="uncaughtScriptException" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出在 HTMLLoader 对象中发生了未捕获的 JavaScript 异常。" version="" helpurl="flash.html:HTMLLoader_flash.events.HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION_uncaughtScriptException" playername="AIR"/>
						<string name="scroll" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=Event.SCROLL{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出 scrollH 或 scrollV 属性已被 HTMLLoader 对象更改。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.SCROLL_scroll" playername="AIR"/>
						<string name="htmlBoundsChange" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=Event.HTML_BOUNDS_CHANGE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出 HTMLLoader 对象的 contentWidth 和/或 contentHeight 属性已发生更改。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.HTML_BOUNDS_CHANGE_htmlBoundsChange" playername="AIR"/>
						<string name="locationChange" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=Event.LOCATION_CHANGE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出更改了 HTMLLoader 对象的 location 属性。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.LOCATION_CHANGE_locationChange" playername="AIR"/>
						<string name="htmlRender" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=Event.HTML_RENDER{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出 HTMLLoader 对象中的内容呈现完全处于最新状态。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.HTML_RENDER_htmlRender" playername="AIR"/>
						<string name="complete" object="[flash.html.HTMLLoader]" text=".addEventListener(%类型:String=Event.COMPLETE{Event.HTML_DOM_INITIALIZE,HTMLUncaughtScriptExceptionEvent.UNCAUGHT_SCRIPT_EXCEPTION,Event.SCROLL,Event.HTML_BOUNDS_CHANGE,Event.LOCATION_CHANGE,Event.HTML_RENDER,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="指出 loadString 或 load 方法上次请求的加载操作已完成。" version="" helpurl="flash.html:HTMLLoader_flash.events.Event.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLPDFCapability" id="[flash.html.HTMLPDFCapability]" sort="true" index="true" asAncestors="Object" tiptext="HTMLPDFCapability 类包含 HTMLLoader 对象的 pdfCapability 属性的可能值。" helpurl="flash.html:HTMLPDFCapability">
					<folder name="属性" id="Properties" tiptext="HTMLPDFCapability 类的属性" helpurl="flash.html:HTMLPDFCapability">
						<string name="ERROR_CANNOT_LOAD_READER" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_CANNOT_LOAD_READER" constant="true" tiptext="在尝试加载 Adobe Reader 或 Acrobat 应用程序或者其所需的某个库时，操作系统返回一个错误。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_CANNOT_LOAD_READER" playername="AIR"/>
						<string name="ERROR_INSTALLED_READER_NOT_FOUND" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_INSTALLED_READER_NOT_FOUND" constant="true" tiptext="未检测到任何 Adobe Reader 版本。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_INSTALLED_READER_NOT_FOUND" playername="AIR"/>
						<string name="ERROR_INSTALLED_READER_TOO_OLD" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_INSTALLED_READER_TOO_OLD" constant="true" tiptext="已检测到 Adobe Reader，但版本太旧。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_INSTALLED_READER_TOO_OLD" playername="AIR"/>
						<string name="ERROR_PREFERRED_READER_TOO_OLD" object="[flash.html.HTMLPDFCapability]" text="HTMLPDFCapability.ERROR_PREFERRED_READER_TOO_OLD" constant="true" tiptext="已检测到足够高的 Adobe Reader 或 Acrobat 版本（8.1 或更高版本），但为处理 PDF 内容而设置的 Adobe Reader 版本比 Adobe Reader 或 Acrobat 8.1 旧。" version="" helpurl="flash.html:HTMLPDFCapability:ERROR_PREFERRED_READER_TOO_OLD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLSWFCapability" id="[flash.html.HTMLSWFCapability]" sort="true" index="true" asAncestors="Object" tiptext="HTMLSWFCapability 类包含 HTMLLoader 对象的 swfCapability 属性的可能值。" helpurl="flash.html:HTMLSWFCapability">
					<folder name="属性" id="Properties" tiptext="HTMLSWFCapability 类的属性" helpurl="flash.html:HTMLSWFCapability">
						<string name="ERROR_INSTALLED_PLAYER_NOT_FOUND" object="[flash.html.HTMLSWFCapability]" text="HTMLSWFCapability.ERROR_INSTALLED_PLAYER_NOT_FOUND" constant="true" tiptext="未检测到任何 Adobe Flash Player 版本。" version="" helpurl="flash.html:HTMLSWFCapability:ERROR_INSTALLED_PLAYER_NOT_FOUND" playername="AIR"/>
						<string name="ERROR_INSTALLED_PLAYER_TOO_OLD" object="[flash.html.HTMLSWFCapability]" text="HTMLSWFCapability.ERROR_INSTALLED_PLAYER_TOO_OLD" constant="true" tiptext="已检测到 Adobe Flash Player，但版本太旧。" version="" helpurl="flash.html:HTMLSWFCapability:ERROR_INSTALLED_PLAYER_TOO_OLD" playername="AIR"/>
						<string name="STATUS_OK" object="[flash.html.HTMLSWFCapability]" text="HTMLSWFCapability.STATUS_OK" constant="true" tiptext="已检测到 Adobe Flash Player 足够新的版本，可以在 HTMLLoader 对象中加载 SWF 内容。" version="" helpurl="flash.html:HTMLSWFCapability:STATUS_OK" playername="AIR"/>
					</folder>
				</folder>
				<folder name="HTMLWindowCreateOptions" id="[flash.html.HTMLWindowCreateOptions]" sort="true" index="true" asAncestors="Object" tiptext="此类定义在 HTMLLoader 对象中运行的 JavaScript 尝试通过调用 window.open() 方法创建新的 HTML 窗口时可以指定的选项。" helpurl="flash.html:HTMLWindowCreateOptions">
					<folder name="属性" id="Properties" tiptext="HTMLWindowCreateOptions 类的属性" helpurl="flash.html:HTMLWindowCreateOptions">
						<string name="fullscreen" object="[flash.html.HTMLWindowCreateOptions]" text=".fullscreen" tiptext="指定此窗口是否应为全屏。" version="" helpurl="flash.html:HTMLWindowCreateOptions:fullscreen" playername="AIR"/>
						<string name="height" object="[flash.html.HTMLWindowCreateOptions]" text=".height" tiptext="指定新窗口所需的初始高度。" version="" helpurl="flash.html:HTMLWindowCreateOptions:height" playername="AIR"/>
						<string name="locationBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".locationBarVisible" tiptext="是否应显示位置栏。" version="" helpurl="flash.html:HTMLWindowCreateOptions:locationBarVisible" playername="AIR"/>
						<string name="menuBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".menuBarVisible" tiptext="指定是否应显示菜单栏。" version="" helpurl="flash.html:HTMLWindowCreateOptions:menuBarVisible" playername="AIR"/>
						<string name="resizable" object="[flash.html.HTMLWindowCreateOptions]" text=".resizable" tiptext="指定此窗口是否应可调整大小。" version="" helpurl="flash.html:HTMLWindowCreateOptions:resizable" playername="AIR"/>
						<string name="scrollBarsVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".scrollBarsVisible" tiptext="指定是否应显示滚动条。" version="" helpurl="flash.html:HTMLWindowCreateOptions:scrollBarsVisible" playername="AIR"/>
						<string name="statusBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".statusBarVisible" tiptext="指定是否应显示状态栏。" version="" helpurl="flash.html:HTMLWindowCreateOptions:statusBarVisible" playername="AIR"/>
						<string name="toolBarVisible" object="[flash.html.HTMLWindowCreateOptions]" text=".toolBarVisible" tiptext="指定是否应显示工具栏。" version="" helpurl="flash.html:HTMLWindowCreateOptions:toolBarVisible" playername="AIR"/>
						<string name="width" object="[flash.html.HTMLWindowCreateOptions]" text=".width" tiptext="指定新窗口所需的初始宽度。" version="" helpurl="flash.html:HTMLWindowCreateOptions:width" playername="AIR"/>
						<string name="x" object="[flash.html.HTMLWindowCreateOptions]" text=".x" tiptext="指定屏幕上的新窗口所需的初始 x 位置。" version="" helpurl="flash.html:HTMLWindowCreateOptions:x" playername="AIR"/>
						<string name="y" object="[flash.html.HTMLWindowCreateOptions]" text=".y" tiptext="指定屏幕上的新窗口所需的初始 y 位置。" version="" helpurl="flash.html:HTMLWindowCreateOptions:y" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.media" id="flash.media" sort="true" tiptext="flash.media 包的类" helpurl="flash.media">
				<folder name="Camera" id="[flash.media.Camera]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 Camera 类通过客户端系统的摄像头捕获视频。" helpurl="flash.media:Camera">
					<folder name="方法" id="Methods" tiptext="Camera 类的方法" helpurl="flash.media:Camera">
						<string name="getCamera" object="[flash.media.Camera]" text="Camera.getCamera(%[名称:String=null]%):flash.media:Camera" static="true" tiptext="返回对用于捕获视频的 Camera 对象的引用。" version="9" helpurl="flash.media:Camera:getCamera" playername=""/>
						<string name="setKeyFrameInterval" object="[flash.media.Camera]" text=".setKeyFrameInterval(%关键帧间隔:int%):void" tiptext="指定进行完整传输而不由视频压缩算法进行插值处理的视频帧(称为关键帧)。" version="9" helpurl="flash.media:Camera:setKeyFrameInterval" playername=""/>
						<string name="setLoopback" object="[flash.media.Camera]" text=".setLoopback(%[压缩:Boolean=false]%):void" tiptext="指定在本地查看摄像头时是否使用压缩视频流。" version="9" helpurl="flash.media:Camera:setLoopback" playername=""/>
						<string name="setMode" object="[flash.media.Camera]" text=".setMode(%宽度:int,高度:int,fps:Number[,首选区域:Boolean=true]%):void" tiptext="将摄像头的捕获模式设置为最符合指定要求的本机模式。" version="9" helpurl="flash.media:Camera:setMode" playername=""/>
						<string name="setMotionLevel" object="[flash.media.Camera]" text=".setMotionLevel(%动作级别:int[,超时:int=2000]%):void" tiptext="指定调度 activity 事件所需的运动量。" version="9" helpurl="flash.media:Camera:setMotionLevel" playername=""/>
						<string name="setQuality" object="[flash.media.Camera]" text=".setQuality(%带宽:int,品质:int%):void" tiptext="设置每秒的最大带宽或当前输出视频输入信号所需的图片品质。" version="9" helpurl="flash.media:Camera:setQuality" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Camera 类的属性" helpurl="flash.media:Camera">
						<string name="activityLevel" object="[flash.media.Camera]" text=".activityLevel" tiptext="摄像头正在检测的运动量。" version="" helpurl="flash.media:Camera:activityLevel:get" playername=""/>
						<string name="bandwidth" object="[flash.media.Camera]" text=".bandwidth" tiptext="当前输出视频输入信号可以使用的最大带宽量，以字节为单位。" version="" helpurl="flash.media:Camera:bandwidth:get" playername=""/>
						<string name="currentFPS" object="[flash.media.Camera]" text=".currentFPS" tiptext="摄像头捕获数据的速率，以每秒帧数为单位。" version="" helpurl="flash.media:Camera:currentFPS:get" playername=""/>
						<string name="fps" object="[flash.media.Camera]" text=".fps" tiptext="摄像头可用于捕获数据的最大速率，以每秒帧数为单位。" version="" helpurl="flash.media:Camera:fps:get" playername=""/>
						<string name="height" object="[flash.media.Camera]" text=".height" tiptext="当前捕获高度，以像素为单位。" version="" helpurl="flash.media:Camera:height:get" playername=""/>
						<string name="index" object="[flash.media.Camera]" text=".index" tiptext="从零开始的整数，指定由名称属性返回的数组中所反映的摄像头的索引。" version="" helpurl="flash.media:Camera:index:get" playername=""/>
						<string name="isSupported" object="[flash.media.Camera]" text=".isSupported" tiptext="如果当前平台支持 Camera 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.media:Camera:isSupported:get" playername=""/>
						<string name="keyFrameInterval" object="[flash.media.Camera]" text=".keyFrameInterval" tiptext="进行完整传输而不由视频压缩算法进行插值处理的视频帧(称为关键帧)的数量。" version="" helpurl="flash.media:Camera:keyFrameInterval:get" playername=""/>
						<string name="loopback" object="[flash.media.Camera]" text=".loopback" tiptext="指示在本地查看摄像头所捕获图像时是进行压缩和解压缩(true)以便使用 Flash Media Server 进行实时传输，还是不进行压缩(false)。" version="" helpurl="flash.media:Camera:loopback:get" playername=""/>
						<string name="motionLevel" object="[flash.media.Camera]" text=".motionLevel" tiptext="调用 activity 事件所需的运动量。" version="" helpurl="flash.media:Camera:motionLevel:get" playername=""/>
						<string name="motionTimeout" object="[flash.media.Camera]" text=".motionTimeout" tiptext="摄像头停止检测运动的时刻和调用 activity 事件的时刻之间相差的毫秒数。" version="" helpurl="flash.media:Camera:motionTimeout:get" playername=""/>
						<string name="muted" object="[flash.media.Camera]" text=".muted" tiptext="布尔值，指示用户在 Flash Player 的“隐私”对话框中是拒绝了对摄像头的访问(true)还是允许访问(false)。" version="" helpurl="flash.media:Camera:muted:get" playername=""/>
						<string name="name" object="[flash.media.Camera]" text=".name" tiptext="摄像头硬件返回的当前摄像头的名称。" version="" helpurl="flash.media:Camera:name:get" playername=""/>
						<string name="names" object="[flash.media.Camera]" text=".names" tiptext="一个字符串数组，指示所有可用摄像头名称，而不显示 Flash Player 的“隐私”对话框。" version="" helpurl="flash.media:Camera:names:get" playername=""/>
						<string name="quality" object="[flash.media.Camera]" text=".quality" tiptext="所需的图片质量级别，该级别由应用于每一视频帧的压缩量确定。" version="" helpurl="flash.media:Camera:quality:get" playername=""/>
						<string name="width" object="[flash.media.Camera]" text=".width" tiptext="当前捕获宽度，以像素为单位。" version="" helpurl="flash.media:Camera:width:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Camera 类的事件" helpurl="flash.media:Camera">
						<string name="status" object="[flash.media.Camera]" text=".addEventListener(%类型:String=StatusEvent.STATUS{StatusEvent.STATUS,ActivityEvent.ACTIVITY},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在摄像头报告其状态时调度。" version="" helpurl="flash.media:Camera_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="activity" object="[flash.media.Camera]" text=".addEventListener(%类型:String=ActivityEvent.ACTIVITY{StatusEvent.STATUS,ActivityEvent.ACTIVITY},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在摄像头开始或结束会话时调度。" version="" helpurl="flash.media:Camera_flash.events.ActivityEvent.ACTIVITY_activity" playername=""/>
					</folder>
				</folder>
				<folder name="CameraRoll" id="[flash.media.CameraRoll]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="CameraRoll 类允许您访问系统媒体库中的图像数据或&quot;相机卷&quot;。&lt;em&gt;AIR 配置文件支持：移动装置支持此功能，但台式机操作系统或针对 TV 装置的 AIR 不支持此功能。" helpurl="flash.media:CameraRoll">
					<folder name="方法" id="Methods" tiptext="CameraRoll 类的方法" helpurl="flash.media:CameraRoll">
						<string name="CameraRoll" object="[flash.media.CameraRoll]" text="new CameraRoll(%%)" constructor="true" tiptext="创建一个 CameraRoll 对象。" version="2" helpurl="flash.media:CameraRoll:CameraRoll" playername="AIR"/>
						<string name="addBitmapData" object="[flash.media.CameraRoll]" text=".addBitmapData(%位图数据:flash.display:BitmapData%):void" tiptext="将图像添加到设备相机卷。" version="2" helpurl="flash.media:CameraRoll:addBitmapData" playername="AIR"/>
						<string name="browseForImage" object="[flash.media.CameraRoll]" text=".browseForImage(%%):void" tiptext="打开图像浏览器对话框以允许用户从设备相机卷选择现有的图像。" version="2.5" helpurl="flash.media:CameraRoll:browseForImage" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CameraRoll 类的属性" helpurl="flash.media:CameraRoll">
						<string name="supportsAddBitmapData" object="[flash.media.CameraRoll]" text=".supportsAddBitmapData" tiptext="是否支持 CameraRoll.addBitmapData() 方法。" version="" helpurl="flash.media:CameraRoll:supportsAddBitmapData:get" playername="AIR"/>
						<string name="supportsBrowseForImage" object="[flash.media.CameraRoll]" text=".supportsBrowseForImage" tiptext="报告是否支持 CameraRoll.browseForImage() 方法。" version="" helpurl="flash.media:CameraRoll:supportsBrowseForImage:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="CameraRoll 类的事件" helpurl="flash.media:CameraRoll">
						<string name="cancel" object="[flash.media.CameraRoll]" text=".addEventListener(%类型:String=Event.CANCEL{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户取消浏览图像操作而不选择图像时进行调度。" version="" helpurl="flash.media:CameraRoll_flash.events.Event.CANCEL_cancel" playername="AIR"/>
						<string name="select" object="[flash.media.CameraRoll]" text=".addEventListener(%类型:String=MediaEvent.SELECT{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从设备媒体库选择图像时进行调度。" version="" helpurl="flash.media:CameraRoll_flash.events.MediaEvent.SELECT_select" playername="AIR"/>
						<string name="error" object="[flash.media.CameraRoll]" text=".addEventListener(%类型:String=ErrorEvent.ERROR{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当出错时调度 error 事件。" version="" helpurl="flash.media:CameraRoll_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="complete" object="[flash.media.CameraRoll]" text=".addEventListener(%类型:String=Event.COMPLETE{Event.CANCEL,MediaEvent.SELECT,ErrorEvent.ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 addBitmapData() 操作成功完成。" version="" helpurl="flash.media:CameraRoll_flash.events.Event.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
				<folder name="CameraUI" id="[flash.media.CameraUI]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="CameraUI 类允许您使用设备上的默认摄像机应用程序捕获静态图像或视频。" helpurl="flash.media:CameraUI">
					<folder name="方法" id="Methods" tiptext="CameraUI 类的方法" helpurl="flash.media:CameraUI">
						<string name="CameraUI" object="[flash.media.CameraUI]" text="new CameraUI(%%)" constructor="true" tiptext="创建 CameraUI 对象。" version="2.5" helpurl="flash.media:CameraUI:CameraUI" playername="AIR"/>
						<string name="launch" object="[flash.media.CameraUI]" text=".launch(%请求的媒体类型:String%):void" tiptext="启动设备上的默认摄像机应用程序。" version="2.5" helpurl="flash.media:CameraUI:launch" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CameraUI 类的属性" helpurl="flash.media:CameraUI">
						<string name="isSupported" object="[flash.media.CameraUI]" text=".isSupported" tiptext="报告当前设备是否支持 CameraUI 类。" version="" helpurl="flash.media:CameraUI:isSupported:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="CameraUI 类的事件" helpurl="flash.media:CameraUI">
						<string name="cancel" object="[flash.media.CameraUI]" text=".addEventListener(%类型:String=Event.CANCEL{Event.CANCEL,ErrorEvent.ERROR,MediaEvent.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户关闭 Camera UI 而不保存图片或视频时，会调度 cancel 事件。" version="" helpurl="flash.media:CameraUI_flash.events.Event.CANCEL_cancel" playername="AIR"/>
						<string name="error" object="[flash.media.CameraUI]" text=".addEventListener(%类型:String=ErrorEvent.ERROR{Event.CANCEL,ErrorEvent.ERROR,MediaEvent.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当默认摄像机无法打开时，将调度 error 事件。" version="" helpurl="flash.media:CameraUI_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="complete" object="[flash.media.CameraUI]" text=".addEventListener(%类型:String=MediaEvent.COMPLETE{Event.CANCEL,ErrorEvent.ERROR,MediaEvent.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户在摄像机 UI 中捕获静态图片或视频时，将调度 complete 事件。" version="" helpurl="flash.media:CameraUI_flash.events.MediaEvent.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ID3Info" id="[flash.media.ID3Info]" sort="true" index="true" asAncestors="Object" tiptext="ID3Info 类包含反映 ID3 元数据的属性。" helpurl="flash.media:ID3Info">
					<folder name="属性" id="Properties" tiptext="ID3Info 类的属性" helpurl="flash.media:ID3Info">
						<string name="album" object="[flash.media.ID3Info]" text=".album" tiptext="专辑的名称；对应于 ID3 2.0 标签 TALB。" version="" helpurl="flash.media:ID3Info:album" playername=""/>
						<string name="artist" object="[flash.media.ID3Info]" text=".artist" tiptext="歌手的姓名；对应于 ID3 2.0 标签 TPE1。" version="" helpurl="flash.media:ID3Info:artist" playername=""/>
						<string name="comment" object="[flash.media.ID3Info]" text=".comment" tiptext="录制的相关注解；对应于 ID3 2.0 标签 COMM。" version="" helpurl="flash.media:ID3Info:comment" playername=""/>
						<string name="genre" object="[flash.media.ID3Info]" text=".genre" tiptext="歌曲的流派；对应于 ID3 2.0 标签 TCON。" version="" helpurl="flash.media:ID3Info:genre" playername=""/>
						<string name="songName" object="[flash.media.ID3Info]" text=".songName" tiptext="歌曲的名称；对应于 ID3 2.0 标签 TIT2。" version="" helpurl="flash.media:ID3Info:songName" playername=""/>
						<string name="track" object="[flash.media.ID3Info]" text=".track" tiptext="曲目编号；对应于 ID3 2.0 标签 TRCK。" version="" helpurl="flash.media:ID3Info:track" playername=""/>
						<string name="year" object="[flash.media.ID3Info]" text=".year" tiptext="录制的年份；对应于 ID3 2.0 标签 TYER。" version="" helpurl="flash.media:ID3Info:year" playername=""/>
					</folder>
				</folder>
				<folder name="MediaPromise" id="[flash.media.MediaPromise]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="MediaPromise 类表示承诺提供媒体对象。" helpurl="flash.media:MediaPromise">
					<folder name="方法" id="Methods" tiptext="MediaPromise 类的方法" helpurl="flash.media:MediaPromise">
						<string name="close" object="[flash.media.MediaPromise]" text=".close(%%):void" tiptext="关闭数据源。" version="2.5" helpurl="flash.media:MediaPromise:close" playername="AIR"/>
						<string name="open" object="[flash.media.MediaPromise]" text=".open(%%):flash.utils:IDataInput" tiptext="打开基础数据源并返回允许您读取它的 IDataInput 实例。" version="2.5" helpurl="flash.media:MediaPromise:open" playername="AIR"/>
						<string name="reportError" object="[flash.media.MediaPromise]" text=".reportError(%e:flash.events:ErrorEvent%):void" tiptext="由运行时用来报告错误。" version="2.5" helpurl="flash.media:MediaPromise:reportError" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MediaPromise 类的属性" helpurl="flash.media:MediaPromise">
						<string name="file" object="[flash.media.MediaPromise]" text=".file" tiptext="表示媒体对象（如果存在）的 File 实例。" version="" helpurl="flash.media:MediaPromise:file:get" playername="AIR"/>
						<string name="isAsync" object="[flash.media.MediaPromise]" text=".isAsync" tiptext="报告基础数据源是异步的还是同步的。" version="" helpurl="flash.media:MediaPromise:isAsync:get" playername="AIR"/>
						<string name="mediaType" object="[flash.media.MediaPromise]" text=".mediaType" tiptext="媒体的常规类型，图像或视频。" version="" helpurl="flash.media:MediaPromise:mediaType:get" playername="AIR"/>
						<string name="relativePath" object="[flash.media.MediaPromise]" text=".relativePath" tiptext="媒体对象（如果存在）的文件名。" version="" helpurl="flash.media:MediaPromise:relativePath:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="MediaPromise 类的事件" helpurl="flash.media:MediaPromise">
						<string name="complete" object="[flash.media.MediaPromise]" text=".addEventListener(%类型:String=Event.COMPLETE{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="读取所有数据后，MediaPromise 对象调度一个 complete 事件。" version="" helpurl="flash.media:MediaPromise_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="progress" object="[flash.media.MediaPromise]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当数据变为可用时，MediaPromise 对象调度 progress 事件。" version="" helpurl="flash.media:MediaPromise_flash.events.ProgressEvent.PROGRESS_progress" playername="AIR"/>
						<string name="ioError" object="[flash.media.MediaPromise]" text=".addEventListener(%类型:String=IOErrorEvent.IOERROR{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="如果读取基础数据流时遇到错误，MediaPromise 对象会调度 ioError 事件。" version="" helpurl="flash.media:MediaPromise__ioError" playername="AIR"/>
						<string name="close" object="[flash.media.MediaPromise]" text=".addEventListener(%类型:String=Event.CLOSE{Event.COMPLETE,ProgressEvent.PROGRESS,IOErrorEvent.IOERROR,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当基础数据流关闭后，MediaPromise 对象调度 close 事件。" version="" helpurl="flash.media:MediaPromise_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MediaType" id="[flash.media.MediaType]" sort="true" index="true" asAncestors="Object" tiptext="MediaType 类枚举摄像机可以返回的媒体的常规类型。" helpurl="flash.media:MediaType">
					<folder name="属性" id="Properties" tiptext="MediaType 类的属性" helpurl="flash.media:MediaType">
						<string name="IMAGE" object="[flash.media.MediaType]" text="MediaType.IMAGE" constant="true" tiptext="一个图像。" version="" helpurl="flash.media:MediaType:IMAGE" playername="AIR"/>
						<string name="VIDEO" object="[flash.media.MediaType]" text="MediaType.VIDEO" constant="true" tiptext="视频。" version="" helpurl="flash.media:MediaType:VIDEO" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Microphone" id="[flash.media.Microphone]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 Microphone 类监视音频或从麦克风捕获音频。" helpurl="flash.media:Microphone">
					<folder name="方法" id="Methods" tiptext="Microphone 类的方法" helpurl="flash.media:Microphone">
						<string name="getMicrophone" object="[flash.media.Microphone]" text="Microphone.getMicrophone(%[索引:int=-1]%):flash.media:Microphone" static="true" tiptext="返回对用于捕获音频的 Microphone 对象的引用。" version="9" helpurl="flash.media:Microphone:getMicrophone" playername=""/>
						<string name="setLoopBack" object="[flash.media.Microphone]" text=".setLoopBack(%[状态:Boolean=true]%):void" tiptext="将麦克风捕获的音频传送到本地扬声器。" version="9" helpurl="flash.media:Microphone:setLoopBack" playername=""/>
						<string name="setSilenceLevel" object="[flash.media.Microphone]" text=".setSilenceLevel(%静音级别:Number[,超时:int=-1]%):void" tiptext="设置可认定为有声的最低音量输入水平，以及实际静音前需经历的无声时间长度(可选)。" version="9" helpurl="flash.media:Microphone:setSilenceLevel" playername=""/>
						<string name="setUseEchoSuppression" object="[flash.media.Microphone]" text=".setUseEchoSuppression(%使用回声抑制:Boolean%):void" tiptext="指定是否使用音频编解码器的回音抑制功能。" version="9" helpurl="flash.media:Microphone:setUseEchoSuppression" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Microphone 类的属性" helpurl="flash.media:Microphone">
						<string name="activityLevel" object="[flash.media.Microphone]" text=".activityLevel" tiptext="麦克风正在检测的音量。" version="" helpurl="flash.media:Microphone:activityLevel:get" playername=""/>
						<string name="codec" object="[flash.media.Microphone]" text=".codec" tiptext="用于压缩音频的编解码器。" version="" helpurl="flash.media:Microphone:codec:get" playername=""/>
						<string name="enableVAD" object="[flash.media.Microphone]" text=".enableVAD" tiptext="启用 Speex 语音活动检测。" version="" helpurl="flash.media:Microphone:enableVAD:get" playername=""/>
						<string name="encodeQuality" object="[flash.media.Microphone]" text=".encodeQuality" tiptext="使用 Speex 编解码器时的编码语音品质。" version="" helpurl="flash.media:Microphone:encodeQuality:get" playername=""/>
						<string name="framesPerPacket" object="[flash.media.Microphone]" text=".framesPerPacket" tiptext="在一个包（消息）中传输的 Speex 语音帧数。" version="" helpurl="flash.media:Microphone:framesPerPacket:get" playername=""/>
						<string name="gain" object="[flash.media.Microphone]" text=".gain" tiptext="麦克风信号的提升量。" version="" helpurl="flash.media:Microphone:gain:get" playername=""/>
						<string name="index" object="[flash.media.Microphone]" text=".index" tiptext="麦克风的索引，它反映在 Microphone.names 返回的数组中。" version="" helpurl="flash.media:Microphone:index:get" playername=""/>
						<string name="isSupported" object="[flash.media.Microphone]" text=".isSupported" tiptext="如果当前平台支持 Microphone 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.media:Microphone:isSupported:get" playername=""/>
						<string name="muted" object="[flash.media.Microphone]" text=".muted" tiptext="指定用户是已经拒绝对麦克风的访问(true)还是已经允许对麦克风的访问(false)。" version="" helpurl="flash.media:Microphone:muted:get" playername=""/>
						<string name="name" object="[flash.media.Microphone]" text=".name" tiptext="当前声音捕获设备的名称，它由声音捕获硬件返回。" version="" helpurl="flash.media:Microphone:name:get" playername=""/>
						<string name="names" object="[flash.media.Microphone]" text=".names" tiptext="包含所有可用声音捕获设备名称的字符串数组。" version="" helpurl="flash.media:Microphone:names:get" playername=""/>
						<string name="noiseSuppressionLevel" object="[flash.media.Microphone]" text=".noiseSuppressionLevel" tiptext="可供 Speex 编码器使用的最大噪音衰减量（负数），单位是 dB。" version="" helpurl="flash.media:Microphone:noiseSuppressionLevel:get" playername=""/>
						<string name="rate" object="[flash.media.Microphone]" text=".rate" tiptext="麦克风捕获声音的频率，单位是 kHz。" version="" helpurl="flash.media:Microphone:rate:get" playername=""/>
						<string name="silenceLevel" object="[flash.media.Microphone]" text=".silenceLevel" tiptext="激活麦克风并调度 activity 事件所需的音量。" version="" helpurl="flash.media:Microphone:silenceLevel:get" playername=""/>
						<string name="silenceTimeout" object="[flash.media.Microphone]" text=".silenceTimeout" tiptext="麦克风停止检测声音的时间和调度 activity 事件的时间之间相差的毫秒数。" version="" helpurl="flash.media:Microphone:silenceTimeout:get" playername=""/>
						<string name="soundTransform" object="[flash.media.Microphone]" text=".soundTransform" tiptext="在此麦克风对象处于环回模式时，控制它的声音。" version="" helpurl="flash.media:Microphone:soundTransform:get" playername=""/>
						<string name="useEchoSuppression" object="[flash.media.Microphone]" text=".useEchoSuppression" tiptext="若启用了回音抑制，则设置为 true；否则为 false。" version="" helpurl="flash.media:Microphone:useEchoSuppression:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Microphone 类的事件" helpurl="flash.media:Microphone">
						<string name="status" object="[flash.media.Microphone]" text=".addEventListener(%类型:String=StatusEvent.STATUS{StatusEvent.STATUS,SampleDataEvent.SAMPLE_DATA,ActivityEvent.ACTIVITY},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在麦克风报告其状态时调度。" version="" helpurl="flash.media:Microphone_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="sampleData" object="[flash.media.Microphone]" text=".addEventListener(%类型:String=SampleDataEvent.SAMPLE_DATA{StatusEvent.STATUS,SampleDataEvent.SAMPLE_DATA,ActivityEvent.ACTIVITY},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在麦克风的声音数据包含在缓冲器中时调度。" version="" helpurl="flash.media:Microphone_flash.events.SampleDataEvent.SAMPLE_DATA_sampleData" playername=""/>
						<string name="activity" object="[flash.media.Microphone]" text=".addEventListener(%类型:String=ActivityEvent.ACTIVITY{StatusEvent.STATUS,SampleDataEvent.SAMPLE_DATA,ActivityEvent.ACTIVITY},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当麦克风开始或由于检测到静默而终止录制时进行调度。" version="" helpurl="flash.media:Microphone_flash.events.ActivityEvent.ACTIVITY_activity" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.media 包的方法" helpurl="flash.media">
					<string name="scanHardware" text="scanHardware(%%):void" tiptext="强制重新扫描系统中的麦克风和摄像头。" version="1.0" helpurl="flash.media:scanHardware" playername=""/>
				</folder>
				<folder name="Sound" id="[flash.media.Sound]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Sound 类允许您在应用程序中使用声音。" helpurl="flash.media:Sound">
					<folder name="方法" id="Methods" tiptext="Sound 类的方法" helpurl="flash.media:Sound">
						<string name="Sound" object="[flash.media.Sound]" text="new Sound(%[流:flash.net:URLRequest=null,上下文:flash.media:SoundLoaderContext=null]%)" constructor="true" tiptext="创建一个新的 Sound 对象。" version="4" helpurl="flash.media:Sound:Sound" playername=""/>
						<string name="close" object="[flash.media.Sound]" text=".close(%%):void" tiptext="关闭该流，从而停止所有数据的下载。" version="4" helpurl="flash.media:Sound:close" playername=""/>
						<string name="extract" object="[flash.media.Sound]" text=".extract(%目标:flash.utils:ByteArray,长度:Number[,起始位置:Number=-1]%):Number" tiptext="从 Sound 对象提取原始声音数据。" version="1.5" helpurl="flash.media:Sound:extract" playername=""/>
						<string name="load" object="[flash.media.Sound]" text=".load(%流:flash.net:URLRequest[,上下文:flash.media:SoundLoaderContext=null]%):void" tiptext="启动从指定 URL 加载外部 MP3 文件的过程。" version="4" helpurl="flash.media:Sound:load" playername=""/>
						<string name="play" object="[flash.media.Sound]" text=".play(%[起始时间:Number=0,循环:int=0,声音转换:flash.media:SoundTransform=null]%):flash.media:SoundChannel" tiptext="生成一个新的 SoundChannel 对象来回放该声音。" version="4" helpurl="flash.media:Sound:play" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Sound 类的属性" helpurl="flash.media:Sound">
						<string name="bytesLoaded" object="[flash.media.Sound]" text=".bytesLoaded" tiptext="返回此声音对象中当前可用的字节数。" version="" helpurl="flash.media:Sound:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.media.Sound]" text=".bytesTotal" tiptext="返回此声音对象中总的字节数。" version="" helpurl="flash.media:Sound:bytesTotal:get" playername=""/>
						<string name="id3" object="[flash.media.Sound]" text=".id3" tiptext="提供对作为 MP3 文件一部分的元数据的访问。" version="" helpurl="flash.media:Sound:id3:get" playername=""/>
						<string name="isBuffering" object="[flash.media.Sound]" text=".isBuffering" tiptext="返回外部 MP3 文件的缓冲状态。" version="" helpurl="flash.media:Sound:isBuffering:get" playername=""/>
						<string name="isURLInaccessible" object="[flash.media.Sound]" text=".isURLInaccessible" tiptext="指示 Sound.url 属性是否已截断。" version="" helpurl="flash.media:Sound:isURLInaccessible:get" playername=""/>
						<string name="length" object="[flash.media.Sound]" text=".length" tiptext="当前声音的长度(以毫秒为单位)。" version="" helpurl="flash.media:Sound:length:get" playername=""/>
						<string name="url" object="[flash.media.Sound]" text=".url" tiptext="从中加载此声音的 URL。" version="" helpurl="flash.media:Sound:url:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Sound 类的事件" helpurl="flash.media:Sound">
						<string name="progress" object="[flash.media.Sound]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载操作进行过程中接收到数据时调度。" version="" helpurl="flash.media:Sound_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.media.Sound]" text=".addEventListener(%类型:String=Event.OPEN{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载操作开始时调度。" version="" helpurl="flash.media:Sound_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.media.Sound]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入/输出错误并由此导致加载操作失败时调度。" version="" helpurl="flash.media:Sound_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="id3" object="[flash.media.Sound]" text=".addEventListener(%类型:String=Event.ID3{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在存在可用于 MP3 声音的 ID3 数据时由 Sound 对象调度。" version="" helpurl="flash.media:Sound_flash.events.Event.ID3_id3" playername=""/>
						<string name="complete" object="[flash.media.Sound]" text=".addEventListener(%类型:String=Event.COMPLETE{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="成功加载数据后调度。" version="" helpurl="flash.media:Sound_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="sampleData" object="[flash.media.Sound]" text=".addEventListener(%类型:String=SampleDataEvent.SAMPLE_DATA{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.ID3,Event.COMPLETE,SampleDataEvent.SAMPLE_DATA},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在运行时请求新的音频数据时调度。" version="" helpurl="flash.media:Sound_flash.events.SampleDataEvent.SAMPLE_DATA_sampleData" playername=""/>
					</folder>
				</folder>
				<folder name="SoundChannel" id="[flash.media.SoundChannel]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SoundChannel 类控制应用程序中的声音。" helpurl="flash.media:SoundChannel">
					<folder name="方法" id="Methods" tiptext="SoundChannel 类的方法" helpurl="flash.media:SoundChannel">
						<string name="stop" object="[flash.media.SoundChannel]" text=".stop(%%):void" tiptext="停止在该声道中播放声音。" version="4" helpurl="flash.media:SoundChannel:stop" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SoundChannel 类的属性" helpurl="flash.media:SoundChannel">
						<string name="leftPeak" object="[flash.media.SoundChannel]" text=".leftPeak" tiptext="左声道的当前幅度(音量)，范围从 0(静音)至 1(最大幅度)。" version="" helpurl="flash.media:SoundChannel:leftPeak:get" playername=""/>
						<string name="position" object="[flash.media.SoundChannel]" text=".position" tiptext="播放声音时，位置属性指示当前正在声音文件中播放的点（以毫秒为单位）。" version="" helpurl="flash.media:SoundChannel:position:get" playername=""/>
						<string name="rightPeak" object="[flash.media.SoundChannel]" text=".rightPeak" tiptext="右声道的当前幅度(音量)，范围从 0(静音)至 1(最大幅度)。" version="" helpurl="flash.media:SoundChannel:rightPeak:get" playername=""/>
						<string name="soundTransform" object="[flash.media.SoundChannel]" text=".soundTransform" tiptext="分配给该声道的 SoundTransform 对象。" version="" helpurl="flash.media:SoundChannel:soundTransform:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SoundChannel 类的事件" helpurl="flash.media:SoundChannel">
						<string name="soundComplete" object="[flash.media.SoundChannel]" text=".addEventListener(%类型:String=Event.SOUND_COMPLETE{Event.SOUND_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在声音完成播放后调度。" version="" helpurl="flash.media:SoundChannel_flash.events.Event.SOUND_COMPLETE_soundComplete" playername=""/>
					</folder>
				</folder>
				<folder name="SoundCodec" id="[flash.media.SoundCodec]" sort="true" index="true" asAncestors="Object" tiptext="SoundCodec 类是在设置 Microphone 类的 codec 属性时使用的常数值的枚举。" helpurl="flash.media:SoundCodec">
					<folder name="属性" id="Properties" tiptext="SoundCodec 类的属性" helpurl="flash.media:SoundCodec">
						<string name="NELLYMOSER" object="[flash.media.SoundCodec]" text="SoundCodec.NELLYMOSER" constant="true" tiptext="指定在音频压缩处理中使用 Nellymoser 编解码器。" version="" helpurl="flash.media:SoundCodec:NELLYMOSER" playername=""/>
						<string name="SPEEX" object="[flash.media.SoundCodec]" text="SoundCodec.SPEEX" constant="true" tiptext="指定在音频压缩处理中使用 Speex 编解码器。" version="" helpurl="flash.media:SoundCodec:SPEEX" playername=""/>
					</folder>
				</folder>
				<folder name="SoundLoaderContext" id="[flash.media.SoundLoaderContext]" sort="true" index="true" asAncestors="Object" tiptext="SoundLoaderContext 类为加载声音的文件提供安全检查。" helpurl="flash.media:SoundLoaderContext">
					<folder name="方法" id="Methods" tiptext="SoundLoaderContext 类的方法" helpurl="flash.media:SoundLoaderContext">
						<string name="SoundLoaderContext" object="[flash.media.SoundLoaderContext]" text="new SoundLoaderContext(%[缓冲时间:Number=1000,检查策略文件:Boolean=false]%)" constructor="true" tiptext="创建新的声音加载器上下文对象。" version="4" helpurl="flash.media:SoundLoaderContext:SoundLoaderContext" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SoundLoaderContext 类的属性" helpurl="flash.media:SoundLoaderContext">
						<string name="bufferTime" object="[flash.media.SoundLoaderContext]" text=".bufferTime" tiptext="在开始传输声音流之前，将其预加载到缓冲区中所使用的时间（以毫秒为单位）。" version="" helpurl="flash.media:SoundLoaderContext:bufferTime" playername=""/>
						<string name="checkPolicyFile" object="[flash.media.SoundLoaderContext]" text=".checkPolicyFile" tiptext="指定应用程序是否应在开始加载声音之前，尝试从所加载声音的服务器下载 URL 策略文件。" version="" helpurl="flash.media:SoundLoaderContext:checkPolicyFile" playername=""/>
					</folder>
				</folder>
				<folder name="SoundMixer" id="[flash.media.SoundMixer]" sort="true" index="true" asAncestors="Object" tiptext="SoundMixer 类包含应用程序中全局声音控件的静态属性和方法。" helpurl="flash.media:SoundMixer">
					<folder name="方法" id="Methods" tiptext="SoundMixer 类的方法" helpurl="flash.media:SoundMixer">
						<string name="areSoundsInaccessible" object="[flash.media.SoundMixer]" text="SoundMixer.areSoundsInaccessible(%%):Boolean" static="true" tiptext="确定是否因安全限制而无法访问任何声音。" version="9" helpurl="flash.media:SoundMixer:areSoundsInaccessible" playername=""/>
						<string name="computeSpectrum" object="[flash.media.SoundMixer]" text="SoundMixer.computeSpectrum(%输出数组:flash.utils:ByteArray[,FFT 模式:Boolean=false,伸展因子:int=0]%):void" static="true" tiptext="获取当前声音波形的快照，并将其放在指定的 ByteArray 对象中。" version="9" helpurl="flash.media:SoundMixer:computeSpectrum" playername=""/>
						<string name="stopAll" object="[flash.media.SoundMixer]" text="SoundMixer.stopAll(%%):void" static="true" tiptext="停止当前正在播放的所有声音。" version="4" helpurl="flash.media:SoundMixer:stopAll" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SoundMixer 类的属性" helpurl="flash.media:SoundMixer">
						<string name="bufferTime" object="[flash.media.SoundMixer]" text=".bufferTime" tiptext="在开始传输嵌入的声音流之前，将其预加载到缓冲区中所用的秒数。" version="" helpurl="flash.media:SoundMixer:bufferTime:get" playername=""/>
						<string name="soundTransform" object="[flash.media.SoundMixer]" text=".soundTransform" tiptext="控制全局声音属性的 SoundTransform 对象。" version="" helpurl="flash.media:SoundMixer:soundTransform:get" playername=""/>
					</folder>
				</folder>
				<folder name="SoundTransform" id="[flash.media.SoundTransform]" sort="true" index="true" asAncestors="Object" tiptext="SoundTransform 类包含音量和平移的属性。" helpurl="flash.media:SoundTransform">
					<folder name="方法" id="Methods" tiptext="SoundTransform 类的方法" helpurl="flash.media:SoundTransform">
						<string name="SoundTransform" object="[flash.media.SoundTransform]" text="new SoundTransform(%[音量:Number=1,平移:Number=0]%)" constructor="true" tiptext="创建 SoundTransform 对象。" version="4" helpurl="flash.media:SoundTransform:SoundTransform" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SoundTransform 类的属性" helpurl="flash.media:SoundTransform">
						<string name="leftToLeft" object="[flash.media.SoundTransform]" text=".leftToLeft" tiptext="从 0（无）至 1（全部）的值，指定了左输入在左扬声器里播放的量。" version="" helpurl="flash.media:SoundTransform:leftToLeft:get" playername=""/>
						<string name="leftToRight" object="[flash.media.SoundTransform]" text=".leftToRight" tiptext="从 0（无）至 1（全部）的值，指定了左输入在右扬声器里播放的量。" version="" helpurl="flash.media:SoundTransform:leftToRight:get" playername=""/>
						<string name="pan" object="[flash.media.SoundTransform]" text=".pan" tiptext="声音从左到右的平移，范围从 -1（左侧最大平移）至 1（右侧最大平移）。" version="" helpurl="flash.media:SoundTransform:pan:get" playername=""/>
						<string name="rightToLeft" object="[flash.media.SoundTransform]" text=".rightToLeft" tiptext="从 0（无）至 1（全部）的值，指定了右输入在左扬声器里播放的量。" version="" helpurl="flash.media:SoundTransform:rightToLeft:get" playername=""/>
						<string name="rightToRight" object="[flash.media.SoundTransform]" text=".rightToRight" tiptext="从 0（无）至 1（全部）的值，指定了右输入在右扬声器里播放的量。" version="" helpurl="flash.media:SoundTransform:rightToRight:get" playername=""/>
						<string name="volume" object="[flash.media.SoundTransform]" text=".volume" tiptext="音量范围从 0（静音）至 1（最大音量）。" version="" helpurl="flash.media:SoundTransform:volume:get" playername=""/>
					</folder>
				</folder>
				<folder name="StageVideo" id="[flash.media.StageVideo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="StageVideo 对象使用设备的硬件加速功能（如果可用）在应用程序中显示实时视频或录制视频。" helpurl="flash.media:StageVideo">
					<folder name="方法" id="Methods" tiptext="StageVideo 类的方法" helpurl="flash.media:StageVideo">
						<string name="attachNetStream" object="[flash.media.StageVideo]" text=".attachNetStream(%网络流:flash.net:NetStream%):void" tiptext="指定要在应用程序中 StageVideo 对象的边界内显示的视频流。" version="10.2" helpurl="flash.media:StageVideo:attachNetStream" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StageVideo 类的属性" helpurl="flash.media:StageVideo">
						<string name="colorSpaces" object="[flash.media.StageVideo]" text=".colorSpaces" tiptext="返回此视频表面可用的颜色空间名称。" version="" helpurl="flash.media:StageVideo:colorSpaces:get" playername=""/>
						<string name="depth" object="[flash.media.StageVideo]" text=".depth" tiptext="" version="" helpurl="flash.media:StageVideo:depth:get" playername=""/>
						<string name="pan" object="[flash.media.StageVideo]" text=".pan" tiptext="" version="" helpurl="flash.media:StageVideo:pan:get" playername=""/>
						<string name="videoHeight" object="[flash.media.StageVideo]" text=".videoHeight" tiptext="一个整数，以像素为单位指定视频流的高度。" version="" helpurl="flash.media:StageVideo:videoHeight:get" playername=""/>
						<string name="videoWidth" object="[flash.media.StageVideo]" text=".videoWidth" tiptext="一个整数，以像素为单位指定视频流的宽度。" version="" helpurl="flash.media:StageVideo:videoWidth:get" playername=""/>
						<string name="viewPort" object="[flash.media.StageVideo]" text=".viewPort" tiptext="以像素计算的视频表面绝对位置和大小。" version="" helpurl="flash.media:StageVideo:viewPort:get" playername=""/>
						<string name="zoom" object="[flash.media.StageVideo]" text=".zoom" tiptext="" version="" helpurl="flash.media:StageVideo:zoom:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="StageVideo 类的事件" helpurl="flash.media:StageVideo">
						<string name="renderState" object="[flash.media.StageVideo]" text=".addEventListener(%类型:String=StageVideoEvent.RENDER_STATE{StageVideoEvent.RENDER_STATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 StageVideo 对象的渲染状态改变时由 StageVideo 对象调度。" version="" helpurl="flash.media:StageVideo_flash.events.StageVideoEvent.RENDER_STATE_renderState" playername=""/>
					</folder>
				</folder>
				<folder name="StageVideoAvailability" id="[flash.media.StageVideoAvailability]" sort="true" index="true" asAncestors="Object" tiptext="此类定义指示当前设备是否支持舞台视频的枚举。" helpurl="flash.media:StageVideoAvailability">
					<folder name="属性" id="Properties" tiptext="StageVideoAvailability 类的属性" helpurl="flash.media:StageVideoAvailability">
						<string name="AVAILABLE" object="[flash.media.StageVideoAvailability]" text="StageVideoAvailability.AVAILABLE" constant="true" tiptext="此设备支持舞台视频。" version="" helpurl="flash.media:StageVideoAvailability:AVAILABLE" playername=""/>
						<string name="UNAVAILABLE" object="[flash.media.StageVideoAvailability]" text="StageVideoAvailability.UNAVAILABLE" constant="true" tiptext="此设备不支持舞台视频。" version="" helpurl="flash.media:StageVideoAvailability:UNAVAILABLE" playername=""/>
					</folder>
				</folder>
				<folder name="StageWebView" id="[flash.media.StageWebView]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="StageWebView 类在舞台视口中显示 HTML 内容。" helpurl="flash.media:StageWebView">
					<folder name="方法" id="Methods" tiptext="StageWebView 类的方法" helpurl="flash.media:StageWebView">
						<string name="StageWebView" object="[flash.media.StageWebView]" text="new StageWebView(%%)" constructor="true" tiptext="创建一个 StageWebView 对象。" version="2.5" helpurl="flash.media:StageWebView:StageWebView" playername="AIR"/>
						<string name="assignFocus" object="[flash.media.StageWebView]" text=".assignFocus(%[方向:String=none]%):void" tiptext="将焦点赋予此 StageWebView 对象内的内容。" version="2.5" helpurl="flash.media:StageWebView:assignFocus" playername="AIR"/>
						<string name="dispose" object="[flash.media.StageWebView]" text=".dispose(%%):void" tiptext="此 StageWebView 对象的处理。" version="2.5" helpurl="flash.media:StageWebView:dispose" playername="AIR"/>
						<string name="drawViewPortToBitmapData" object="[flash.media.StageWebView]" text=".drawViewPortToBitmapData(%位图:flash.display:BitmapData%):void" tiptext="将 StageWebView 的视口画成位图。" version="2.6" helpurl="flash.media:StageWebView:drawViewPortToBitmapData" playername="AIR"/>
						<string name="historyBack" object="[flash.media.StageWebView]" text=".historyBack(%%):void" tiptext="在浏览历史记录中导航到上一个页面。" version="2.5" helpurl="flash.media:StageWebView:historyBack" playername="AIR"/>
						<string name="historyForward" object="[flash.media.StageWebView]" text=".historyForward(%%):void" tiptext="在浏览历史记录中导航到下一个页面。" version="2.5" helpurl="flash.media:StageWebView:historyForward" playername="AIR"/>
						<string name="loadString" object="[flash.media.StageWebView]" text=".loadString(%文本:String[,MIME 类型:String=text/html]%):void" tiptext="加载并显示指定的 HTML 字符串。" version="2.5" helpurl="flash.media:StageWebView:loadString" playername="AIR"/>
						<string name="loadURL" object="[flash.media.StageWebView]" text=".loadURL(%url:String%):void" tiptext="在指定的 URL 加载页面。" version="2.5" helpurl="flash.media:StageWebView:loadURL" playername="AIR"/>
						<string name="reload" object="[flash.media.StageWebView]" text=".reload(%%):void" tiptext="重新载入当前页面。" version="2.5" helpurl="flash.media:StageWebView:reload" playername="AIR"/>
						<string name="stop" object="[flash.media.StageWebView]" text=".stop(%%):void" tiptext="暂停当前加载操作。" version="2.5" helpurl="flash.media:StageWebView:stop" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StageWebView 类的属性" helpurl="flash.media:StageWebView">
						<string name="isHistoryBackEnabled" object="[flash.media.StageWebView]" text=".isHistoryBackEnabled" tiptext="报告在浏览历史记录中是否有上一个页面。" version="" helpurl="flash.media:StageWebView:isHistoryBackEnabled:get" playername="AIR"/>
						<string name="isHistoryForwardEnabled" object="[flash.media.StageWebView]" text=".isHistoryForwardEnabled" tiptext="报告在浏览历史记录中是否有下一个页面。" version="" helpurl="flash.media:StageWebView:isHistoryForwardEnabled:get" playername="AIR"/>
						<string name="isSupported" object="[flash.media.StageWebView]" text=".isSupported" tiptext="报告当前设备是否支持 StageWebView 类。" version="" helpurl="flash.media:StageWebView:isSupported:get" playername="AIR"/>
						<string name="location" object="[flash.media.StageWebView]" text=".location" tiptext="当前位置的 URL。" version="" helpurl="flash.media:StageWebView:location:get" playername="AIR"/>
						<string name="stage" object="[flash.media.StageWebView]" text=".stage" tiptext="显示此 StageWebView 对象的舞台。" version="" helpurl="flash.media:StageWebView:stage:get" playername="AIR"/>
						<string name="title" object="[flash.media.StageWebView]" text=".title" tiptext="HTML 标题值。" version="" helpurl="flash.media:StageWebView:title:get" playername="AIR"/>
						<string name="viewPort" object="[flash.media.StageWebView]" text=".viewPort" tiptext="舞台上显示 StageWebView 对象的区域。" version="" helpurl="flash.media:StageWebView:viewPort:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="StageWebView 类的事件" helpurl="flash.media:StageWebView">
						<string name="focusOut" object="[flash.media.StageWebView]" text=".addEventListener(%类型:String=FocusEvent.{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 StageWebView 放弃焦点时进行调度。" version="" helpurl="flash.media:StageWebView__focusOut" playername="AIR"/>
						<string name="focusIn" object="[flash.media.StageWebView]" text=".addEventListener(%类型:String=FocusEvent.{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当此 StageWebView 对象接收焦点时进行调度。" version="" helpurl="flash.media:StageWebView__focusIn" playername="AIR"/>
						<string name="error" object="[flash.media.StageWebView]" text=".addEventListener(%类型:String=ErrorEvent.{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示已出错。" version="" helpurl="flash.media:StageWebView__error" playername="AIR"/>
						<string name="complete" object="[flash.media.StageWebView]" text=".addEventListener(%类型:String=Event.COMPLETE{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 loadString() 或 loadURL() 方法上次请求的加载操作已完成。" version="" helpurl="flash.media:StageWebView_flash.events.Event.COMPLETE_complete" playername="AIR"/>
						<string name="locationChanging" object="[flash.media.StageWebView]" text=".addEventListener(%类型:String=LocationChangeEvent.LOCATION_CHANGING{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示 StageWebView 对象的 location 属性将更改。" version="" helpurl="flash.media:StageWebView__locationChanging" playername="AIR"/>
						<string name="locationChange" object="[flash.media.StageWebView]" text=".addEventListener(%类型:String=LocationChangeEvent.LOCATION_CHANGE{FocusEvent.,FocusEvent.,ErrorEvent.,Event.COMPLETE,LocationChangeEvent.LOCATION_CHANGING,LocationChangeEvent.LOCATION_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="表示更改了 StageWebView 对象的 location 属性。" version="" helpurl="flash.media:StageWebView__locationChange" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Video" id="[flash.media.Video]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="Video 类可显示应用程序中的实时视频或录制视频，而无需将视频嵌入到您的 SWF 文件中。" helpurl="flash.media:Video">
					<folder name="方法" id="Methods" tiptext="Video 类的方法" helpurl="flash.media:Video">
						<string name="Video" object="[flash.media.Video]" text="new Video(%[宽度:int=320,高度:int=240]%)" constructor="true" tiptext="创建新的 Video 实例。" version="9" helpurl="flash.media:Video:Video" playername=""/>
						<string name="attachCamera" object="[flash.media.Video]" text=".attachCamera(%摄像头:flash.media:Camera%):void" tiptext="指定在应用程序中 Video 对象的边界内显示来自摄像头的视频流。" version="9" helpurl="flash.media:Video:attachCamera" playername=""/>
						<string name="attachNetStream" object="[flash.media.Video]" text=".attachNetStream(%网络流:flash.net:NetStream%):void" tiptext="指定在应用程序中 Video 对象的边界内显示视频流。" version="4" helpurl="flash.media:Video:attachNetStream" playername=""/>
						<string name="clear" object="[flash.media.Video]" text=".clear(%%):void" tiptext="清除该 Video 对象（而非视频流）中当前显示的图像。" version="4" helpurl="flash.media:Video:clear" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Video 类的属性" helpurl="flash.media:Video">
						<string name="deblocking" object="[flash.media.Video]" text=".deblocking" tiptext="指示作为后处理的一部分应用于已解码视频的过滤器的类型。" version="" helpurl="flash.media:Video:deblocking:get" playername=""/>
						<string name="smoothing" object="[flash.media.Video]" text=".smoothing" tiptext="指定在缩放视频时是否应进行平滑处理(插补数据)。" version="" helpurl="flash.media:Video:smoothing:get" playername=""/>
						<string name="videoHeight" object="[flash.media.Video]" text=".videoHeight" tiptext="一个整数，以像素为单位指定视频流的高度。" version="" helpurl="flash.media:Video:videoHeight:get" playername=""/>
						<string name="videoWidth" object="[flash.media.Video]" text=".videoWidth" tiptext="一个整数，以像素为单位指定视频流的宽度。" version="" helpurl="flash.media:Video:videoWidth:get" playername=""/>
					</folder>
				</folder>
				<folder name="VideoStatus" id="[flash.media.VideoStatus]" sort="true" index="true" asAncestors="Object" tiptext="此类定义指示设备上视频支持级别的枚举。" helpurl="flash.media:VideoStatus">
					<folder name="属性" id="Properties" tiptext="VideoStatus 类的属性" helpurl="flash.media:VideoStatus">
						<string name="ACCELERATED" object="[flash.media.VideoStatus]" text="VideoStatus.ACCELERATED" constant="true" tiptext="设备支持硬件加速视频解码。" version="" helpurl="flash.media:VideoStatus:ACCELERATED" playername=""/>
						<string name="SOFTWARE" object="[flash.media.VideoStatus]" text="VideoStatus.SOFTWARE" constant="true" tiptext="设备支持软件视频解码。" version="" helpurl="flash.media:VideoStatus:SOFTWARE" playername=""/>
						<string name="UNAVAILABLE" object="[flash.media.VideoStatus]" text="VideoStatus.UNAVAILABLE" constant="true" tiptext="不支持视频。" version="" helpurl="flash.media:VideoStatus:UNAVAILABLE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.net" id="flash.net" sort="true" tiptext="flash.net 包的类" helpurl="flash.net">
				<folder name="DatagramSocket" id="[flash.net.DatagramSocket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DatagramSocket 类支持代码发送和接收通用数据报协议 (UDP) 包。" helpurl="flash.net:DatagramSocket">
					<folder name="方法" id="Methods" tiptext="DatagramSocket 类的方法" helpurl="flash.net:DatagramSocket">
						<string name="DatagramSocket" object="[flash.net.DatagramSocket]" text="new DatagramSocket(%%)" constructor="true" tiptext="创建 DatagramSocket 对象。" version="2" helpurl="flash.net:DatagramSocket:DatagramSocket" playername="AIR"/>
						<string name="bind" object="[flash.net.DatagramSocket]" text=".bind(%[本地端口:int=0,本地地址:String=0.0.0.0]%):void" tiptext="将此套接字绑定到指定的本地地址和端口。" version="2" helpurl="flash.net:DatagramSocket:bind" playername="AIR"/>
						<string name="close" object="[flash.net.DatagramSocket]" text=".close(%%):void" tiptext="关闭套接字。" version="2" helpurl="flash.net:DatagramSocket:close" playername="AIR"/>
						<string name="connect" object="[flash.net.DatagramSocket]" text=".connect(%远程地址:String,远程端口:int%):void" tiptext="将此套接字连接到指定的远程地址和端口。" version="2" helpurl="flash.net:DatagramSocket:connect" playername="AIR"/>
						<string name="receive" object="[flash.net.DatagramSocket]" text=".receive(%%):void" tiptext="启用此 DatagramSocket 对象可接收绑定 IP 地址和端口上的传入数据包。" version="2" helpurl="flash.net:DatagramSocket:receive" playername="AIR"/>
						<string name="send" object="[flash.net.DatagramSocket]" text=".send(%字节:flash.utils:ByteArray[,偏移量:uint=0,长度:uint=0,地址:String=null,端口:int=0]%):void" tiptext="发送包含字节的数据包，该包位于使用 UDP 的 ByteArray 中。" version="2" helpurl="flash.net:DatagramSocket:send" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DatagramSocket 类的属性" helpurl="flash.net:DatagramSocket">
						<string name="bound" object="[flash.net.DatagramSocket]" text=".bound" tiptext="指示此 socket 对象当前是否被绑定到本地地址和端口。" version="" helpurl="flash.net:DatagramSocket:bound:get" playername="AIR"/>
						<string name="connected" object="[flash.net.DatagramSocket]" text=".connected" tiptext="指示此 socket 对象当前是否被连接到远程地址和端口。" version="" helpurl="flash.net:DatagramSocket:connected:get" playername="AIR"/>
						<string name="isSupported" object="[flash.net.DatagramSocket]" text=".isSupported" tiptext="表示运行时环境是否支持 DatagramSocket 功能。" version="" helpurl="flash.net:DatagramSocket:isSupported:get" playername="AIR"/>
						<string name="localAddress" object="[flash.net.DatagramSocket]" text=".localAddress" tiptext="此套接字被绑定到的本地计算机的 IP 地址。" version="" helpurl="flash.net:DatagramSocket:localAddress:get" playername="AIR"/>
						<string name="localPort" object="[flash.net.DatagramSocket]" text=".localPort" tiptext="此套接字被绑定到的本地计算机的端口。" version="" helpurl="flash.net:DatagramSocket:localPort:get" playername="AIR"/>
						<string name="remoteAddress" object="[flash.net.DatagramSocket]" text=".remoteAddress" tiptext="与此套接字连接的远程计算机的 IP 地址。" version="" helpurl="flash.net:DatagramSocket:remoteAddress:get" playername="AIR"/>
						<string name="remotePort" object="[flash.net.DatagramSocket]" text=".remotePort" tiptext="与此套接字连接的远程计算机的端口。" version="" helpurl="flash.net:DatagramSocket:remotePort:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="DatagramSocket 类的事件" helpurl="flash.net:DatagramSocket">
						<string name="ioError" object="[flash.net.DatagramSocket]" text=".addEventListener(%类型:String=IOErrorEvent.IOERROR{IOErrorEvent.IOERROR,DatagramSocketDataEvent.DATA,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当此插口收到 I/O 错误时调度。" version="" helpurl="flash.net:DatagramSocket__ioError" playername="AIR"/>
						<string name="data" object="[flash.net.DatagramSocket]" text=".addEventListener(%类型:String=DatagramSocketDataEvent.DATA{IOErrorEvent.IOERROR,DatagramSocketDataEvent.DATA,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在此套接字收到数据包时调度。" version="" helpurl="flash.net:DatagramSocket_flash.events.DatagramSocketDataEvent.DATA_data" playername="AIR"/>
						<string name="close" object="[flash.net.DatagramSocket]" text=".addEventListener(%类型:String=Event.CLOSE{IOErrorEvent.IOERROR,DatagramSocketDataEvent.DATA,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当操作系统关闭此套接字时调度。" version="" helpurl="flash.net:DatagramSocket_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="FileFilter" id="[flash.net.FileFilter]" sort="true" index="true" asAncestors="Object" tiptext="FileFilter 类用于指示用户系统中的哪些文件将显示在文件浏览对话框中，此对话框在调用 FileReference.browse() 方法、FileReferenceList.browse() 方法或者调用 File、FileReference 或 FileReferenceList 对象的浏览方法时显示。" helpurl="flash.net:FileFilter">
					<folder name="方法" id="Methods" tiptext="FileFilter 类的方法" helpurl="flash.net:FileFilter">
						<string name="FileFilter" object="[flash.net.FileFilter]" text="new FileFilter(%说明:String,扩展名:String[,宏类型:String=null]%)" constructor="true" tiptext="创建一个新的 FileFilter 实例。" version="9" helpurl="flash.net:FileFilter:FileFilter" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FileFilter 类的属性" helpurl="flash.net:FileFilter">
						<string name="description" object="[flash.net.FileFilter]" text=".description" tiptext="滤镜的描述字符串。" version="" helpurl="flash.net:FileFilter:description:get" playername=""/>
						<string name="extension" object="[flash.net.FileFilter]" text=".extension" tiptext="一个文件扩展名列表。" version="" helpurl="flash.net:FileFilter:extension:get" playername=""/>
						<string name="macType" object="[flash.net.FileFilter]" text=".macType" tiptext="一个 Macintosh 文件类型列表。" version="" helpurl="flash.net:FileFilter:macType:get" playername=""/>
					</folder>
				</folder>
				<folder name="FileReference" id="[flash.net.FileReference]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="FileReference 类提供了在用户计算机和服务器之间上载和下载文件的方法。" helpurl="flash.net:FileReference">
					<folder name="方法" id="Methods" tiptext="FileReference 类的方法" helpurl="flash.net:FileReference">
						<string name="FileReference" object="[flash.net.FileReference]" text="new FileReference(%%)" constructor="true" tiptext="创建新的 FileReference 对象。" version="9" helpurl="flash.net:FileReference:FileReference" playername=""/>
						<string name="browse" object="[flash.net.FileReference]" text=".browse(%[滤镜类型:Array=null]%):Boolean" tiptext="显示一个文件浏览对话框，让用户选择要上载的文件。" version="9" helpurl="flash.net:FileReference:browse" playername=""/>
						<string name="cancel" object="[flash.net.FileReference]" text=".cancel(%%):void" tiptext="取消任何正在进行的上载和下载。" version="9" helpurl="flash.net:FileReference:cancel" playername=""/>
						<string name="download" object="[flash.net.FileReference]" text=".download(%请求:flash.net:URLRequest[,默认文件名:String=null]%):void" tiptext="打开对话框，以允许用户从远程服务器下载文件。" version="9" helpurl="flash.net:FileReference:download" playername=""/>
						<string name="load" object="[flash.net.FileReference]" text=".load(%%):void" tiptext="开始加载本地文件。" version="1.5" helpurl="flash.net:FileReference:load" playername=""/>
						<string name="save" object="[flash.net.FileReference]" text=".save(%数据:*[,默认文件名:String=null]%):void" tiptext="打开一个对话框，允许用户将文件保存到本地文件系统。" version="1.5" helpurl="flash.net:FileReference:save" playername=""/>
						<string name="uploadUnencoded" object="[flash.net.FileReference]" text=".uploadUnencoded(%请求:flash.net:URLRequest%):void" tiptext="开始将文件上载到远程服务器，而无需进行编码。" version="1.0" helpurl="flash.net:FileReference:uploadUnencoded" playername="AIR"/>
						<string name="upload" object="[flash.net.FileReference]" text=".upload(%请求:flash.net:URLRequest[,上载数据字段名称:String=Filedata,测试上载:Boolean=false]%):void" tiptext="开始将文件上载到远程服务器。" version="9" helpurl="flash.net:FileReference:upload" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FileReference 类的属性" helpurl="flash.net:FileReference">
						<string name="creationDate" object="[flash.net.FileReference]" text=".creationDate" tiptext="本地磁盘上文件的创建日期。" version="" helpurl="flash.net:FileReference:creationDate:get" playername=""/>
						<string name="creator" object="[flash.net.FileReference]" text=".creator" tiptext="文件的 Macintosh 创建者类型，此类型仅用于 Mac OS X 之前的 Mac OS 版本中。" version="" helpurl="flash.net:FileReference:creator:get" playername=""/>
						<string name="data" object="[flash.net.FileReference]" text=".data" tiptext="ByteArray 对象，表示成功调用 load() 方法后加载的文件中的数据。" version="" helpurl="flash.net:FileReference:data:get" playername=""/>
						<string name="extension" object="[flash.net.FileReference]" text=".extension" tiptext="文件扩展名。" version="" helpurl="flash.net:FileReference:extension:get" playername="AIR"/>
						<string name="modificationDate" object="[flash.net.FileReference]" text=".modificationDate" tiptext="本地磁盘上文件的上一次修改日期。" version="" helpurl="flash.net:FileReference:modificationDate:get" playername=""/>
						<string name="name" object="[flash.net.FileReference]" text=".name" tiptext="本地磁盘上的文件的名称。" version="" helpurl="flash.net:FileReference:name:get" playername=""/>
						<string name="size" object="[flash.net.FileReference]" text=".size" tiptext="本地磁盘上文件的大小(以字节为单位)。" version="" helpurl="flash.net:FileReference:size:get" playername=""/>
						<string name="type" object="[flash.net.FileReference]" text=".type" tiptext="文件类型。" version="" helpurl="flash.net:FileReference:type:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FileReference 类的事件" helpurl="flash.net:FileReference">
						<string name="uploadCompleteData" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=DataEvent.UPLOAD_COMPLETE_DATA{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="成功上载然后从服务器接收数据之后调度。" version="" helpurl="flash.net:FileReference_flash.events.DataEvent.UPLOAD_COMPLETE_DATA_uploadCompleteData" playername=""/>
						<string name="httpResponseStatus" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 upload() 或 uploadUnencoded() 方法调用尝试通过 HTTP 访问数据，并且 Adobe AIR 可以检测并返回请求的状态代码时调度。" version="" helpurl="flash.net:FileReference_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername="AIR"/>
						<string name="httpStatus" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_STATUS{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当上载失败并且存在可用来描述失败的 HTTP 状态代码时调度。" version="" helpurl="flash.net:FileReference_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="select" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=Event.SELECT{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从文件浏览对话框选择要上载或下载的文件时调度。" version="" helpurl="flash.net:FileReference_flash.events.Event.SELECT_select" playername=""/>
						<string name="securityError" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 FileReference.upload() 或 FileReference.download() 方法的调用尝试将某个文件上载到服务器，或是从调用方安全沙箱外部的服务器上下载文件时进行调度。" version="" helpurl="flash.net:FileReference_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="progress" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在文件上载或下载操作期间定期调度。" version="" helpurl="flash.net:FileReference_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=Event.OPEN{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当上载或下载操作开始时调度。" version="" helpurl="flash.net:FileReference_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当上载或下载失败时调度。" version="" helpurl="flash.net:FileReference_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="complete" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=Event.COMPLETE{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当下载操作完成或上载操作生成 HTTP 状态代码 200 时调度。" version="" helpurl="flash.net:FileReference_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="cancel" object="[flash.net.FileReference]" text=".addEventListener(%类型:String=Event.CANCEL{DataEvent.UPLOAD_COMPLETE_DATA,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,Event.SELECT,SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,Event.COMPLETE,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户通过文件浏览对话框取消文件上载或下载时调度。" version="" helpurl="flash.net:FileReference_flash.events.Event.CANCEL_cancel" playername=""/>
					</folder>
				</folder>
				<folder name="FileReferenceList" id="[flash.net.FileReferenceList]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="FileReferenceList 类提供了让用户选择一个或多个要上载的文件的方法。" helpurl="flash.net:FileReferenceList">
					<folder name="方法" id="Methods" tiptext="FileReferenceList 类的方法" helpurl="flash.net:FileReferenceList">
						<string name="FileReferenceList" object="[flash.net.FileReferenceList]" text="new FileReferenceList(%%)" constructor="true" tiptext="创建新的 FileReferenceList 对象。" version="9" helpurl="flash.net:FileReferenceList:FileReferenceList" playername=""/>
						<string name="browse" object="[flash.net.FileReferenceList]" text=".browse(%[滤镜类型:Array=null]%):Boolean" tiptext="显示一个文件浏览对话框，让用户选择要上载的本地文件。" version="9" helpurl="flash.net:FileReferenceList:browse" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FileReferenceList 类的属性" helpurl="flash.net:FileReferenceList">
						<string name="fileList" object="[flash.net.FileReferenceList]" text=".fileList" tiptext="一组 FileReference 对象。" version="" helpurl="flash.net:FileReferenceList:fileList:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="FileReferenceList 类的事件" helpurl="flash.net:FileReferenceList">
						<string name="select" object="[flash.net.FileReferenceList]" text=".addEventListener(%类型:String=Event.SELECT{Event.SELECT,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户从文件浏览对话框选择一个或多个要上载的文件时调度。" version="" helpurl="flash.net:FileReferenceList_flash.events.Event.SELECT_select" playername=""/>
						<string name="cancel" object="[flash.net.FileReferenceList]" text=".addEventListener(%类型:String=Event.CANCEL{Event.SELECT,Event.CANCEL},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户退出文件浏览对话框时调度。" version="" helpurl="flash.net:FileReferenceList_flash.events.Event.CANCEL_cancel" playername=""/>
					</folder>
				</folder>
				<folder name="GroupSpecifier" id="[flash.net.GroupSpecifier]" sort="true" index="true" asAncestors="Object" tiptext="GroupSpecifier 类用于构造可传给 NetStream 和 NetGroup 构造函数的不透明的 groupspec 字符串。" helpurl="flash.net:GroupSpecifier">
					<folder name="方法" id="Methods" tiptext="GroupSpecifier 类的方法" helpurl="flash.net:GroupSpecifier">
						<string name="GroupSpecifier" object="[flash.net.GroupSpecifier]" text="new GroupSpecifier(%名称:String%)" constructor="true" tiptext="创建一个新的 GroupSpecifier 对象。" version="2" helpurl="flash.net:GroupSpecifier:GroupSpecifier" playername=""/>
						<string name="addBootstrapPeer" object="[flash.net.GroupSpecifier]" text=".addBootstrapPeer(%对等ID:String%):void" tiptext="使关联的 NetStream 或 NetGroup 初始相邻连接到指定的 peerID。" version="2" helpurl="flash.net:GroupSpecifier:addBootstrapPeer" playername=""/>
						<string name="addIPMulticastAddress" object="[flash.net.GroupSpecifier]" text=".addIPMulticastAddress(%地址:String[,端口:*=null,源:String=null]%):void" tiptext="使关联的 NetStream 或 NetGroup 与指定的 IP 多播组连接并侦听指定的 UDP 端口。" version="2" helpurl="flash.net:GroupSpecifier:addIPMulticastAddress" playername=""/>
						<string name="authorizations" object="[flash.net.GroupSpecifier]" text=".authorizations(%%):String" tiptext="返回一个表示 IP 多播发布密码和发布密码的字符串。" version="2" helpurl="flash.net:GroupSpecifier:authorizations" playername=""/>
						<string name="encodeBootstrapPeerIDSpec" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodeBootstrapPeerIDSpec(%对等ID:String%):String" static="true" tiptext="编码并返回一个表示启动 peerID 的字符串。" version="2" helpurl="flash.net:GroupSpecifier:encodeBootstrapPeerIDSpec" playername=""/>
						<string name="encodeIPMulticastAddressSpec" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodeIPMulticastAddressSpec(%地址:String[,端口:*=null,源:String=null]%):String" static="true" tiptext="编码并返回一个表示 IP 多播套接字地址的字符串。" version="2" helpurl="flash.net:GroupSpecifier:encodeIPMulticastAddressSpec" playername=""/>
						<string name="encodePostingAuthorization" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodePostingAuthorization(%密码:String%):String" static="true" tiptext="编码并返回一个表示发布密码的字符串。" version="2" helpurl="flash.net:GroupSpecifier:encodePostingAuthorization" playername=""/>
						<string name="encodePublishAuthorization" object="[flash.net.GroupSpecifier]" text="GroupSpecifier.encodePublishAuthorization(%密码:String%):String" static="true" tiptext="编码并返回一个表示多播发布密码的字符串。" version="2" helpurl="flash.net:GroupSpecifier:encodePublishAuthorization" playername=""/>
						<string name="groupspecWithAuthorizations" object="[flash.net.GroupSpecifier]" text=".groupspecWithAuthorizations(%%):String" tiptext="返回可传递给 NetStream 和 NetGroup 构造函数的不透明的 groupspec 字符串，包括授权。" version="2" helpurl="flash.net:GroupSpecifier:groupspecWithAuthorizations" playername=""/>
						<string name="groupspecWithoutAuthorizations" object="[flash.net.GroupSpecifier]" text=".groupspecWithoutAuthorizations(%%):String" tiptext="返回可传递给 NetStream 和 NetGroup 构造函数的不透明的 groupspec 字符串，不包括授权。" version="2" helpurl="flash.net:GroupSpecifier:groupspecWithoutAuthorizations" playername=""/>
						<string name="makeUnique" object="[flash.net.GroupSpecifier]" text=".makeUnique(%%):void" tiptext="向 groupspec 中添加一个强伪随机标记，使其成为唯一。" version="2" helpurl="flash.net:GroupSpecifier:makeUnique" playername=""/>
						<string name="setPostingPassword" object="[flash.net.GroupSpecifier]" text=".setPostingPassword(%[密码:String=null,随机字符串:String=null]%):void" tiptext="指定在 NetGroup 中发布是否需要使用密码。" version="2" helpurl="flash.net:GroupSpecifier:setPostingPassword" playername=""/>
						<string name="setPublishPassword" object="[flash.net.GroupSpecifier]" text=".setPublishPassword(%[密码:String=null,随机字符串:String=null]%):void" tiptext="指定在 NetStream 中发布多播流是否需要使用密码。" version="2" helpurl="flash.net:GroupSpecifier:setPublishPassword" playername=""/>
						<string name="toString" object="[flash.net.GroupSpecifier]" text=".toString(%%):String" tiptext="与 groupspecWithAuthorizations() 方法相同。" version="2" helpurl="flash.net:GroupSpecifier:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GroupSpecifier 类的属性" helpurl="flash.net:GroupSpecifier">
						<string name="ipMulticastMemberUpdatesEnabled" object="[flash.net.GroupSpecifier]" text=".ipMulticastMemberUpdatesEnabled" tiptext="指定是否可在 IP 多播套接字上交换有关组成员身份的信息。" version="" helpurl="flash.net:GroupSpecifier:ipMulticastMemberUpdatesEnabled:get" playername=""/>
						<string name="multicastEnabled" object="[flash.net.GroupSpecifier]" text=".multicastEnabled" tiptext="指定是否为 NetGroup 启用流式处理。" version="" helpurl="flash.net:GroupSpecifier:multicastEnabled:get" playername=""/>
						<string name="objectReplicationEnabled" object="[flash.net.GroupSpecifier]" text=".objectReplicationEnabled" tiptext="指定是否为 NetGroup 启用对象复制。" version="" helpurl="flash.net:GroupSpecifier:objectReplicationEnabled:get" playername=""/>
						<string name="peerToPeerDisabled" object="[flash.net.GroupSpecifier]" text=".peerToPeerDisabled" tiptext="指定是否为 NetGroup 或 NetStream 禁用同级连接。" version="" helpurl="flash.net:GroupSpecifier:peerToPeerDisabled:get" playername=""/>
						<string name="postingEnabled" object="[flash.net.GroupSpecifier]" text=".postingEnabled" tiptext="指定是否为 NetGroup 启用发布。" version="" helpurl="flash.net:GroupSpecifier:postingEnabled:get" playername=""/>
						<string name="routingEnabled" object="[flash.net.GroupSpecifier]" text=".routingEnabled" tiptext="指定是否为 NetGroup 启用定向路由方法。" version="" helpurl="flash.net:GroupSpecifier:routingEnabled:get" playername=""/>
						<string name="serverChannelEnabled" object="[flash.net.GroupSpecifier]" text=".serverChannelEnabled" tiptext="指定 NetGroup 成员是否可打开服务器通道。" version="" helpurl="flash.net:GroupSpecifier:serverChannelEnabled:get" playername=""/>
					</folder>
				</folder>
				<folder name="IDynamicPropertyOutput" id="[flash.net.IDynamicPropertyOutput]" sort="true" index="true" tiptext="此接口控制动态对象的动态属性的序列化。" helpurl="flash.net:IDynamicPropertyOutput">
					<folder name="方法" id="Methods" tiptext="IDynamicPropertyOutput 类的方法" helpurl="flash.net:IDynamicPropertyOutput">
						<string name="writeDynamicProperty" object="[flash.net.IDynamicPropertyOutput]" text=".writeDynamicProperty(%名称:String,值:*%):void" tiptext="将动态属性添加到已序列化对象的二进制输出。" version="4" helpurl="flash.net:IDynamicPropertyOutput:writeDynamicProperty" playername=""/>
					</folder>
				</folder>
				<folder name="IDynamicPropertyWriter" id="[flash.net.IDynamicPropertyWriter]" sort="true" index="true" tiptext="此接口与 IDynamicPropertyOutput 接口一起用于控制动态对象的动态属性的序列化。" helpurl="flash.net:IDynamicPropertyWriter">
					<folder name="方法" id="Methods" tiptext="IDynamicPropertyWriter 类的方法" helpurl="flash.net:IDynamicPropertyWriter">
						<string name="writeDynamicProperties" object="[flash.net.IDynamicPropertyWriter]" text=".writeDynamicProperties(%对象:Object,输出:flash.net:IDynamicPropertyOutput%):void" tiptext="将 IDynamicPropertyOutput 对象的名称和值写入带有动态属性的对象。" version="4" helpurl="flash.net:IDynamicPropertyWriter:writeDynamicProperties" playername=""/>
					</folder>
				</folder>
				<folder name="InterfaceAddress" id="[flash.net.InterfaceAddress]" sort="true" index="true" asAncestors="Object" tiptext="InterfaceAddress 类报告网络接口地址的属性。" helpurl="flash.net:InterfaceAddress">
					<folder name="属性" id="Properties" tiptext="InterfaceAddress 类的属性" helpurl="flash.net:InterfaceAddress">
						<string name="address" object="[flash.net.InterfaceAddress]" text=".address" tiptext="Internet 协议 (IP) 地址。" version="" helpurl="flash.net:InterfaceAddress:address:get" playername="AIR"/>
						<string name="broadcast" object="[flash.net.InterfaceAddress]" text=".broadcast" tiptext="本地网络段的广播地址。" version="" helpurl="flash.net:InterfaceAddress:broadcast:get" playername="AIR"/>
						<string name="ipVersion" object="[flash.net.InterfaceAddress]" text=".ipVersion" tiptext="IP 地址类型（IPv4 或 IPv6）。" version="" helpurl="flash.net:InterfaceAddress:ipVersion:get" playername="AIR"/>
						<string name="prefixLength" object="[flash.net.InterfaceAddress]" text=".prefixLength" tiptext="此地址的前缀长度。" version="" helpurl="flash.net:InterfaceAddress:prefixLength:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IPVersion" id="[flash.net.IPVersion]" sort="true" index="true" asAncestors="Object" tiptext="IPVersion 类定义代表 IP 地址的不同系列的常量。" helpurl="flash.net:IPVersion">
					<folder name="属性" id="Properties" tiptext="IPVersion 类的属性" helpurl="flash.net:IPVersion">
						<string name="IPV4" object="[flash.net.IPVersion]" text="IPVersion.IPV4" constant="true" tiptext="Internet 协议版本 4 (IPv4) 地址。" version="" helpurl="flash.net:IPVersion:IPV4" playername="AIR"/>
						<string name="IPV6" object="[flash.net.IPVersion]" text="IPVersion.IPV6" constant="true" tiptext="Internet 协议版本 6 (IPv6) 地址。" version="" helpurl="flash.net:IPVersion:IPV6" playername="AIR"/>
					</folder>
				</folder>
				<folder name="LocalConnection" id="[flash.net.LocalConnection]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 LocalConnection 类，您可以创建 LocalConnection 对象，该对象可调用另一个 LocalConnection 对象中的方法。" helpurl="flash.net:LocalConnection">
					<folder name="方法" id="Methods" tiptext="LocalConnection 类的方法" helpurl="flash.net:LocalConnection">
						<string name="LocalConnection" object="[flash.net.LocalConnection]" text="new LocalConnection(%%)" constructor="true" tiptext="创建 LocalConnection 对象。" version="4" helpurl="flash.net:LocalConnection:LocalConnection" playername=""/>
						<string name="allowDomain" object="[flash.net.LocalConnection]" text=".allowDomain(%域:可变长度参数%):void" tiptext="指定一个或多个可以将 LocalConnection 调用发送到此 LocalConnection 实例的域。" version="4" helpurl="flash.net:LocalConnection:allowDomain" playername=""/>
						<string name="allowInsecureDomain" object="[flash.net.LocalConnection]" text=".allowInsecureDomain(%域:可变长度参数%):void" tiptext="指定一个或多个可以将 LocalConnection 调用发送到此 LocalConnection 对象的域。" version="4" helpurl="flash.net:LocalConnection:allowInsecureDomain" playername=""/>
						<string name="close" object="[flash.net.LocalConnection]" text=".close(%%):void" tiptext="关闭(断开连接)LocalConnection 对象。" version="4" helpurl="flash.net:LocalConnection:close" playername=""/>
						<string name="connect" object="[flash.net.LocalConnection]" text=".connect(%连接名称:String%):void" tiptext="准备 LocalConnection 对象以接收从 send() 命令（从发送方 LocalConnection 对象）发送的命令。" version="4" helpurl="flash.net:LocalConnection:connect" playername=""/>
						<string name="send" object="[flash.net.LocalConnection]" text=".send(%连接名称:String,方法名称:String,参数:可变长度参数%):void" tiptext="在使用 connect(connectionName) 方法打开的连接（位于接收方 LocalConnection 对象中）上调用 methodName 方法。" version="4" helpurl="flash.net:LocalConnection:send" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LocalConnection 类的属性" helpurl="flash.net:LocalConnection">
						<string name="client" object="[flash.net.LocalConnection]" text=".client" tiptext="指示在其上调用回调方法的对象。" version="" helpurl="flash.net:LocalConnection:client:get" playername=""/>
						<string name="domain" object="[flash.net.LocalConnection]" text=".domain" tiptext="一个字符串，它表示当前文件所在位置的域。" version="" helpurl="flash.net:LocalConnection:domain:get" playername=""/>
						<string name="isSupported" object="[flash.net.LocalConnection]" text=".isSupported" tiptext="如果当前平台支持 LocalConnection 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.net:LocalConnection:isSupported:get" playername=""/>
						<string name="isPerUser" object="[flash.net.LocalConnection]" text=".isPerUser" tiptext="" version="" helpurl="flash.net:LocalConnection:isPerUser:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LocalConnection 类的事件" helpurl="flash.net:LocalConnection">
						<string name="status" object="[flash.net.LocalConnection]" text=".addEventListener(%类型:String=StatusEvent.STATUS{StatusEvent.STATUS,SecurityErrorEvent.SECURITY_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 LocalConnection 对象报告其状态时调度。" version="" helpurl="flash.net:LocalConnection_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="securityError" object="[flash.net.LocalConnection]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{StatusEvent.STATUS,SecurityErrorEvent.SECURITY_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 LocalConnection.send() 的调用尝试向另一个安全沙箱发送数据时进行调度。" version="" helpurl="flash.net:LocalConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="asyncError" object="[flash.net.LocalConnection]" text=".addEventListener(%类型:String=AsyncErrorEvent.ASYNC_ERROR{StatusEvent.STATUS,SecurityErrorEvent.SECURITY_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在异步引发异常(即来自本机异步代码)时调度。" version="" helpurl="flash.net:LocalConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
					</folder>
				</folder>
				<folder name="NetConnection" id="[flash.net.NetConnection]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetConnection 类在客户端和服务器之间创建双向连接。" helpurl="flash.net:NetConnection">
					<folder name="方法" id="Methods" tiptext="NetConnection 类的方法" helpurl="flash.net:NetConnection">
						<string name="NetConnection" object="[flash.net.NetConnection]" text="new NetConnection(%%)" constructor="true" tiptext="创建 NetConnection 对象。" version="4" helpurl="flash.net:NetConnection:NetConnection" playername=""/>
						<string name="addHeader" object="[flash.net.NetConnection]" text=".addHeader(%操作:String[,必须了解:Boolean=false,参数:Object=null]%):void" tiptext="将上下文标头添加到 Action Message Format (AMF) 数据包结构。" version="4" helpurl="flash.net:NetConnection:addHeader" playername=""/>
						<string name="call" object="[flash.net.NetConnection]" text=".call(%命令:String,答复功能:flash.net:Responder,参数:可变长度参数%):void" tiptext="在 Flash Media Server 或运行 Flash Remoting 的应用程序服务器上调用一个命令或方法。" version="4" helpurl="flash.net:NetConnection:call" playername=""/>
						<string name="close" object="[flash.net.NetConnection]" text=".close(%%):void" tiptext="关闭本地打开的连接或与服务器的连接，并调度 code 属性值为 NetConnection.Connect.Closed 的 netStatus 事件。" version="4" helpurl="flash.net:NetConnection:close" playername=""/>
						<string name="connect" object="[flash.net.NetConnection]" text=".connect(%命令:String,参数:可变长度参数%):void" tiptext="创建到 Flash Media Server 上某个应用程序或到 Flash Remoting 的双向连接，或为 RTMFP 对等组通信创建双向网络端点。" version="4" helpurl="flash.net:NetConnection:connect" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetConnection 类的属性" helpurl="flash.net:NetConnection">
						<string name="client" object="[flash.net.NetConnection]" text=".client" tiptext="指示在其上调用回调方法的对象。" version="" helpurl="flash.net:NetConnection:client:get" playername=""/>
						<string name="connectedProxyType" object="[flash.net.NetConnection]" text=".connectedProxyType" tiptext="用于成功连接到 Flash Media Server 的代理类型。" version="" helpurl="flash.net:NetConnection:connectedProxyType:get" playername=""/>
						<string name="connected" object="[flash.net.NetConnection]" text=".connected" tiptext="指示应用程序是通过永久性的 RTMP 连接来连接到服务器 (true) 还是未通过永久性的 RTMP 连接连接到服务器 (false)。" version="" helpurl="flash.net:NetConnection:connected:get" playername=""/>
						<string name="defaultObjectEncoding" object="[flash.net.NetConnection]" text=".defaultObjectEncoding" tiptext="NetConnection 对象的默认对象编码。" version="" helpurl="flash.net:NetConnection:defaultObjectEncoding:get" playername=""/>
						<string name="farID" object="[flash.net.NetConnection]" text=".farID" tiptext="此 Flash Player 或 Adobe AIR 实例与之相连的 Flash Media Server 实例的标识符。" version="" helpurl="flash.net:NetConnection:farID:get" playername=""/>
						<string name="farNonce" object="[flash.net.NetConnection]" text=".farNonce" tiptext="由 Flash Media Server 实际选择的值，对此连接是唯一的。" version="" helpurl="flash.net:NetConnection:farNonce:get" playername=""/>
						<string name="httpIdleTimeout" object="[flash.net.NetConnection]" text=".httpIdleTimeout" tiptext="等待 HTTP 响应的时间（以毫秒计算）。" version="" helpurl="flash.net:NetConnection:httpIdleTimeout:get" playername=""/>
						<string name="maxPeerConnections" object="[flash.net.NetConnection]" text=".maxPeerConnections" tiptext="此 Flash Player 或 Adobe AIR 实例所允许的传入和传出同级连接的总数。" version="" helpurl="flash.net:NetConnection:maxPeerConnections:get" playername=""/>
						<string name="nearID" object="[flash.net.NetConnection]" text=".nearID" tiptext="此 NetConnection 实例的此 Flash Player 或 Adobe AIR 实例的标识符。" version="" helpurl="flash.net:NetConnection:nearID:get" playername=""/>
						<string name="nearNonce" object="[flash.net.NetConnection]" text=".nearNonce" tiptext="由此 Flash Player 或 Adobe AIR 实例实际选择的值，对此连接是唯一的。" version="" helpurl="flash.net:NetConnection:nearNonce:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.NetConnection]" text=".objectEncoding" tiptext="此 NetConnection 实例的对象编码。" version="" helpurl="flash.net:NetConnection:objectEncoding:get" playername=""/>
						<string name="protocol" object="[flash.net.NetConnection]" text=".protocol" tiptext="用于建立连接的协议。" version="" helpurl="flash.net:NetConnection:protocol:get" playername=""/>
						<string name="proxyType" object="[flash.net.NetConnection]" text=".proxyType" tiptext="确定与 Flash Media Server 的初始连接尝试失败时应尝试哪种备用方法。" version="" helpurl="flash.net:NetConnection:proxyType:get" playername=""/>
						<string name="unconnectedPeerStreams" object="[flash.net.NetConnection]" text=".unconnectedPeerStreams" tiptext="一个对象，其中包含与发布方 NetStream 对象不相关的所有同级订户 NetStream 对象。" version="" helpurl="flash.net:NetConnection:unconnectedPeerStreams:get" playername=""/>
						<string name="uri" object="[flash.net.NetConnection]" text=".uri" tiptext="传递给 NetConnection.connect() 方法的 URI。" version="" helpurl="flash.net:NetConnection:uri:get" playername=""/>
						<string name="usingTLS" object="[flash.net.NetConnection]" text=".usingTLS" tiptext="指示是否已使用本机传输层安全 (TLS) 而不是 HTTPS 建立了一个安全连接。" version="" helpurl="flash.net:NetConnection:usingTLS:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetConnection 类的事件" helpurl="flash.net:NetConnection">
						<string name="netStatus" object="[flash.net.NetConnection]" text=".addEventListener(%类型:String=NetStatusEvent.NET_STATUS{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 NetConnection 对象报告其状态或错误条件时调度。" version="" helpurl="flash.net:NetConnection_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
						<string name="securityError" object="[flash.net.NetConnection]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 NetConnection.call() 的调用尝试连接到调用方安全沙箱外部的服务器时进行调度。" version="" helpurl="flash.net:NetConnection_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.net.NetConnection]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入或输出错误并导致网络操作失败时调度。" version="" helpurl="flash.net:NetConnection_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="asyncError" object="[flash.net.NetConnection]" text=".addEventListener(%类型:String=AsyncErrorEvent.ASYNC_ERROR{NetStatusEvent.NET_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在异步引发异常(即来自本机异步代码)时调度。" version="" helpurl="flash.net:NetConnection_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroup" id="[flash.net.NetGroup]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetGroup 类的实例表示 RTMFP 组中的成员资格。" helpurl="flash.net:NetGroup">
					<folder name="方法" id="Methods" tiptext="NetGroup 类的方法" helpurl="flash.net:NetGroup">
						<string name="NetGroup" object="[flash.net.NetGroup]" text="new NetGroup(%连接:flash.net:NetConnection,组规格:String%)" constructor="true" tiptext="在指定的 NetConnection 对象上构造一个 NetGroup 并将其加入到指定的组。" version="2" helpurl="flash.net:NetGroup:NetGroup" playername=""/>
						<string name="addHaveObjects" object="[flash.net.NetGroup]" text=".addHaveObjects(%起始索引:Number,结束索引:Number%):void" tiptext="将对象添加到对象集，此节点将对象集作为要完成其请求的对象向邻居播发。" version="2" helpurl="flash.net:NetGroup:addHaveObjects" playername=""/>
						<string name="addMemberHint" object="[flash.net.NetGroup]" text=".addMemberHint(%对等ID:String%):Boolean" tiptext="手动添加一个记录以指定 peerID 为组成员，但不必立即连接。" version="2" helpurl="flash.net:NetGroup:addMemberHint" playername=""/>
						<string name="addNeighbor" object="[flash.net.NetGroup]" text=".addNeighbor(%对等ID:String%):Boolean" tiptext="通过立即直接连接到指定的 peerID 来手动添加一个邻点。" version="2" helpurl="flash.net:NetGroup:addNeighbor" playername=""/>
						<string name="addWantObjects" object="[flash.net.NetGroup]" text=".addWantObjects(%起始索引:Number,结束索引:Number%):void" tiptext="将对象添加到要检索的对象集。" version="2" helpurl="flash.net:NetGroup:addWantObjects" playername=""/>
						<string name="close" object="[flash.net.NetGroup]" text=".close(%%):void" tiptext="断开与组的连接，然后关闭此 NetGroup。" version="2" helpurl="flash.net:NetGroup:close" playername=""/>
						<string name="convertPeerIDToGroupAddress" object="[flash.net.NetGroup]" text=".convertPeerIDToGroupAddress(%对等ID:String%):String" tiptext="将 peerID 转换为适用于与 sendToNearest() 方法配合使用的组地址。" version="2" helpurl="flash.net:NetGroup:convertPeerIDToGroupAddress" playername=""/>
						<string name="denyRequestedObject" object="[flash.net.NetGroup]" text=".denyRequestedObject(%请求ID:int%):void" tiptext="拒绝之前发布的对象请求。" version="2" helpurl="flash.net:NetGroup:denyRequestedObject" playername=""/>
						<string name="post" object="[flash.net.NetGroup]" text=".post(%消息:Object%):String" tiptext="将消息发送给组中的所有成员。" version="2" helpurl="flash.net:NetGroup:post" playername=""/>
						<string name="removeHaveObjects" object="[flash.net.NetGroup]" text=".removeHaveObjects(%起始索引:Number,结束索引:Number%):void" tiptext="将对象从对象集中删除，此节点将对象集作为其完成请求的对象播发到邻居。" version="2" helpurl="flash.net:NetGroup:removeHaveObjects" playername=""/>
						<string name="removeWantObjects" object="[flash.net.NetGroup]" text=".removeWantObjects(%起始索引:Number,结束索引:Number%):void" tiptext="从要检索的对象集中删除对象。" version="2" helpurl="flash.net:NetGroup:removeWantObjects" playername=""/>
						<string name="sendToAllNeighbors" object="[flash.net.NetGroup]" text=".sendToAllNeighbors(%消息:Object%):String" tiptext="将消息发送给所有邻点。" version="2" helpurl="flash.net:NetGroup:sendToAllNeighbors" playername=""/>
						<string name="sendToNearest" object="[flash.net.NetGroup]" text=".sendToNearest(%消息:Object,组地址:String%):String" tiptext="将消息发送给最接近指定的组地址的邻点（或本地节点）。" version="2" helpurl="flash.net:NetGroup:sendToNearest" playername=""/>
						<string name="sendToNeighbor" object="[flash.net.NetGroup]" text=".sendToNeighbor(%消息:Object,发送模式:String%):String" tiptext="将消息发送给由 sendMode 参数指定的邻点。" version="2" helpurl="flash.net:NetGroup:sendToNeighbor" playername=""/>
						<string name="writeRequestedObject" object="[flash.net.NetGroup]" text=".writeRequestedObject(%请求ID:int,对象:Object%):void" tiptext="满足之前发布的对象的请求。" version="2" helpurl="flash.net:NetGroup:writeRequestedObject" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetGroup 类的属性" helpurl="flash.net:NetGroup">
						<string name="estimatedMemberCount" object="[flash.net.NetGroup]" text=".estimatedMemberCount" tiptext="根据本地邻点的密度并假设组地址均匀分布，指定估计的组成员数。" version="" helpurl="flash.net:NetGroup:estimatedMemberCount:get" playername=""/>
						<string name="info" object="[flash.net.NetGroup]" text=".info" tiptext="返回 NetGroupInfo 对象，其属性提供有关此 NetGroup 的 RTMFP 同级数据传输的服务质量统计数据。" version="" helpurl="flash.net:NetGroup:info:get" playername=""/>
						<string name="localCoverageFrom" object="[flash.net.NetGroup]" text=".localCoverageFrom" tiptext="指定组地址的起始范围，其中此节点是&quot;最近&quot;且可靠的。" version="" helpurl="flash.net:NetGroup:localCoverageFrom:get" playername=""/>
						<string name="localCoverageTo" object="[flash.net.NetGroup]" text=".localCoverageTo" tiptext="指定组地址的结束范围，其中此节点是&quot;最近&quot;的且为负责的。" version="" helpurl="flash.net:NetGroup:localCoverageTo:get" playername=""/>
						<string name="neighborCount" object="[flash.net.NetGroup]" text=".neighborCount" tiptext="指定与此节点直接连接的组成员数。" version="" helpurl="flash.net:NetGroup:neighborCount:get" playername=""/>
						<string name="receiveMode" object="[flash.net.NetGroup]" text=".receiveMode" tiptext="将此节点的传送接收模式指定为 NetGroupReceiveMode enum 类中的一个值。" version="" helpurl="flash.net:NetGroup:receiveMode:get" playername=""/>
						<string name="replicationStrategy" object="[flash.net.NetGroup]" text=".replicationStrategy" tiptext="指定对象复制获取策略。" version="" helpurl="flash.net:NetGroup:replicationStrategy:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetGroup 类的事件" helpurl="flash.net:NetGroup">
						<string name="netStatus" object="[flash.net.NetGroup]" text=".addEventListener(%类型:String=NetStatusEvent.NET_STATUS{NetStatusEvent.NET_STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 NetGroup 对象报告其状态或错误条件时调度。" version="" helpurl="flash.net:NetGroup_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupInfo" id="[flash.net.NetGroupInfo]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupInfo 类指定各种与 NetGroup 对象的基础 RTMFP 对等数据传输相关的服务质量 (QoS) 统计数据。" helpurl="flash.net:NetGroupInfo">
					<folder name="方法" id="Methods" tiptext="NetGroupInfo 类的方法" helpurl="flash.net:NetGroupInfo">
						<string name="toString" object="[flash.net.NetGroupInfo]" text=".toString(%%):String" tiptext="返回列出此 NetGroupInfo 对象属性的文本值。" version="2" helpurl="flash.net:NetGroupInfo:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetGroupInfo 类的属性" helpurl="flash.net:NetGroupInfo">
						<string name="objectReplicationReceiveBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".objectReplicationReceiveBytesPerSecond" tiptext="指定本地节点通过对象复制系统从同级节点接收对象的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:objectReplicationReceiveBytesPerSecond:get" playername=""/>
						<string name="objectReplicationSendBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".objectReplicationSendBytesPerSecond" tiptext="指定通过对象复制系统，将对象从本地节点复制到其同级节点的速率，以字节每秒为单位。" version="" helpurl="flash.net:NetGroupInfo:objectReplicationSendBytesPerSecond:get" playername=""/>
						<string name="postingReceiveControlBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingReceiveControlBytesPerSecond" tiptext="指定本地节点从同级节点接收发布的控制开销消息的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:postingReceiveControlBytesPerSecond:get" playername=""/>
						<string name="postingReceiveDataBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingReceiveDataBytesPerSecond" tiptext="指定本地节点从同级节点接收发布的数据的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:postingReceiveDataBytesPerSecond:get" playername=""/>
						<string name="postingSendControlBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingSendControlBytesPerSecond" tiptext="指定本地节点将发布的控制开销消息发送到同级节点的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:postingSendControlBytesPerSecond:get" playername=""/>
						<string name="postingSendDataBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".postingSendDataBytesPerSecond" tiptext="指定本地节点将发布的数据发送到同级节点的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:postingSendDataBytesPerSecond:get" playername=""/>
						<string name="routingReceiveBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".routingReceiveBytesPerSecond" tiptext="指定本地节点从同级接收定向路由消息所使用的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:routingReceiveBytesPerSecond:get" playername=""/>
						<string name="routingSendBytesPerSecond" object="[flash.net.NetGroupInfo]" text=".routingSendBytesPerSecond" tiptext="指定本地节点向同级发送定向路由消息所使用的速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetGroupInfo:routingSendBytesPerSecond:get" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupReceiveMode" id="[flash.net.NetGroupReceiveMode]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupReceiveMode 类是常量值的枚举，该常量值用于 NetGroup 类的 receiveMode 属性。" helpurl="flash.net:NetGroupReceiveMode">
					<folder name="属性" id="Properties" tiptext="NetGroupReceiveMode 类的属性" helpurl="flash.net:NetGroupReceiveMode">
						<string name="EXACT" object="[flash.net.NetGroupReceiveMode]" text="NetGroupReceiveMode.EXACT" constant="true" tiptext="指定此节点仅当邻点使用的地址与此节点的地址完全匹配时才接受来自邻点的本地消息。" version="" helpurl="flash.net:NetGroupReceiveMode:EXACT" playername=""/>
						<string name="NEAREST" object="[flash.net.NetGroupReceiveMode]" text="NetGroupReceiveMode.NEAREST" constant="true" tiptext="指定此节点接受来自邻点的本地消息，该邻点将消息发送到与此节点的地址不完全匹配的组地址。" version="" helpurl="flash.net:NetGroupReceiveMode:NEAREST" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupReplicationStrategy" id="[flash.net.NetGroupReplicationStrategy]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupReplicationStrategy 类是在设置 NetGroup 类的 replicationStrategy 属性时使用的常量值的枚举。" helpurl="flash.net:NetGroupReplicationStrategy">
					<folder name="属性" id="Properties" tiptext="NetGroupReplicationStrategy 类的属性" helpurl="flash.net:NetGroupReplicationStrategy">
						<string name="LOWEST_FIRST" object="[flash.net.NetGroupReplicationStrategy]" text="NetGroupReplicationStrategy.LOWEST_FIRST" constant="true" tiptext="指定当为满足需要，从邻点提取对象时，首先请求其索引编号最低的对象。" version="" helpurl="flash.net:NetGroupReplicationStrategy:LOWEST_FIRST" playername=""/>
						<string name="RAREST_FIRST" object="[flash.net.NetGroupReplicationStrategy]" text="NetGroupReplicationStrategy.RAREST_FIRST" constant="true" tiptext="指定当为满足需要，从邻点提取对象时，首先请求所有邻点中带有最少副本的对象。" version="" helpurl="flash.net:NetGroupReplicationStrategy:RAREST_FIRST" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupSendMode" id="[flash.net.NetGroupSendMode]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupSendMode 类是 NetGroup.sendToNeighbor() 方法的 sendMode 参数使用的常量值的枚举。" helpurl="flash.net:NetGroupSendMode">
					<folder name="属性" id="Properties" tiptext="NetGroupSendMode 类的属性" helpurl="flash.net:NetGroupSendMode">
						<string name="NEXT_DECREASING" object="[flash.net.NetGroupSendMode]" text="NetGroupSendMode.NEXT_DECREASING" constant="true" tiptext="指定在递减方向最近的组地址处的邻点。" version="" helpurl="flash.net:NetGroupSendMode:NEXT_DECREASING" playername=""/>
						<string name="NEXT_INCREASING" object="[flash.net.NetGroupSendMode]" text="NetGroupSendMode.NEXT_INCREASING" constant="true" tiptext="指定在递增方向最近的组地址处的邻点。" version="" helpurl="flash.net:NetGroupSendMode:NEXT_INCREASING" playername=""/>
					</folder>
				</folder>
				<folder name="NetGroupSendResult" id="[flash.net.NetGroupSendResult]" sort="true" index="true" asAncestors="Object" tiptext="NetGroupSendResult 类是与 NetGroup 实例相关联的 Directed Routing 方法的返回值使用的常量值的枚举。" helpurl="flash.net:NetGroupSendResult">
					<folder name="属性" id="Properties" tiptext="NetGroupSendResult 类的属性" helpurl="flash.net:NetGroupSendResult">
						<string name="ERROR" object="[flash.net.NetGroupSendResult]" text="NetGroupSendResult.ERROR" constant="true" tiptext="指示在使用定向路由方法时出现错误（例如，不允许使用）。" version="" helpurl="flash.net:NetGroupSendResult:ERROR" playername=""/>
						<string name="NO_ROUTE" object="[flash.net.NetGroupSendResult]" text="NetGroupSendResult.NO_ROUTE" constant="true" tiptext="指示没有找到向其请求的目标发送消息的邻点。" version="" helpurl="flash.net:NetGroupSendResult:NO_ROUTE" playername=""/>
						<string name="SENT" object="[flash.net.NetGroupSendResult]" text="NetGroupSendResult.SENT" constant="true" tiptext="指示已找到此消息的路由并将此消息转发到其目标。" version="" helpurl="flash.net:NetGroupSendResult:SENT" playername=""/>
					</folder>
				</folder>
				<folder name="NetStream" id="[flash.net.NetStream]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetStream 类通过 NetConnection 打开了一个单向流通道。" helpurl="flash.net:NetStream">
					<folder name="方法" id="Methods" tiptext="NetStream 类的方法" helpurl="flash.net:NetStream">
						<string name="NetStream" object="[flash.net.NetStream]" text="new NetStream(%连接:flash.net:NetConnection[,同级ID:String=connectToFMS]%)" constructor="true" tiptext="创建可以用来通过 NetConnection 对象播放媒体文件和发送数据的流。" version="4" helpurl="flash.net:NetStream:NetStream" playername=""/>
						<string name="appendBytesAction" object="[flash.net.NetStream]" text=".appendBytesAction(%netStream追加字节操作:String%):void" tiptext="指示时间刻度不连续，请刷新 FIFO，告知字节分析程序需要分析文件标头或 FLV 标签的开头。" version="2" helpurl="flash.net:NetStream:appendBytesAction" playername=""/>
						<string name="appendBytes" object="[flash.net.NetStream]" text=".appendBytes(%字节:flash.utils:ByteArray%):void" tiptext="将一个 ByteArray 传递到 NetStream 以进行播放。" version="2" helpurl="flash.net:NetStream:appendBytes" playername=""/>
						<string name="attachAudio" object="[flash.net.NetStream]" text=".attachAudio(%麦克风:flash.media:Microphone%):void" tiptext="将音频流从作为源传递的 Microphone 对象附加到 NetStream 对象。" version="9" helpurl="flash.net:NetStream:attachAudio" playername=""/>
						<string name="attachCamera" object="[flash.net.NetStream]" text=".attachCamera(%摄像头:flash.media:Camera[,快照毫秒数:int=-1]%):void" tiptext="开始从摄像头捕获视频，或者如果 theCamera 设置为 null，则停止捕获操作。" version="9" helpurl="flash.net:NetStream:attachCamera" playername=""/>
						<string name="attach" object="[flash.net.NetStream]" text=".attach(%连接:flash.net:NetConnection%):void" tiptext="将流附加到新 NetConnection 对象。" version="2" helpurl="flash.net:NetStream:attach" playername=""/>
						<string name="close" object="[flash.net.NetStream]" text=".close(%%):void" tiptext="停止播放流上的所有数据，将 time 属性设置为 0，并使该流可用于其它用途。" version="4" helpurl="flash.net:NetStream:close" playername=""/>
						<string name="onPeerConnect" object="[flash.net.NetStream]" text=".onPeerConnect(%订户:flash.net:NetStream%):Boolean" tiptext="当一个同级发布流与一个同级订阅流相匹配时调用。" version="4" helpurl="flash.net:NetStream:onPeerConnect" playername=""/>
						<string name="pause" object="[flash.net.NetStream]" text=".pause(%%):void" tiptext="暂停视频流的回放。" version="4" helpurl="flash.net:NetStream:pause" playername=""/>
						<string name="play2" object="[flash.net.NetStream]" text=".play2(%参数:flash.net:NetStreamPlayOptions%):void" tiptext="使用多比特率在文件间无缝切换，并允许 NetStream 在连接断开并重新连接后继续。" version="4" helpurl="flash.net:NetStream:play2" playername=""/>
						<string name="play" object="[flash.net.NetStream]" text=".play(%参数:可变长度参数%):void" tiptext="从本地目录或 Web 服务器播放媒体文件；从 Flash Media Server 播放媒体文件或实时流。" version="4" helpurl="flash.net:NetStream:play" playername=""/>
						<string name="preloadEmbeddedData" object="[flash.net.NetStream]" text=".preloadEmbeddedData(%参数:flash.net:NetStreamPlayOptions%):void" tiptext="从本地存储的媒体文件中提取任何 DRM 元数据。" version="4" helpurl="flash.net:NetStream:preloadEmbeddedData" playername=""/>
						<string name="publish" object="[flash.net.NetStream]" text=".publish(%[名称:String=null,类型:String=null]%):void" tiptext="将音频流、视频流和数据消息流从客户端发送到 Flash Media Server，并可选择在传输期间记录该流。" version="9" helpurl="flash.net:NetStream:publish" playername=""/>
						<string name="receiveAudio" object="[flash.net.NetStream]" text=".receiveAudio(%标志:Boolean%):void" tiptext="指定传入的音频是否在流上播放。" version="4" helpurl="flash.net:NetStream:receiveAudio" playername=""/>
						<string name="receiveVideoFPS" object="[flash.net.NetStream]" text=".receiveVideoFPS(%FPS:Number%):void" tiptext="指定传入视频的帧速率。" version="4" helpurl="flash.net:NetStream:receiveVideoFPS" playername=""/>
						<string name="receiveVideo" object="[flash.net.NetStream]" text=".receiveVideo(%标志:Boolean%):void" tiptext="指定传入的视频是否在流上播放。" version="4" helpurl="flash.net:NetStream:receiveVideo" playername=""/>
						<string name="resetDRMVouchers" object="[flash.net.NetStream]" text="NetStream.resetDRMVouchers(%%):void" static="true" tiptext="删除所有本地缓存的数字权限管理 (DRM) 凭证数据。" version="4" helpurl="flash.net:NetStream:resetDRMVouchers" playername=""/>
						<string name="resume" object="[flash.net.NetStream]" text=".resume(%%):void" tiptext="恢复回放暂停的视频流。" version="4" helpurl="flash.net:NetStream:resume" playername=""/>
						<string name="seek" object="[flash.net.NetStream]" text=".seek(%偏移:Number%):void" tiptext="搜寻最接近于指定位置的关键帧(在视频行业内也称为“I 帧”)。" version="4" helpurl="flash.net:NetStream:seek" playername=""/>
						<string name="send" object="[flash.net.NetStream]" text=".send(%处理程序名称:String,参数:可变长度参数%):void" tiptext="在发布的流上向所有订阅客户端发送一条消息。" version="9" helpurl="flash.net:NetStream:send" playername=""/>
						<string name="setDRMAuthenticationCredentials" object="[flash.net.NetStream]" text=".setDRMAuthenticationCredentials(%用户名:String,口令:String,类型:String%):void" tiptext="设置查看基础加密内容所需要的 DRM 身份验证凭据。" version="4" helpurl="flash.net:NetStream:setDRMAuthenticationCredentials" playername=""/>
						<string name="step" object="[flash.net.NetStream]" text=".step(%帧:int%):void" tiptext="前进或后退指定的帧数，相对于当前显示的帧。" version="2" helpurl="flash.net:NetStream:step" playername=""/>
						<string name="togglePause" object="[flash.net.NetStream]" text=".togglePause(%%):void" tiptext="暂停或恢复流的回放。" version="4" helpurl="flash.net:NetStream:togglePause" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetStream 类的属性" helpurl="flash.net:NetStream">
						<string name="CONNECT_TO_FMS" object="[flash.net.NetStream]" text="NetStream.CONNECT_TO_FMS" constant="true" tiptext="一个静态对象，用作 NetStream 实例构造函数的参数。" version="" helpurl="flash.net:NetStream:CONNECT_TO_FMS" playername=""/>
						<string name="DIRECT_CONNECTIONS" object="[flash.net.NetStream]" text="NetStream.DIRECT_CONNECTIONS" constant="true" tiptext="创建同级发行者连接。" version="" helpurl="flash.net:NetStream:DIRECT_CONNECTIONS" playername=""/>
						<string name="audioReliable" object="[flash.net.NetStream]" text=".audioReliable" tiptext="对于 RTMFP 连接，指定发送音频是否完全可靠。" version="" helpurl="flash.net:NetStream:audioReliable:get" playername=""/>
						<string name="audioSampleAccess" object="[flash.net.NetStream]" text=".audioSampleAccess" tiptext="对于 RTMFP 连接，指定是否允许 NetStream 上的同级订阅者捕获此音频流。" version="" helpurl="flash.net:NetStream:audioSampleAccess:get" playername=""/>
						<string name="backBufferLength" object="[flash.net.NetStream]" text=".backBufferLength" tiptext="当前为后退和回放而缓存的先前显示的数据的秒数。" version="" helpurl="flash.net:NetStream:backBufferLength:get" playername=""/>
						<string name="backBufferTime" object="[flash.net.NetStream]" text=".backBufferTime" tiptext="指定 Flash Player 尝试为后退和回放而缓存的先前显示的数据的数量（以秒为单位）。" version="" helpurl="flash.net:NetStream:backBufferTime:get" playername=""/>
						<string name="bufferLength" object="[flash.net.NetStream]" text=".bufferLength" tiptext="数据当前存在于缓冲区中的秒数。" version="" helpurl="flash.net:NetStream:bufferLength:get" playername=""/>
						<string name="bufferTimeMax" object="[flash.net.NetStream]" text=".bufferTimeMax" tiptext="指定实时流内容的最大缓冲区长度（以秒为单位）。" version="" helpurl="flash.net:NetStream:bufferTimeMax:get" playername=""/>
						<string name="bufferTime" object="[flash.net.NetStream]" text=".bufferTime" tiptext="指定在开始显示流之前需要多长时间将消息存入缓冲区。" version="" helpurl="flash.net:NetStream:bufferTime:get" playername=""/>
						<string name="bytesLoaded" object="[flash.net.NetStream]" text=".bytesLoaded" tiptext="已加载到应用程序中的数据的字节数。" version="" helpurl="flash.net:NetStream:bytesLoaded:get" playername=""/>
						<string name="bytesTotal" object="[flash.net.NetStream]" text=".bytesTotal" tiptext="正加载到应用程序中的文件的总大小（以字节为单位）。" version="" helpurl="flash.net:NetStream:bytesTotal:get" playername=""/>
						<string name="checkPolicyFile" object="[flash.net.NetStream]" text=".checkPolicyFile" tiptext="指定应用程序是否在开始加载视频文件之前，尝试从所加载的视频文件的服务器上下载跨域策略文件。" version="" helpurl="flash.net:NetStream:checkPolicyFile:get" playername=""/>
						<string name="client" object="[flash.net.NetStream]" text=".client" tiptext="指定对其调用回调方法以处理流或 F4V/FLV 文件数据的对象。" version="" helpurl="flash.net:NetStream:client:get" playername=""/>
						<string name="currentFPS" object="[flash.net.NetStream]" text=".currentFPS" tiptext="每秒所显示的帧的数目。" version="" helpurl="flash.net:NetStream:currentFPS:get" playername=""/>
						<string name="dataReliable" object="[flash.net.NetStream]" text=".dataReliable" tiptext="对于 RTMFP 连接，指定发送 NetStream.send() 调用是否完全可靠。" version="" helpurl="flash.net:NetStream:dataReliable:get" playername=""/>
						<string name="farID" object="[flash.net.NetStream]" text=".farID" tiptext="对于 RTMFP 连接，与此 NetStream 实例相连的远端的标识符。" version="" helpurl="flash.net:NetStream:farID:get" playername=""/>
						<string name="farNonce" object="[flash.net.NetStream]" text=".farNonce" tiptext="对于 RTMFP 和 RTMPE 连接，由流的另一端实际选择的值，对此连接是唯一的。" version="" helpurl="flash.net:NetStream:farNonce:get" playername=""/>
						<string name="inBufferSeek" object="[flash.net.NetStream]" text=".inBufferSeek" tiptext="指定显示的数据是否进行缓存以供智能搜索，是为 TRUE，否为 FALSE。" version="" helpurl="flash.net:NetStream:inBufferSeek:get" playername=""/>
						<string name="info" object="[flash.net.NetStream]" text=".info" tiptext="返回 NetStreamInfo 对象，此对象的属性包含有关服务质量的统计数据。" version="" helpurl="flash.net:NetStream:info:get" playername=""/>
						<string name="liveDelay" object="[flash.net.NetStream]" text=".liveDelay" tiptext="在实时(未缓冲的)模式下，数据在订阅流的缓冲区中停留的秒数。" version="" helpurl="flash.net:NetStream:liveDelay:get" playername=""/>
						<string name="maxPauseBufferTime" object="[flash.net.NetStream]" text=".maxPauseBufferTime" tiptext="指定在暂停模式下需要多长时间（以秒为单位）将消息存入缓冲区。" version="" helpurl="flash.net:NetStream:maxPauseBufferTime:get" playername=""/>
						<string name="multicastAvailabilitySendToAll" object="[flash.net.NetStream]" text=".multicastAvailabilitySendToAll" tiptext="对于 RTMFP 连接，指定将同级多播片断可用性消息发送给所有同级，还是只发送给一个同级。" version="" helpurl="flash.net:NetStream:multicastAvailabilitySendToAll:get" playername=""/>
						<string name="multicastAvailabilityUpdatePeriod" object="[flash.net.NetStream]" text=".multicastAvailabilityUpdatePeriod" tiptext="对于 RTMFP 连接，指定将消息发送给同级的时间间隔（以秒为单位），此消息可通知同级本地节点包含新的可用同级多播媒体片断。" version="" helpurl="flash.net:NetStream:multicastAvailabilityUpdatePeriod:get" playername=""/>
						<string name="multicastFetchPeriod" object="[flash.net.NetStream]" text=".multicastFetchPeriod" tiptext="对于 RTMFP 连接，指定从本地节点了解对等多播媒体片段可用到其尝试从同级获取该片段的时间（以秒为单位）。" version="" helpurl="flash.net:NetStream:multicastFetchPeriod:get" playername=""/>
						<string name="multicastInfo" object="[flash.net.NetStream]" text=".multicastInfo" tiptext="对于 RTMFP 连接，返回一个 NetStreamMulticastInfo 对象，该对象的属性中包含有关服务质量的统计数据。" version="" helpurl="flash.net:NetStream:multicastInfo:get" playername=""/>
						<string name="multicastPushNeighborLimit" object="[flash.net.NetStream]" text=".multicastPushNeighborLimit" tiptext="对于 RTMFP 连接，指定主动推送多播媒体的同级的最大数量。" version="" helpurl="flash.net:NetStream:multicastPushNeighborLimit:get" playername=""/>
						<string name="multicastRelayMarginDuration" object="[flash.net.NetStream]" text=".multicastRelayMarginDuration" tiptext="对于 RTMFP 连接，指定同级多播数据在请求指定的持续时间外一直可用于向同级发送消息的持续时间（以秒为单位）。" version="" helpurl="flash.net:NetStream:multicastRelayMarginDuration:get" playername=""/>
						<string name="multicastWindowDuration" object="[flash.net.NetStream]" text=".multicastWindowDuration" tiptext="对于 RTMFP 连接，指定同级多播重组窗口的持续时间（以秒为单位）。" version="" helpurl="flash.net:NetStream:multicastWindowDuration:get" playername=""/>
						<string name="nearNonce" object="[flash.net.NetStream]" text=".nearNonce" tiptext="对于 RTMFP 和 RTMPE 连接，由流的这一端实际选择的值，对此连接是唯一的。" version="" helpurl="flash.net:NetStream:nearNonce:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.NetStream]" text=".objectEncoding" tiptext="此 NetStream 对象的对象编码(AMF 版本)。" version="" helpurl="flash.net:NetStream:objectEncoding:get" playername=""/>
						<string name="peerStreams" object="[flash.net.NetStream]" text=".peerStreams" tiptext="一个对象，包含侦听此发布方 NetStream 实例的所有订阅方 NetStream 实例。" version="" helpurl="flash.net:NetStream:peerStreams:get" playername=""/>
						<string name="soundTransform" object="[flash.net.NetStream]" text=".soundTransform" tiptext="在此 NetStream 对象中控制声音。" version="" helpurl="flash.net:NetStream:soundTransform:get" playername=""/>
						<string name="time" object="[flash.net.NetStream]" text=".time" tiptext="播放头的位置(以秒为单位)。" version="" helpurl="flash.net:NetStream:time:get" playername=""/>
						<string name="videoReliable" object="[flash.net.NetStream]" text=".videoReliable" tiptext="对于 RTMFP 连接，指定发送视频是否完全可靠。" version="" helpurl="flash.net:NetStream:videoReliable:get" playername=""/>
						<string name="videoSampleAccess" object="[flash.net.NetStream]" text=".videoSampleAccess" tiptext="对于 RTMFP 连接，指定是否允许 NetStream 上的同级订阅者捕获此视频流。" version="" helpurl="flash.net:NetStream:videoSampleAccess:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetStream 类的事件" helpurl="flash.net:NetStream">
						<string name="onSeekPoint" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当追加字节分析程序遇到一个它认为是可搜索的点（例如，视频关键帧）时从 appendBytes() 同步调用。" version="" helpurl="flash.net:NetStream__onSeekPoint" playername=""/>
						<string name="drmStatus" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=DRMStatusEvent.DRM_STATUS{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在数字权限管理 (DRM) 加密内容开始播放时（在用户经过身份验证并获得播放内容的授权时）调度。" version="" helpurl="flash.net:NetStream_flash.events.DRMStatusEvent.DRM_STATUS_drmStatus" playername=""/>
						<string name="drmError" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=DRMErrorEvent.DRM_ERROR{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 NetStream 对象尝试播放数字权限管理 (DRM) 加密的文件并遇到与 DRM 相关的错误时调度。" version="" helpurl="flash.net:NetStream_flash.events.DRMErrorEvent.DRM_ERROR_drmError" playername=""/>
						<string name="drmAuthenticate" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=DRMAuthenticateEvent.DRM_AUTHENTICATE{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 NetStream 对象尝试播放数字权限管理 (DRM) 加密的内容（播放前，需要用户凭据以进行身份验证）时调度。" version="" helpurl="flash.net:NetStream_flash.events.DRMAuthenticateEvent.DRM_AUTHENTICATE_drmAuthenticate" playername=""/>
						<string name="onDRMContentData" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当 AIR 提取嵌入在媒体文件中的 DRM 内容元数据时建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onDRMContentData" playername=""/>
						<string name="onPlayStatus" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 NetStream 对象已完全播放流时建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onPlayStatus" playername=""/>
						<string name="onCuePoint" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在播放视频文件期间到达嵌入提示点时建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onCuePoint" playername=""/>
						<string name="onTextData" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 Flash Player 接收到正在播放的媒体文件中嵌入的文本数据时建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onTextData" playername=""/>
						<string name="onImageData" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 Flash Player 以字节数组形式接收到正在播放的媒体文件中嵌入的图像数据时建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onImageData" playername=""/>
						<string name="onMetaData" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 Flash Player 接收到正在播放的视频中嵌入的描述性信息时建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onMetaData" playername=""/>
						<string name="onXMPData" object="[flash.net.NetStream]" text=".addEventListener(%类型:String={DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 Flash Player 接收到特定于当前播放视频中嵌入的 Adobe Extensible Metadata Platform (XMP) 的信息时，建立侦听器进行响应。" version="" helpurl="flash.net:NetStream__onXMPData" playername=""/>
						<string name="netStatus" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=NetStatusEvent.NET_STATUS{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 NetStream 对象报告其状态或错误条件时调度。" version="" helpurl="flash.net:NetStream_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
						<string name="ioError" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入或输出错误并导致网络操作失败时调度。" version="" helpurl="flash.net:NetStream_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="asyncError" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=AsyncErrorEvent.ASYNC_ERROR{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在异步引发异常(即来自本机异步代码)时调度。" version="" helpurl="flash.net:NetStream_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
						<string name="status" object="[flash.net.NetStream]" text=".addEventListener(%类型:String=StatusEvent.STATUS{DRMStatusEvent.DRM_STATUS,DRMErrorEvent.DRM_ERROR,DRMAuthenticateEvent.DRM_AUTHENTICATE,,,,,,,,NetStatusEvent.NET_STATUS,IOErrorEvent.IO_ERROR,AsyncErrorEvent.ASYNC_ERROR,StatusEvent.STATUS},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在应用程序通过调用 NetStream.play() 方法尝试播放使用数字权限管理 (DRM) 加密的内容时调度。" version="" helpurl="flash.net:NetStream_flash.events.StatusEvent.STATUS_status" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamAppendBytesAction" id="[flash.net.NetStreamAppendBytesAction]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamAppendBytesAction 类是可以传递给 NetStream.appendBytesAction() 方法的常量的枚举。" helpurl="flash.net:NetStreamAppendBytesAction">
					<folder name="属性" id="Properties" tiptext="NetStreamAppendBytesAction 类的属性" helpurl="flash.net:NetStreamAppendBytesAction">
						<string name="END_SEQUENCE" object="[flash.net.NetStreamAppendBytesAction]" text="NetStreamAppendBytesAction.END_SEQUENCE" constant="true" tiptext="指示媒体流数据是完整的。" version="" helpurl="flash.net:NetStreamAppendBytesAction:END_SEQUENCE" playername=""/>
						<string name="RESET_BEGIN" object="[flash.net.NetStreamAppendBytesAction]" text="NetStreamAppendBytesAction.RESET_BEGIN" constant="true" tiptext="指示时间刻度不连续。" version="" helpurl="flash.net:NetStreamAppendBytesAction:RESET_BEGIN" playername=""/>
						<string name="RESET_SEEK" object="[flash.net.NetStreamAppendBytesAction]" text="NetStreamAppendBytesAction.RESET_SEEK" constant="true" tiptext="指示时间刻度不连续。" version="" helpurl="flash.net:NetStreamAppendBytesAction:RESET_SEEK" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamInfo" id="[flash.net.NetStreamInfo]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamInfo 类指定与 NetStream 对象以及音频、视频和数据的基础流缓冲区相关的各种服务质量 (QOS) 统计数据。" helpurl="flash.net:NetStreamInfo">
					<folder name="方法" id="Methods" tiptext="NetStreamInfo 类的方法" helpurl="flash.net:NetStreamInfo">
						<string name="toString" object="[flash.net.NetStreamInfo]" text=".toString(%%):String" tiptext="返回列出此 NetStreamInfo 对象属性的文本值。" version="4" helpurl="flash.net:NetStreamInfo:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetStreamInfo 类的属性" helpurl="flash.net:NetStreamInfo">
						<string name="SRTT" object="[flash.net.NetStreamInfo]" text=".SRTT" tiptext="NetStream 会话的平滑往返行程时间 (SRTT)（以毫秒为单位）。" version="" helpurl="flash.net:NetStreamInfo:SRTT:get" playername=""/>
						<string name="audioBufferByteLength" object="[flash.net.NetStreamInfo]" text=".audioBufferByteLength" tiptext="提供 NetStream 音频缓冲区大小，以字节为单位。" version="" helpurl="flash.net:NetStreamInfo:audioBufferByteLength:get" playername=""/>
						<string name="audioBufferLength" object="[flash.net.NetStreamInfo]" text=".audioBufferLength" tiptext="提供 NetStream 音频缓冲区大小，以秒为单位。" version="" helpurl="flash.net:NetStreamInfo:audioBufferLength:get" playername=""/>
						<string name="audioByteCount" object="[flash.net.NetStreamInfo]" text=".audioByteCount" tiptext="指定已经到达队列的音频字节总数，不论已播放或已刷新多少个字节。" version="" helpurl="flash.net:NetStreamInfo:audioByteCount:get" playername=""/>
						<string name="audioBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".audioBytesPerSecond" tiptext="指定 NetStream 音频缓冲区的填充速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetStreamInfo:audioBytesPerSecond:get" playername=""/>
						<string name="audioLossRate" object="[flash.net.NetStreamInfo]" text=".audioLossRate" tiptext="指定 NetStream 会话的音频损失。" version="" helpurl="flash.net:NetStreamInfo:audioLossRate:get" playername=""/>
						<string name="byteCount" object="[flash.net.NetStreamInfo]" text=".byteCount" tiptext="指定已经到达队列的字节总数，不论已播放或已刷新多少个字节。" version="" helpurl="flash.net:NetStreamInfo:byteCount:get" playername=""/>
						<string name="currentBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".currentBytesPerSecond" tiptext="指定 NetStream 缓冲区的填充速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetStreamInfo:currentBytesPerSecond:get" playername=""/>
						<string name="dataBufferByteLength" object="[flash.net.NetStreamInfo]" text=".dataBufferByteLength" tiptext="提供 NetStream 数据缓冲区大小，以字节为单位。" version="" helpurl="flash.net:NetStreamInfo:dataBufferByteLength:get" playername=""/>
						<string name="dataBufferLength" object="[flash.net.NetStreamInfo]" text=".dataBufferLength" tiptext="提供 NetStream 数据缓冲区大小，以秒为单位。" version="" helpurl="flash.net:NetStreamInfo:dataBufferLength:get" playername=""/>
						<string name="dataByteCount" object="[flash.net.NetStreamInfo]" text=".dataByteCount" tiptext="指定已经到达队列的数据消息字节总数，不论已播放或已刷新多少个字节。" version="" helpurl="flash.net:NetStreamInfo:dataByteCount:get" playername=""/>
						<string name="dataBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".dataBytesPerSecond" tiptext="指定 NetStream 数据缓冲区的填充速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetStreamInfo:dataBytesPerSecond:get" playername=""/>
						<string name="droppedFrames" object="[flash.net.NetStreamInfo]" text=".droppedFrames" tiptext="返回在当前 NetStream 播放会话中放弃的视频帧数。" version="" helpurl="flash.net:NetStreamInfo:droppedFrames:get" playername=""/>
						<string name="maxBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".maxBytesPerSecond" tiptext="指定 NetStream 缓冲区的最高填充速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetStreamInfo:maxBytesPerSecond:get" playername=""/>
						<string name="playbackBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".playbackBytesPerSecond" tiptext="返回流的播放速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetStreamInfo:playbackBytesPerSecond:get" playername=""/>
						<string name="videoBufferByteLength" object="[flash.net.NetStreamInfo]" text=".videoBufferByteLength" tiptext="提供 NetStream 视频缓冲区大小，以字节为单位。" version="" helpurl="flash.net:NetStreamInfo:videoBufferByteLength:get" playername=""/>
						<string name="videoBufferLength" object="[flash.net.NetStreamInfo]" text=".videoBufferLength" tiptext="提供 NetStream 视频缓冲区大小，以秒为单位。" version="" helpurl="flash.net:NetStreamInfo:videoBufferLength:get" playername=""/>
						<string name="videoByteCount" object="[flash.net.NetStreamInfo]" text=".videoByteCount" tiptext="指定已经到达队列的视频字节总数，不论已播放或已刷新多少个字节。" version="" helpurl="flash.net:NetStreamInfo:videoByteCount:get" playername=""/>
						<string name="videoBytesPerSecond" object="[flash.net.NetStreamInfo]" text=".videoBytesPerSecond" tiptext="指定 NetStream 视频缓冲区的填充速率，以每秒字节数为单位。" version="" helpurl="flash.net:NetStreamInfo:videoBytesPerSecond:get" playername=""/>
						<string name="videoLossRate" object="[flash.net.NetStreamInfo]" text=".videoLossRate" tiptext="提供 NetStream 视频丢失率（丢失消息与总消息的比）。" version="" helpurl="flash.net:NetStreamInfo:videoLossRate:get" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamMulticastInfo" id="[flash.net.NetStreamMulticastInfo]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamMulticastInfo 类指定与 NetStream 对象的基础 RTMFP 对等和 IP 多播流传输相关的各种服务质量 (QoS) 统计数据。" helpurl="flash.net:NetStreamMulticastInfo">
					<folder name="方法" id="Methods" tiptext="NetStreamMulticastInfo 类的方法" helpurl="flash.net:NetStreamMulticastInfo">
						<string name="toString" object="[flash.net.NetStreamMulticastInfo]" text=".toString(%%):String" tiptext="返回列出 NetStreamMulticastInfo 对象的属性的字符串。" version="2" helpurl="flash.net:NetStreamMulticastInfo:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetStreamMulticastInfo 类的属性" helpurl="flash.net:NetStreamMulticastInfo">
						<string name="bytesPushedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesPushedFromPeers" tiptext="指定由同级主动推送和由本地节点接收的媒体字节数。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesPushedFromPeers:get" playername=""/>
						<string name="bytesPushedToPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesPushedToPeers" tiptext="指定本地节点主动推送到同级的媒体字节数。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesPushedToPeers:get" playername=""/>
						<string name="bytesReceivedFromIPMulticast" object="[flash.net.NetStreamMulticastInfo]" text=".bytesReceivedFromIPMulticast" tiptext="指定本地节点已从 IP 多播接收到的媒体字节数。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesReceivedFromIPMulticast:get" playername=""/>
						<string name="bytesReceivedFromServer" object="[flash.net.NetStreamMulticastInfo]" text=".bytesReceivedFromServer" tiptext="指定本地节点已从服务器接收到的媒体字节数。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesReceivedFromServer:get" playername=""/>
						<string name="bytesRequestedByPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesRequestedByPeers" tiptext="指定本地节点为响应特定片断的那些同级的请求发送到同级的媒体字节数。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesRequestedByPeers:get" playername=""/>
						<string name="bytesRequestedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".bytesRequestedFromPeers" tiptext="指定本地节点请求的和从同级接收的媒体字节数。" version="" helpurl="flash.net:NetStreamMulticastInfo:bytesRequestedFromPeers:get" playername=""/>
						<string name="fragmentsPushedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsPushedFromPeers" tiptext="指定同级主动推送和本地节点接收的媒体片断消息数。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsPushedFromPeers:get" playername=""/>
						<string name="fragmentsPushedToPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsPushedToPeers" tiptext="指定本地节点已主动推送到同级的媒体片断消息数。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsPushedToPeers:get" playername=""/>
						<string name="fragmentsReceivedFromIPMulticast" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsReceivedFromIPMulticast" tiptext="指定本地节点已从 IP 多播接收到的媒体片断消息数。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsReceivedFromIPMulticast:get" playername=""/>
						<string name="fragmentsReceivedFromServer" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsReceivedFromServer" tiptext="指定本地节点已从服务器接收到的媒体片断消息数。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsReceivedFromServer:get" playername=""/>
						<string name="fragmentsRequestedByPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsRequestedByPeers" tiptext="指定本地节点为响应特定片断的那些同级的请求发送到同级的媒体片断消息数。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsRequestedByPeers:get" playername=""/>
						<string name="fragmentsRequestedFromPeers" object="[flash.net.NetStreamMulticastInfo]" text=".fragmentsRequestedFromPeers" tiptext="指定本地节点请求的以及从同级接收到的媒体片断消息数。" version="" helpurl="flash.net:NetStreamMulticastInfo:fragmentsRequestedFromPeers:get" playername=""/>
						<string name="receiveControlBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".receiveControlBytesPerSecond" tiptext="指定本地节点从同级接收控制开销消息的速率，以字节每秒为单位。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveControlBytesPerSecond:get" playername=""/>
						<string name="receiveDataBytesPerSecondFromIPMulticast" object="[flash.net.NetStreamMulticastInfo]" text=".receiveDataBytesPerSecondFromIPMulticast" tiptext="指定本地节点从 IP 多播接收数据的速率（以字节每秒为单位）。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveDataBytesPerSecondFromIPMulticast:get" playername=""/>
						<string name="receiveDataBytesPerSecondFromServer" object="[flash.net.NetStreamMulticastInfo]" text=".receiveDataBytesPerSecondFromServer" tiptext="指定本地节点从服务器接收媒体数据的速率（以字节每秒为单位）。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveDataBytesPerSecondFromServer:get" playername=""/>
						<string name="receiveDataBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".receiveDataBytesPerSecond" tiptext="指定本地节点从同级、服务器和 IP 多播接收媒体数据的速率（以字节每秒为单位）。" version="" helpurl="flash.net:NetStreamMulticastInfo:receiveDataBytesPerSecond:get" playername=""/>
						<string name="sendControlBytesPerSecondToServer" object="[flash.net.NetStreamMulticastInfo]" text=".sendControlBytesPerSecondToServer" tiptext="指定本地节点将控制开销消息发送到服务器的速率（以字节每秒为单位）。" version="" helpurl="flash.net:NetStreamMulticastInfo:sendControlBytesPerSecondToServer:get" playername=""/>
						<string name="sendControlBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".sendControlBytesPerSecond" tiptext="指定本地节点将控制开销消息发送到同级和服务器的速率（以字节每秒为单位）。" version="" helpurl="flash.net:NetStreamMulticastInfo:sendControlBytesPerSecond:get" playername=""/>
						<string name="sendDataBytesPerSecond" object="[flash.net.NetStreamMulticastInfo]" text=".sendDataBytesPerSecond" tiptext="指定本地节点将媒体数据发送到同级的速率（以字节每秒为单位）。" version="" helpurl="flash.net:NetStreamMulticastInfo:sendDataBytesPerSecond:get" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamPlayOptions" id="[flash.net.NetStreamPlayOptions]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetStreamPlayOptions 类指定可传递给 NetStream.play2() 方法的各个选项。" helpurl="flash.net:NetStreamPlayOptions">
					<folder name="方法" id="Methods" tiptext="NetStreamPlayOptions 类的方法" helpurl="flash.net:NetStreamPlayOptions">
						<string name="NetStreamPlayOptions" object="[flash.net.NetStreamPlayOptions]" text="new NetStreamPlayOptions(%%)" constructor="true" tiptext="创建 NetStreamPlayOptions 对象，以指定要传递给 NetStream.play2() 方法的选项。" version="4" helpurl="flash.net:NetStreamPlayOptions:NetStreamPlayOptions" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetStreamPlayOptions 类的属性" helpurl="flash.net:NetStreamPlayOptions">
						<string name="len" object="[flash.net.NetStreamPlayOptions]" text=".len" tiptext="streamName 中所指定流的播放持续时间，以秒为单位。" version="" helpurl="flash.net:NetStreamPlayOptions:len" playername=""/>
						<string name="offset" object="[flash.net.NetStreamPlayOptions]" text=".offset" tiptext="流播放中应切换到新流的时间，以秒为单位。" version="" helpurl="flash.net:NetStreamPlayOptions:offset" playername=""/>
						<string name="oldStreamName" object="[flash.net.NetStreamPlayOptions]" text=".oldStreamName" tiptext="老流或过渡原流的名称。" version="" helpurl="flash.net:NetStreamPlayOptions:oldStreamName" playername=""/>
						<string name="start" object="[flash.net.NetStreamPlayOptions]" text=".start" tiptext="streamName 的起始时间（以秒为单位）。" version="" helpurl="flash.net:NetStreamPlayOptions:start" playername=""/>
						<string name="streamName" object="[flash.net.NetStreamPlayOptions]" text=".streamName" tiptext="要播放或过渡到的新流的名称。" version="" helpurl="flash.net:NetStreamPlayOptions:streamName" playername=""/>
						<string name="transition" object="[flash.net.NetStreamPlayOptions]" text=".transition" tiptext="播放或过渡到 streamName 的模式。" version="" helpurl="flash.net:NetStreamPlayOptions:transition" playername=""/>
					</folder>
				</folder>
				<folder name="NetStreamPlayTransitions" id="[flash.net.NetStreamPlayTransitions]" sort="true" index="true" asAncestors="Object" tiptext="NetStreamPlayTransitions 类指定可用于 NetStreamPlayOptions.transition 属性的有效字符串。" helpurl="flash.net:NetStreamPlayTransitions">
					<folder name="属性" id="Properties" tiptext="NetStreamPlayTransitions 类的属性" helpurl="flash.net:NetStreamPlayTransitions">
						<string name="APPEND_AND_WAIT" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.APPEND_AND_WAIT" constant="true" tiptext="构建播放列表，无需从第一个流开始播放。" version="" helpurl="flash.net:NetStreamPlayTransitions:APPEND_AND_WAIT" playername=""/>
						<string name="APPEND" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.APPEND" constant="true" tiptext="向播放列表添加流并从第一个流开始播放。" version="" helpurl="flash.net:NetStreamPlayTransitions:APPEND" playername=""/>
						<string name="RESET" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.RESET" constant="true" tiptext="清除以前的所有播放调用，并且立即播放指定的流。" version="" helpurl="flash.net:NetStreamPlayTransitions:RESET" playername=""/>
						<string name="RESUME" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.RESUME" constant="true" tiptext="从上一个连接结束的点开始从新连接请求数据。" version="" helpurl="flash.net:NetStreamPlayTransitions:RESUME" playername=""/>
						<string name="STOP" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.STOP" constant="true" tiptext="停止播放播放列表中的流。" version="" helpurl="flash.net:NetStreamPlayTransitions:STOP" playername=""/>
						<string name="SWAP" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.SWAP" constant="true" tiptext="将某个内容流替换为另外一个内容流，同时保持播放列表的其余部分不变。" version="" helpurl="flash.net:NetStreamPlayTransitions:SWAP" playername=""/>
						<string name="SWITCH" object="[flash.net.NetStreamPlayTransitions]" text="NetStreamPlayTransitions.SWITCH" constant="true" tiptext="从播放一个流切换至播放另外一个流（通常是拥有相同内容的流）。" version="" helpurl="flash.net:NetStreamPlayTransitions:SWITCH" playername=""/>
					</folder>
				</folder>
				<folder name="NetworkInfo" id="[flash.net.NetworkInfo]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="NetworkInfo 类提供有关计算机上的网络接口的信息。" helpurl="flash.net:NetworkInfo">
					<folder name="方法" id="Methods" tiptext="NetworkInfo 类的方法" helpurl="flash.net:NetworkInfo">
						<string name="findInterfaces" object="[flash.net.NetworkInfo]" text=".findInterfaces(%%):Vector$flash.net:NetworkInterface" tiptext="返回与此计算机相关联的网络接口的列表。" version="2" helpurl="flash.net:NetworkInfo:findInterfaces" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="NetworkInfo 类的属性" helpurl="flash.net:NetworkInfo">
						<string name="isSupported" object="[flash.net.NetworkInfo]" text=".isSupported" tiptext="指示客户端系统是否支持访问网络接口信息。" version="" helpurl="flash.net:NetworkInfo:isSupported:get" playername="AIR"/>
						<string name="networkInfo" object="[flash.net.NetworkInfo]" text=".networkInfo" tiptext="NetworkInfo 对象的单一实例。" version="" helpurl="flash.net:NetworkInfo:networkInfo:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="NetworkInfo 类的事件" helpurl="flash.net:NetworkInfo">
						<string name="networkChange" object="[flash.net.NetworkInfo]" text=".addEventListener(%类型:String=Event.NETWORK_CHANGE{Event.NETWORK_CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在网络接口更改时调度。" version="" helpurl="flash.net:NetworkInfo_flash.events.Event.NETWORK_CHANGE_networkChange" playername="AIR"/>
					</folder>
				</folder>
				<folder name="NetworkInterface" id="[flash.net.NetworkInterface]" sort="true" index="true" asAncestors="Object" tiptext="NetworkInterface 类描述网络接口。" helpurl="flash.net:NetworkInterface">
					<folder name="属性" id="Properties" tiptext="NetworkInterface 类的属性" helpurl="flash.net:NetworkInterface">
						<string name="active" object="[flash.net.NetworkInterface]" text=".active" tiptext="报告此接口是否处于活动状态。" version="" helpurl="flash.net:NetworkInterface:active:get" playername="AIR"/>
						<string name="addresses" object="[flash.net.NetworkInterface]" text=".addresses" tiptext="已绑定到此网络接口的地址列表。" version="" helpurl="flash.net:NetworkInterface:addresses:get" playername="AIR"/>
						<string name="displayName" object="[flash.net.NetworkInterface]" text=".displayName" tiptext="此网络接口的显示名称。" version="" helpurl="flash.net:NetworkInterface:displayName:get" playername="AIR"/>
						<string name="hardwareAddress" object="[flash.net.NetworkInterface]" text=".hardwareAddress" tiptext="此网络接口的硬件地址。" version="" helpurl="flash.net:NetworkInterface:hardwareAddress:get" playername="AIR"/>
						<string name="mtu" object="[flash.net.NetworkInterface]" text=".mtu" tiptext="此网络接口的最大传输单元 (MTU)。" version="" helpurl="flash.net:NetworkInterface:mtu:get" playername="AIR"/>
						<string name="name" object="[flash.net.NetworkInterface]" text=".name" tiptext="此网络接口的名称。" version="" helpurl="flash.net:NetworkInterface:name:get" playername="AIR"/>
						<string name="parent" object="[flash.net.NetworkInterface]" text=".parent" tiptext="表示父级接口（如果此接口具有父级）的 NetworkInterface 对象。" version="" helpurl="flash.net:NetworkInterface:parent:get" playername="AIR"/>
						<string name="subInterfaces" object="[flash.net.NetworkInterface]" text=".subInterfaces" tiptext="附加到此网络接口的子接口的列表。" version="" helpurl="flash.net:NetworkInterface:subInterfaces:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.net 包的方法" helpurl="flash.net">
					<string name="getClassByAlias" text="getClassByAlias(%别名:String%):Class" tiptext="查找一个类，这个类先前具有一个通过调用 registerClassAlias() 方法进行注册的别名。" version="4" helpurl="flash.net:getClassByAlias" playername=""/>
					<string name="navigateToURL" text="navigateToURL(%请求:flash.net:URLRequest[,窗口:String=null]%):void" tiptext="在包含 Flash Player 容器的应用程序(通常是一个浏览器)中，打开或替换一个窗口。" version="4" helpurl="flash.net:navigateToURL" playername=""/>
					<string name="registerClassAlias" text="registerClassAlias(%别名:String,类对象:Class%):void" tiptext="当以 Action Message Format (AMF) 对一个对象进行编码时，保留该对象的类(类型)。" version="4" helpurl="flash.net:registerClassAlias" playername=""/>
					<string name="sendToURL" text="sendToURL(%请求:flash.net:URLRequest%):void" tiptext="向服务器发送一个 URL 请求，但忽略任何响应。" version="4" helpurl="flash.net:sendToURL" playername=""/>
				</folder>
				<folder name="ObjectEncoding" id="[flash.net.ObjectEncoding]" sort="true" index="true" asAncestors="Object" tiptext="ObjectEncoding 类用于定义对 NetStream、NetConnection、SharedObject 和 ByteArray 之类的对象进行序列化的类中的序列化设置，以与以前版本的 ActionScript 一起使用。" helpurl="flash.net:ObjectEncoding">
					<folder name="属性" id="Properties" tiptext="ObjectEncoding 类的属性" helpurl="flash.net:ObjectEncoding">
						<string name="AMF0" object="[flash.net.ObjectEncoding]" text="ObjectEncoding.AMF0" constant="true" tiptext="指定使用 ActionScript 1.0 和 2.0 的 Action Message Format 来序列化对象。" version="" helpurl="flash.net:ObjectEncoding:AMF0" playername=""/>
						<string name="AMF3" object="[flash.net.ObjectEncoding]" text="ObjectEncoding.AMF3" constant="true" tiptext="指定使用 ActionScript 3.0 的 Action Message Format 来序列化对象。" version="" helpurl="flash.net:ObjectEncoding:AMF3" playername=""/>
						<string name="DEFAULT" object="[flash.net.ObjectEncoding]" text="ObjectEncoding.DEFAULT" constant="true" tiptext="为当前运行时（Flash Player 或 AIR）指定默认格式（最新格式）。" version="" helpurl="flash.net:ObjectEncoding:DEFAULT" playername=""/>
						<string name="dynamicPropertyWriter" object="[flash.net.ObjectEncoding]" text=".dynamicPropertyWriter" tiptext="允许对动态对象的动态属性的序列化进行更大程度的控制。" version="" helpurl="flash.net:ObjectEncoding:dynamicPropertyWriter:get" playername=""/>
					</folder>
				</folder>
				<folder name="Responder" id="[flash.net.Responder]" sort="true" index="true" asAncestors="Object" tiptext="Responder 类提供了一个对象，该对象在 NetConnection.call() 中使用以处理来自与特定操作成功或失败相关的服务器的返回值。" helpurl="flash.net:Responder">
					<folder name="方法" id="Methods" tiptext="Responder 类的方法" helpurl="flash.net:Responder">
						<string name="Responder" object="[flash.net.Responder]" text="new Responder(%结果:Function[,状态:Function=null]%)" constructor="true" tiptext="创建一个新的 Responder 对象。" version="4" helpurl="flash.net:Responder:Responder" playername=""/>
					</folder>
				</folder>
				<folder name="SecureSocket" id="[flash.net.SecureSocket]" sort="true" index="true" asAncestors="flash.net:Socket,flash.events:EventDispatcher,Object" tiptext="SecureSocket 类使代码能使用安全套接字层 (SSL) 协议和传输层安全 (TLS) 协议进行套接字连接。" helpurl="flash.net:SecureSocket">
					<folder name="方法" id="Methods" tiptext="SecureSocket 类的方法" helpurl="flash.net:SecureSocket">
						<string name="SecureSocket" object="[flash.net.SecureSocket]" text="new SecureSocket(%%)" constructor="true" tiptext="创建新 SecureSocket 对象。" version="2" helpurl="flash.net:SecureSocket:SecureSocket" playername="AIR"/>
						<string name="connect" object="[flash.net.SecureSocket]" text=".connect(%主机:String,端口:int%):void" tiptext="使用 SSL 或 TLS 将套接字连接到指定的主机和端口。" version="2" helpurl="flash.net:SecureSocket:connect" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SecureSocket 类的属性" helpurl="flash.net:SecureSocket">
						<string name="isSupported" object="[flash.net.SecureSocket]" text=".isSupported" tiptext="指示当前系统是否支持安全套接字。" version="" helpurl="flash.net:SecureSocket:isSupported:get" playername="AIR"/>
						<string name="serverCertificateStatus" object="[flash.net.SecureSocket]" text=".serverCertificateStatus" tiptext="服务器证书的状态。" version="" helpurl="flash.net:SecureSocket:serverCertificateStatus:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="SecureSocket 类的事件" helpurl="flash.net:SecureSocket">
						<string name="socketData" object="[flash.net.SecureSocket]" text=".addEventListener(%类型:String=ProgressEvent.SOCKET_DATA{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在套接字接收到数据后调度。" version="" helpurl="flash.net:SecureSocket_flash.events.ProgressEvent.SOCKET_DATA_socketData" playername="AIR"/>
						<string name="ioError" object="[flash.net.SecureSocket]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入/输出错误并导致发送或接收操作失败时调度。" version="" helpurl="flash.net:SecureSocket_flash.events.IOErrorEvent.IO_ERROR_ioError" playername="AIR"/>
						<string name="connect" object="[flash.net.SecureSocket]" text=".addEventListener(%类型:String=Event.CONNECT{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在建立网络连接后调度。" version="" helpurl="flash.net:SecureSocket_flash.events.Event.CONNECT_connect" playername="AIR"/>
						<string name="close" object="[flash.net.SecureSocket]" text=".addEventListener(%类型:String=Event.CLOSE{ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在服务器关闭套接字连接时调度。" version="" helpurl="flash.net:SecureSocket_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ServerSocket" id="[flash.net.ServerSocket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="ServerSocket 类允许将代码用作传输控制协议 (TCP) 连接的服务器。" helpurl="flash.net:ServerSocket">
					<folder name="方法" id="Methods" tiptext="ServerSocket 类的方法" helpurl="flash.net:ServerSocket">
						<string name="ServerSocket" object="[flash.net.ServerSocket]" text="new ServerSocket(%%)" constructor="true" tiptext="创建 ServerSocket 对象。" version="2" helpurl="flash.net:ServerSocket:ServerSocket" playername="AIR"/>
						<string name="bind" object="[flash.net.ServerSocket]" text=".bind(%[本地端口:int=0,本地地址:String=0.0.0.0]%):void" tiptext="将此套接字绑定到指定的本地地址和端口。" version="2" helpurl="flash.net:ServerSocket:bind" playername="AIR"/>
						<string name="close" object="[flash.net.ServerSocket]" text=".close(%%):void" tiptext="关闭套接字并停止侦听连接。" version="2" helpurl="flash.net:ServerSocket:close" playername="AIR"/>
						<string name="listen" object="[flash.net.ServerSocket]" text=".listen(%[后台日志:int=0]%):void" tiptext="指示侦听绑定的 IP 地址和端口上的 TCP 连接。" version="2" helpurl="flash.net:ServerSocket:listen" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ServerSocket 类的属性" helpurl="flash.net:ServerSocket">
						<string name="bound" object="[flash.net.ServerSocket]" text=".bound" tiptext="指示套接字是否已被绑定到本地地址和端口。" version="" helpurl="flash.net:ServerSocket:bound:get" playername="AIR"/>
						<string name="isSupported" object="[flash.net.ServerSocket]" text=".isSupported" tiptext="表示运行时环境是否支持 ServerSocket 功能。" version="" helpurl="flash.net:ServerSocket:isSupported:get" playername="AIR"/>
						<string name="listening" object="[flash.net.ServerSocket]" text=".listening" tiptext="指示服务器套接字是否正在侦听传入连接。" version="" helpurl="flash.net:ServerSocket:listening:get" playername="AIR"/>
						<string name="localAddress" object="[flash.net.ServerSocket]" text=".localAddress" tiptext="套接字正在侦听的 IP 地址。" version="" helpurl="flash.net:ServerSocket:localAddress:get" playername="AIR"/>
						<string name="localPort" object="[flash.net.ServerSocket]" text=".localPort" tiptext="套接字正在侦听的端口。" version="" helpurl="flash.net:ServerSocket:localPort:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ServerSocket 类的事件" helpurl="flash.net:ServerSocket">
						<string name="connect" object="[flash.net.ServerSocket]" text=".addEventListener(%类型:String=ServerSocketConnectEvent.CONNECT{ServerSocketConnectEvent.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在远程套接字尝试连接到此服务器套接字时调度。" version="" helpurl="flash.net:ServerSocket__connect" playername="AIR"/>
						<string name="close" object="[flash.net.ServerSocket]" text=".addEventListener(%类型:String=Event.CLOSE{ServerSocketConnectEvent.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当操作系统关闭此套接字时调度。" version="" helpurl="flash.net:ServerSocket_flash.events.Event.CLOSE_close" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SharedObject" id="[flash.net.SharedObject]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SharedObject 类用于在用户计算机或服务器上读取和存储有限数量的数据。" helpurl="flash.net:SharedObject">
					<folder name="方法" id="Methods" tiptext="SharedObject 类的方法" helpurl="flash.net:SharedObject">
						<string name="clear" object="[flash.net.SharedObject]" text=".clear(%%):void" tiptext="对于本地共享对象，清除所有数据并从磁盘删除共享对象。" version="4" helpurl="flash.net:SharedObject:clear" playername=""/>
						<string name="close" object="[flash.net.SharedObject]" text=".close(%%):void" tiptext="关闭远程共享对象和服务器间的连接。" version="4" helpurl="flash.net:SharedObject:close" playername=""/>
						<string name="connect" object="[flash.net.SharedObject]" text=".connect(%我的连接:flash.net:NetConnection[,参数:String=null]%):void" tiptext="通过指定的 NetConnection 对象连接到服务器上的远程共享对象。" version="4" helpurl="flash.net:SharedObject:connect" playername=""/>
						<string name="flush" object="[flash.net.SharedObject]" text=".flush(%[最小磁盘空间:int=0]%):String" tiptext="将本地永久共享对象立即写入本地文件。" version="4" helpurl="flash.net:SharedObject:flush" playername=""/>
						<string name="getLocal" object="[flash.net.SharedObject]" text="SharedObject.getLocal(%名称:String[,本地路径:String=null,安全:Boolean=false]%):flash.net:SharedObject" static="true" tiptext="返回对本地永久共享对象的引用，该对象只可用于当前客户端。" version="4" helpurl="flash.net:SharedObject:getLocal" playername=""/>
						<string name="getRemote" object="[flash.net.SharedObject]" text="SharedObject.getRemote(%名称:String[,远程路径:String=null,永久性:Object=false,安全:Boolean=false]%):flash.net:SharedObject" static="true" tiptext="返回对 Flash Media Server 上可供多个客户端访问的共享对象的引用。" version="4" helpurl="flash.net:SharedObject:getRemote" playername=""/>
						<string name="send" object="[flash.net.SharedObject]" text=".send(%参数:可变长度参数%):void" tiptext="对连接到远程共享对象的所有客户端(包括发送该消息的客户端)广播一条消息。" version="4" helpurl="flash.net:SharedObject:send" playername=""/>
						<string name="setDirty" object="[flash.net.SharedObject]" text=".setDirty(%属性名称:String%):void" tiptext="通知服务器共享对象的属性值已更改。" version="4" helpurl="flash.net:SharedObject:setDirty" playername=""/>
						<string name="setProperty" object="[flash.net.SharedObject]" text=".setProperty(%属性名称:String[,值:Object=null]%):void" tiptext="更新共享对象中某个属性的值，并通知服务器该属性的值已更改。" version="4" helpurl="flash.net:SharedObject:setProperty" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SharedObject 类的属性" helpurl="flash.net:SharedObject">
						<string name="client" object="[flash.net.SharedObject]" text=".client" tiptext="指示在其上调用回调方法的对象。" version="" helpurl="flash.net:SharedObject:client:get" playername=""/>
						<string name="data" object="[flash.net.SharedObject]" text=".data" tiptext="分配给对象的 data 属性的特性集合；可以共享和存储这些特性。" version="" helpurl="flash.net:SharedObject:data:get" playername=""/>
						<string name="defaultObjectEncoding" object="[flash.net.SharedObject]" text=".defaultObjectEncoding" tiptext="在 SWF 文件中创建的所有本地共享对象的默认对象编码(AMF 版本)。" version="" helpurl="flash.net:SharedObject:defaultObjectEncoding:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.SharedObject]" text=".objectEncoding" tiptext="此共享对象的对象编码(AMF 版本)。" version="" helpurl="flash.net:SharedObject:objectEncoding:get" playername=""/>
						<string name="size" object="[flash.net.SharedObject]" text=".size" tiptext="共享对象的当前大小(以字节为单位)。" version="" helpurl="flash.net:SharedObject:size:get" playername=""/>
						<string name="fps" object="[flash.net.SharedObject]" text=".fps" tiptext="指定每秒钟客户端对共享对象所做的更改被发送到服务器的次数。" version="" helpurl="flash.net:SharedObject:fps:set" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SharedObject 类的事件" helpurl="flash.net:SharedObject">
						<string name="sync" object="[flash.net.SharedObject]" text=".addEventListener(%类型:String=SyncEvent.SYNC{SyncEvent.SYNC,NetStatusEvent.NET_STATUS,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在服务器更新了远程共享对象后调度。" version="" helpurl="flash.net:SharedObject_flash.events.SyncEvent.SYNC_sync" playername=""/>
						<string name="netStatus" object="[flash.net.SharedObject]" text=".addEventListener(%类型:String=NetStatusEvent.NET_STATUS{SyncEvent.SYNC,NetStatusEvent.NET_STATUS,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 SharedObject 实例报告其状态或错误条件时调度。" version="" helpurl="flash.net:SharedObject_flash.events.NetStatusEvent.NET_STATUS_netStatus" playername=""/>
						<string name="asyncError" object="[flash.net.SharedObject]" text=".addEventListener(%类型:String=AsyncErrorEvent.ASYNC_ERROR{SyncEvent.SYNC,NetStatusEvent.NET_STATUS,AsyncErrorEvent.ASYNC_ERROR},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在异步引发异常(即来自本机异步代码)时调度。" version="" helpurl="flash.net:SharedObject_flash.events.AsyncErrorEvent.ASYNC_ERROR_asyncError" playername=""/>
					</folder>
				</folder>
				<folder name="SharedObjectFlushStatus" id="[flash.net.SharedObjectFlushStatus]" sort="true" index="true" asAncestors="Object" tiptext="SharedObjectFlushStatus 类为通过调用 SharedObject.flush() 方法而返回的代码提供了值。" helpurl="flash.net:SharedObjectFlushStatus">
					<folder name="属性" id="Properties" tiptext="SharedObjectFlushStatus 类的属性" helpurl="flash.net:SharedObjectFlushStatus">
						<string name="FLUSHED" object="[flash.net.SharedObjectFlushStatus]" text="SharedObjectFlushStatus.FLUSHED" constant="true" tiptext="指示成功完成了刷新。" version="" helpurl="flash.net:SharedObjectFlushStatus:FLUSHED" playername=""/>
						<string name="PENDING" object="[flash.net.SharedObjectFlushStatus]" text="SharedObjectFlushStatus.PENDING" constant="true" tiptext="指示在可以刷新之前，提示用户增加共享对象的磁盘空间。" version="" helpurl="flash.net:SharedObjectFlushStatus:PENDING" playername=""/>
					</folder>
				</folder>
				<folder name="Socket" id="[flash.net.Socket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Socket 类使代码可以建立用于发送和接收二进制数据的传输控制协议 (TCP) 套接字连接。" helpurl="flash.net:Socket">
					<folder name="方法" id="Methods" tiptext="Socket 类的方法" helpurl="flash.net:Socket">
						<string name="Socket" object="[flash.net.Socket]" text="new Socket(%[主机:String=null,端口:int=0]%)" constructor="true" tiptext="创建新的 Socket 对象。" version="4" helpurl="flash.net:Socket:Socket" playername=""/>
						<string name="close" object="[flash.net.Socket]" text=".close(%%):void" tiptext="关闭套接字。" version="4" helpurl="flash.net:Socket:close" playername=""/>
						<string name="connect" object="[flash.net.Socket]" text=".connect(%主机:String,端口:int%):void" tiptext="将套接字连接到指定的主机和端口。" version="4" helpurl="flash.net:Socket:connect" playername=""/>
						<string name="flush" object="[flash.net.Socket]" text=".flush(%%):void" tiptext="对套接字输出缓冲区中积累的所有数据进行刷新。" version="4" helpurl="flash.net:Socket:flush" playername=""/>
						<string name="readBoolean" object="[flash.net.Socket]" text=".readBoolean(%%):Boolean" tiptext="从套接字读取一个布尔值。" version="4" helpurl="flash.net:Socket:readBoolean" playername=""/>
						<string name="readByte" object="[flash.net.Socket]" text=".readByte(%%):int" tiptext="从套接字读取一个带符号字节。" version="4" helpurl="flash.net:Socket:readByte" playername=""/>
						<string name="readBytes" object="[flash.net.Socket]" text=".readBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="从套接字读取长度参数所指定的数据的字节数。" version="4" helpurl="flash.net:Socket:readBytes" playername=""/>
						<string name="readDouble" object="[flash.net.Socket]" text=".readDouble(%%):Number" tiptext="从套接字读取一个 IEEE 754 双精度浮点数。" version="4" helpurl="flash.net:Socket:readDouble" playername=""/>
						<string name="readFloat" object="[flash.net.Socket]" text=".readFloat(%%):Number" tiptext="从套接字读取一个 IEEE 754 单精度浮点数。" version="4" helpurl="flash.net:Socket:readFloat" playername=""/>
						<string name="readInt" object="[flash.net.Socket]" text=".readInt(%%):int" tiptext="从套接字读取一个带符号的 32 位整数。" version="4" helpurl="flash.net:Socket:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.net.Socket]" text=".readMultiByte(%长度:uint,字符集:String%):String" tiptext="使用指定的字符集，从该字节流读取一个多字节字符串。" version="4" helpurl="flash.net:Socket:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.net.Socket]" text=".readObject(%%)" tiptext="从以 AMF 序列化格式编码的套接字读取一个对象。" version="4" helpurl="flash.net:Socket:readObject" playername=""/>
						<string name="readShort" object="[flash.net.Socket]" text=".readShort(%%):int" tiptext="从套接字读取一个带符号的 16 位整数。" version="4" helpurl="flash.net:Socket:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.net.Socket]" text=".readUTFBytes(%长度:uint%):String" tiptext="从套接字读取长度参数所指定的 UTF-8 数据的字节数，并返回一个字符串。" version="4" helpurl="flash.net:Socket:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.net.Socket]" text=".readUTF(%%):String" tiptext="从套接字读取一个 UTF-8 字符串。" version="4" helpurl="flash.net:Socket:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.net.Socket]" text=".readUnsignedByte(%%):uint" tiptext="从套接字读取一个无符号字节。" version="4" helpurl="flash.net:Socket:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.net.Socket]" text=".readUnsignedInt(%%):uint" tiptext="从套接字读取一个无符号的 32 位整数。" version="4" helpurl="flash.net:Socket:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.net.Socket]" text=".readUnsignedShort(%%):uint" tiptext="从套接字读取一个无符号的 16 位整数。" version="4" helpurl="flash.net:Socket:readUnsignedShort" playername=""/>
						<string name="writeBoolean" object="[flash.net.Socket]" text=".writeBoolean(%值:Boolean%):void" tiptext="将一个布尔值写入套接字。" version="4" helpurl="flash.net:Socket:writeBoolean" playername=""/>
						<string name="writeByte" object="[flash.net.Socket]" text=".writeByte(%值:int%):void" tiptext="将一个字节写入套接字。" version="4" helpurl="flash.net:Socket:writeByte" playername=""/>
						<string name="writeBytes" object="[flash.net.Socket]" text=".writeBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="从指定的字节数组写入一系列字节。" version="4" helpurl="flash.net:Socket:writeBytes" playername=""/>
						<string name="writeDouble" object="[flash.net.Socket]" text=".writeDouble(%值:Number%):void" tiptext="将一个 IEEE 754 双精度浮点数写入套接字。" version="4" helpurl="flash.net:Socket:writeDouble" playername=""/>
						<string name="writeFloat" object="[flash.net.Socket]" text=".writeFloat(%值:Number%):void" tiptext="将一个 IEEE 754 单精度浮点数写入套接字。" version="4" helpurl="flash.net:Socket:writeFloat" playername=""/>
						<string name="writeInt" object="[flash.net.Socket]" text=".writeInt(%值:int%):void" tiptext="将一个带符号的 32 位整数写入套接字。" version="4" helpurl="flash.net:Socket:writeInt" playername=""/>
						<string name="writeMultiByte" object="[flash.net.Socket]" text=".writeMultiByte(%值:String,字符集:String%):void" tiptext="使用指定的字符集，从该字节流写入一个多字节字符串。" version="4" helpurl="flash.net:Socket:writeMultiByte" playername=""/>
						<string name="writeObject" object="[flash.net.Socket]" text=".writeObject(%对象:*%):void" tiptext="以 AMF 序列化格式将一个对象写入套接字。" version="4" helpurl="flash.net:Socket:writeObject" playername=""/>
						<string name="writeShort" object="[flash.net.Socket]" text=".writeShort(%值:int%):void" tiptext="将一个 16 位整数写入套接字。" version="4" helpurl="flash.net:Socket:writeShort" playername=""/>
						<string name="writeUTFBytes" object="[flash.net.Socket]" text=".writeUTFBytes(%值:String%):void" tiptext="将一个 UTF-8 字符串写入套接字。" version="4" helpurl="flash.net:Socket:writeUTFBytes" playername=""/>
						<string name="writeUTF" object="[flash.net.Socket]" text=".writeUTF(%值:String%):void" tiptext="将以下数据写入套接字: 一个无符号 16 位整数，它指示了指定 UTF-8 字符串的长度(以字节为单位)，后面跟随字符串本身。" version="4" helpurl="flash.net:Socket:writeUTF" playername=""/>
						<string name="writeUnsignedInt" object="[flash.net.Socket]" text=".writeUnsignedInt(%值:uint%):void" tiptext="将一个无符号的 32 位整数写入套接字。" version="4" helpurl="flash.net:Socket:writeUnsignedInt" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Socket 类的属性" helpurl="flash.net:Socket">
						<string name="bytesAvailable" object="[flash.net.Socket]" text=".bytesAvailable" tiptext="输入缓冲区中可读取的数据的字节数。" version="" helpurl="flash.net:Socket:bytesAvailable:get" playername=""/>
						<string name="connected" object="[flash.net.Socket]" text=".connected" tiptext="指示此 Socket 对象目前是否已连接。" version="" helpurl="flash.net:Socket:connected:get" playername=""/>
						<string name="endian" object="[flash.net.Socket]" text=".endian" tiptext="指示数据的字节顺序。" version="" helpurl="flash.net:Socket:endian:get" playername=""/>
						<string name="localAddress" object="[flash.net.Socket]" text=".localAddress" tiptext="此套接字被绑定到的本地计算机的 IP 地址。" version="" helpurl="flash.net:Socket:localAddress:get" playername="AIR"/>
						<string name="localPort" object="[flash.net.Socket]" text=".localPort" tiptext="此套接字被绑定到的本地计算机的端口。" version="" helpurl="flash.net:Socket:localPort:get" playername="AIR"/>
						<string name="objectEncoding" object="[flash.net.Socket]" text=".objectEncoding" tiptext="在写入或读取对象时，控制所使用的 AMF 的版本。" version="" helpurl="flash.net:Socket:objectEncoding:get" playername=""/>
						<string name="remoteAddress" object="[flash.net.Socket]" text=".remoteAddress" tiptext="与此套接字连接的远程计算机的 IP 地址。" version="" helpurl="flash.net:Socket:remoteAddress:get" playername="AIR"/>
						<string name="remotePort" object="[flash.net.Socket]" text=".remotePort" tiptext="与此套接字连接的远程计算机的端口。" version="" helpurl="flash.net:Socket:remotePort:get" playername="AIR"/>
						<string name="timeout" object="[flash.net.Socket]" text=".timeout" tiptext="表示建立连接时需等待的毫秒数。" version="" helpurl="flash.net:Socket:timeout:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Socket 类的事件" helpurl="flash.net:Socket">
						<string name="securityError" object="[flash.net.Socket]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 Socket.connect() 的调用尝试连接到被调用方安全沙箱禁止的服务器或 1024 以下的端口且不存在允许此连接的套接字策略文件时进行调度。" version="" helpurl="flash.net:Socket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="socketData" object="[flash.net.Socket]" text=".addEventListener(%类型:String=ProgressEvent.SOCKET_DATA{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在套接字接收到数据后调度。" version="" helpurl="flash.net:Socket_flash.events.ProgressEvent.SOCKET_DATA_socketData" playername=""/>
						<string name="ioError" object="[flash.net.Socket]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入/输出错误并导致发送或加载操作失败时调度。" version="" helpurl="flash.net:Socket_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="connect" object="[flash.net.Socket]" text=".addEventListener(%类型:String=Event.CONNECT{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在建立网络连接后调度。" version="" helpurl="flash.net:Socket_flash.events.Event.CONNECT_connect" playername=""/>
						<string name="close" object="[flash.net.Socket]" text=".addEventListener(%类型:String=Event.CLOSE{SecurityErrorEvent.SECURITY_ERROR,ProgressEvent.SOCKET_DATA,IOErrorEvent.IO_ERROR,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在服务器关闭套接字连接时调度。" version="" helpurl="flash.net:Socket_flash.events.Event.CLOSE_close" playername=""/>
					</folder>
				</folder>
				<folder name="URLLoader" id="[flash.net.URLLoader]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="URLLoader 类以文本、二进制数据或 URL 编码变量的形式从 URL 下载数据。" helpurl="flash.net:URLLoader">
					<folder name="方法" id="Methods" tiptext="URLLoader 类的方法" helpurl="flash.net:URLLoader">
						<string name="URLLoader" object="[flash.net.URLLoader]" text="new URLLoader(%[请求:flash.net:URLRequest=null]%)" constructor="true" tiptext="创建 URLLoader 对象。" version="4" helpurl="flash.net:URLLoader:URLLoader" playername=""/>
						<string name="addEventListener" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="使用 EventDispatcher 对象注册事件侦听器对象，以使侦听器能够接收事件通知。" version="4" helpurl="flash.net:URLLoader:addEventListener" playername=""/>
						<string name="close" object="[flash.net.URLLoader]" text=".close(%%):void" tiptext="关闭进行中的加载操作。" version="4" helpurl="flash.net:URLLoader:close" playername=""/>
						<string name="load" object="[flash.net.URLLoader]" text=".load(%请求:flash.net:URLRequest%):void" tiptext="从指定的 URL 发送和加载数据。" version="4" helpurl="flash.net:URLLoader:load" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLLoader 类的属性" helpurl="flash.net:URLLoader">
						<string name="bytesLoaded" object="[flash.net.URLLoader]" text=".bytesLoaded" tiptext="指示加载操作期间到目前为止加载的字节数。" version="" helpurl="flash.net:URLLoader:bytesLoaded" playername=""/>
						<string name="bytesTotal" object="[flash.net.URLLoader]" text=".bytesTotal" tiptext="指示所下载数据中的字节总数。" version="" helpurl="flash.net:URLLoader:bytesTotal" playername=""/>
						<string name="dataFormat" object="[flash.net.URLLoader]" text=".dataFormat" tiptext="控制是以文本(URLLoaderDataFormat.TEXT)、原始二进制数据(URLLoaderDataFormat.BINARY)还是 URL 编码变量(URLLoaderDataFormat.VARIABLES)形式接收下载的数据。" version="" helpurl="flash.net:URLLoader:dataFormat" playername=""/>
						<string name="data" object="[flash.net.URLLoader]" text=".data" tiptext="从加载操作接收的数据。" version="" helpurl="flash.net:URLLoader:data" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="URLLoader 类的事件" helpurl="flash.net:URLLoader">
						<string name="httpResponseStatus" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 load() 方法调用尝试通过 HTTP 访问数据，并且 Adobe AIR 可以检测并返回请求的状态代码时调度。" version="" helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername=""/>
						<string name="httpStatus" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_STATUS{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 URLLoader.load() 调用尝试通过 HTTP 访问数据时调度。" version="" helpurl="flash.net:URLLoader_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="securityError" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 URLLoader.load() 的调用尝试从安全沙箱外部的服务器加载数据时进行调度。" version="" helpurl="flash.net:URLLoader_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 URLLoader.load() 的调用导致致命错误并因此终止了下载时进行调度。" version="" helpurl="flash.net:URLLoader_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="progress" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在下载操作过程中收到数据时调度。" version="" helpurl="flash.net:URLLoader_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="complete" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=Event.COMPLETE{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在对所有已接收数据进行解码并将其放在 URLLoader 对象的 data 属性以后调度。" version="" helpurl="flash.net:URLLoader_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="open" object="[flash.net.URLLoader]" text=".addEventListener(%类型:String=Event.OPEN{HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,Event.COMPLETE,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在调用 URLLoader.load() 方法后开始下载操作时调度。" version="" helpurl="flash.net:URLLoader_flash.events.Event.OPEN_open" playername=""/>
					</folder>
				</folder>
				<folder name="URLLoaderDataFormat" id="[flash.net.URLLoaderDataFormat]" sort="true" index="true" asAncestors="Object" tiptext="URLLoaderDataFormat 类提供了一些用于指定如何接收已下载数据的值。" helpurl="flash.net:URLLoaderDataFormat">
					<folder name="属性" id="Properties" tiptext="URLLoaderDataFormat 类的属性" helpurl="flash.net:URLLoaderDataFormat">
						<string name="BINARY" object="[flash.net.URLLoaderDataFormat]" text="URLLoaderDataFormat.BINARY" constant="true" tiptext="指定以原始二进制数据形式接收下载的数据。" version="" helpurl="flash.net:URLLoaderDataFormat:BINARY" playername=""/>
						<string name="TEXT" object="[flash.net.URLLoaderDataFormat]" text="URLLoaderDataFormat.TEXT" constant="true" tiptext="指定以文本形式接收已下载的数据。" version="" helpurl="flash.net:URLLoaderDataFormat:TEXT" playername=""/>
						<string name="VARIABLES" object="[flash.net.URLLoaderDataFormat]" text="URLLoaderDataFormat.VARIABLES" constant="true" tiptext="指定以 URL 编码变量形式接收下载的数据。" version="" helpurl="flash.net:URLLoaderDataFormat:VARIABLES" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequest" id="[flash.net.URLRequest]" sort="true" index="true" asAncestors="Object" tiptext="URLRequest 类可捕获单个 HTTP 请求中的所有信息。" helpurl="flash.net:URLRequest">
					<folder name="方法" id="Methods" tiptext="URLRequest 类的方法" helpurl="flash.net:URLRequest">
						<string name="URLRequest" object="[flash.net.URLRequest]" text="new URLRequest(%[url:String=null]%)" constructor="true" tiptext="创建 URLRequest 对象。" version="4" helpurl="flash.net:URLRequest:URLRequest" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLRequest 类的属性" helpurl="flash.net:URLRequest">
						<string name="authenticate" object="[flash.net.URLRequest]" text=".authenticate" tiptext="指定是否应为此请求处理验证请求，如果是，则为 true，否则为 false。" version="" helpurl="flash.net:URLRequest:authenticate:get" playername="AIR"/>
						<string name="cacheResponse" object="[flash.net.URLRequest]" text=".cacheResponse" tiptext="指定是否应为此请求缓存成功的响应数据。" version="" helpurl="flash.net:URLRequest:cacheResponse:get" playername="AIR"/>
						<string name="contentType" object="[flash.net.URLRequest]" text=".contentType" tiptext="data 属性中内容的 MIME 内容类型。" version="" helpurl="flash.net:URLRequest:contentType:get" playername=""/>
						<string name="data" object="[flash.net.URLRequest]" text=".data" tiptext="一个对象，它包含将随 URL 请求一起传输的数据。" version="" helpurl="flash.net:URLRequest:data:get" playername=""/>
						<string name="digest" object="[flash.net.URLRequest]" text=".digest" tiptext="唯一地标识将存储到 Flash Player 缓存中（或从中检索）的已签名 Adobe 平台组件的字符串。" version="" helpurl="flash.net:URLRequest:digest:get" playername=""/>
						<string name="followRedirects" object="[flash.net.URLRequest]" text=".followRedirects" tiptext="指定是否要遵循重定向，如果是，则为 true，否则为 false。" version="" helpurl="flash.net:URLRequest:followRedirects:get" playername=""/>
						<string name="idleTimeout" object="[flash.net.URLRequest]" text=".idleTimeout" tiptext="指定此请求的空闲超时值（以毫秒为单位）。" version="" helpurl="flash.net:URLRequest:idleTimeout:get" playername="AIR"/>
						<string name="manageCookies" object="[flash.net.URLRequest]" text=".manageCookies" tiptext="指定 HTTP 协议堆栈是否应管理此请求的 cookie。" version="" helpurl="flash.net:URLRequest:manageCookies:get" playername="AIR"/>
						<string name="method" object="[flash.net.URLRequest]" text=".method" tiptext="控制 HTTP 表单提交方法。" version="" helpurl="flash.net:URLRequest:method:get" playername=""/>
						<string name="requestHeaders" object="[flash.net.URLRequest]" text=".requestHeaders" tiptext="要追加到 HTTP 请求的 HTTP 请求标头的数组。" version="" helpurl="flash.net:URLRequest:requestHeaders:get" playername=""/>
						<string name="url" object="[flash.net.URLRequest]" text=".url" tiptext="所请求的 URL。" version="" helpurl="flash.net:URLRequest:url:get" playername=""/>
						<string name="useCache" object="[flash.net.URLRequest]" text=".useCache" tiptext="指定在此 URLRequest 获取数据之前是否应查询本地缓存。" version="" helpurl="flash.net:URLRequest:useCache:get" playername="AIR"/>
						<string name="userAgent" object="[flash.net.URLRequest]" text=".userAgent" tiptext="指定在 HTTP 请求中使用的用户代理字符串。" version="" helpurl="flash.net:URLRequest:userAgent:get" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequestDefaults" id="[flash.net.URLRequestDefaults]" sort="true" index="true" asAncestors="Object" tiptext="URLRequestDefaults 类包含一些静态属性，可以设置这些属性以便为 URLRequest 类的属性定义默认值。" helpurl="flash.net:URLRequestDefaults">
					<folder name="方法" id="Methods" tiptext="URLRequestDefaults 类的方法" helpurl="flash.net:URLRequestDefaults">
						<string name="setLoginCredentialsForHost" object="[flash.net.URLRequestDefaults]" text="URLRequestDefaults.setLoginCredentialsForHost(%主机名:String,用户:String,密码:String%)" static="true" tiptext="为选定的主机设置默认用户和密码凭据。" version="4" helpurl="flash.net:URLRequestDefaults:setLoginCredentialsForHost" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLRequestDefaults 类的属性" helpurl="flash.net:URLRequestDefaults">
						<string name="authenticate" object="[flash.net.URLRequestDefaults]" text=".authenticate" tiptext="URLRequest 对象的 authenticate 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:authenticate:get" playername=""/>
						<string name="cacheResponse" object="[flash.net.URLRequestDefaults]" text=".cacheResponse" tiptext="URLRequest 对象的 cacheResponse 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:cacheResponse:get" playername=""/>
						<string name="followRedirects" object="[flash.net.URLRequestDefaults]" text=".followRedirects" tiptext="URLRequest 对象的 followRedirects 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:followRedirects:get" playername=""/>
						<string name="idleTimeout" object="[flash.net.URLRequestDefaults]" text=".idleTimeout" tiptext="URLRequest 对象和 HTMLLoader 对象的 idleTimeout 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:idleTimeout:get" playername="AIR"/>
						<string name="manageCookies" object="[flash.net.URLRequestDefaults]" text=".manageCookies" tiptext="URLRequest 对象的 manageCookies 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:manageCookies:get" playername=""/>
						<string name="useCache" object="[flash.net.URLRequestDefaults]" text=".useCache" tiptext="URLRequest 对象的 useCache 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:useCache:get" playername=""/>
						<string name="userAgent" object="[flash.net.URLRequestDefaults]" text=".userAgent" tiptext="URLRequest 对象的 userAgent 属性的默认设置。" version="" helpurl="flash.net:URLRequestDefaults:userAgent:get" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequestHeader" id="[flash.net.URLRequestHeader]" sort="true" index="true" asAncestors="Object" tiptext="URLRequestHeader 对象封装了一个 HTTP 请求标头并由一个名称/值对组成。" helpurl="flash.net:URLRequestHeader">
					<folder name="方法" id="Methods" tiptext="URLRequestHeader 类的方法" helpurl="flash.net:URLRequestHeader">
						<string name="URLRequestHeader" object="[flash.net.URLRequestHeader]" text="new URLRequestHeader(%名称:String,值:String%)" constructor="true" tiptext="创建一个封装单个 HTTP 请求标头的新 URLRequestHeader 对象。" version="4" helpurl="flash.net:URLRequestHeader:URLRequestHeader" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLRequestHeader 类的属性" helpurl="flash.net:URLRequestHeader">
						<string name="name" object="[flash.net.URLRequestHeader]" text=".name" tiptext="HTTP 请求标头名称(例如 Content-Type 或 SOAPAction)。" version="" helpurl="flash.net:URLRequestHeader:name" playername=""/>
						<string name="value" object="[flash.net.URLRequestHeader]" text=".value" tiptext="与 name 属性相关联的值(如 text/plain)。" version="" helpurl="flash.net:URLRequestHeader:value" playername=""/>
					</folder>
				</folder>
				<folder name="URLRequestMethod" id="[flash.net.URLRequestMethod]" sort="true" index="true" asAncestors="Object" tiptext="URLRequestMethod 类提供了一些值，这些值可指定在将数据发送到服务器时，URLRequest 对象应使用 POST 方法还是 GET 方法。" helpurl="flash.net:URLRequestMethod">
					<folder name="属性" id="Properties" tiptext="URLRequestMethod 类的属性" helpurl="flash.net:URLRequestMethod">
						<string name="DELETE" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.DELETE" constant="true" tiptext="指定 URLRequest 对象为 DELETE。" version="" helpurl="flash.net:URLRequestMethod:DELETE" playername="AIR"/>
						<string name="GET" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.GET" constant="true" tiptext="指示 URLRequest 对象是一个 GET。" version="" helpurl="flash.net:URLRequestMethod:GET" playername=""/>
						<string name="HEAD" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.HEAD" constant="true" tiptext="指定 URLRequest 对象为 HEAD。" version="" helpurl="flash.net:URLRequestMethod:HEAD" playername="AIR"/>
						<string name="OPTIONS" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.OPTIONS" constant="true" tiptext="指定 URLRequest 对象为 OPTIONS。" version="" helpurl="flash.net:URLRequestMethod:OPTIONS" playername="AIR"/>
						<string name="POST" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.POST" constant="true" tiptext="指示 URLRequest 对象是一个 POST。" version="" helpurl="flash.net:URLRequestMethod:POST" playername=""/>
						<string name="PUT" object="[flash.net.URLRequestMethod]" text="URLRequestMethod.PUT" constant="true" tiptext="指定 URLRequest 对象为 PUT。" version="" helpurl="flash.net:URLRequestMethod:PUT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="URLStream" id="[flash.net.URLStream]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="URLStream 类提供对下载 URL 的低级访问。" helpurl="flash.net:URLStream">
					<folder name="方法" id="Methods" tiptext="URLStream 类的方法" helpurl="flash.net:URLStream">
						<string name="close" object="[flash.net.URLStream]" text=".close(%%):void" tiptext="立即关闭该流并取消下载操作。" version="4" helpurl="flash.net:URLStream:close" playername=""/>
						<string name="load" object="[flash.net.URLStream]" text=".load(%请求:flash.net:URLRequest%):void" tiptext="开始下载请求参数中指定的 URL。" version="4" helpurl="flash.net:URLStream:load" playername=""/>
						<string name="readBoolean" object="[flash.net.URLStream]" text=".readBoolean(%%):Boolean" tiptext="从该流读取一个布尔值。" version="4" helpurl="flash.net:URLStream:readBoolean" playername=""/>
						<string name="readByte" object="[flash.net.URLStream]" text=".readByte(%%):int" tiptext="从该流读取一个带符号字节。" version="4" helpurl="flash.net:URLStream:readByte" playername=""/>
						<string name="readBytes" object="[flash.net.URLStream]" text=".readBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="从该流读取长度字节的数据。" version="4" helpurl="flash.net:URLStream:readBytes" playername=""/>
						<string name="readDouble" object="[flash.net.URLStream]" text=".readDouble(%%):Number" tiptext="从该流读取一个 IEEE 754 双精度浮点数。" version="4" helpurl="flash.net:URLStream:readDouble" playername=""/>
						<string name="readFloat" object="[flash.net.URLStream]" text=".readFloat(%%):Number" tiptext="从该流读取一个 IEEE 754 单精度浮点数。" version="4" helpurl="flash.net:URLStream:readFloat" playername=""/>
						<string name="readInt" object="[flash.net.URLStream]" text=".readInt(%%):int" tiptext="从该流读取一个带符号的 32 位整数。" version="4" helpurl="flash.net:URLStream:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.net.URLStream]" text=".readMultiByte(%长度:uint,字符集:String%):String" tiptext="使用指定的字符集从字节流中读取指定长度的多字节字符串。" version="4" helpurl="flash.net:URLStream:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.net.URLStream]" text=".readObject(%%)" tiptext="从以 Action Message Format (AMF) 编码的套接字读取一个对象。" version="4" helpurl="flash.net:URLStream:readObject" playername=""/>
						<string name="readShort" object="[flash.net.URLStream]" text=".readShort(%%):int" tiptext="从该流读取一个带符号的 16 位整数。" version="4" helpurl="flash.net:URLStream:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.net.URLStream]" text=".readUTFBytes(%长度:uint%):String" tiptext="从该流读取长度为长度的 UTF-8 字节序列，并返回一个字符串。" version="4" helpurl="flash.net:URLStream:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.net.URLStream]" text=".readUTF(%%):String" tiptext="从该流读取一个 UTF-8 字符串。" version="4" helpurl="flash.net:URLStream:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.net.URLStream]" text=".readUnsignedByte(%%):uint" tiptext="从该流读取一个无符号字节。" version="4" helpurl="flash.net:URLStream:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.net.URLStream]" text=".readUnsignedInt(%%):uint" tiptext="从该流读取一个无符号的 32 位整数。" version="4" helpurl="flash.net:URLStream:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.net.URLStream]" text=".readUnsignedShort(%%):uint" tiptext="从该流读取一个无符号的 16 位整数。" version="4" helpurl="flash.net:URLStream:readUnsignedShort" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="URLStream 类的属性" helpurl="flash.net:URLStream">
						<string name="bytesAvailable" object="[flash.net.URLStream]" text=".bytesAvailable" tiptext="返回可在输入缓冲区中读取的数据的字节数。" version="" helpurl="flash.net:URLStream:bytesAvailable:get" playername=""/>
						<string name="connected" object="[flash.net.URLStream]" text=".connected" tiptext="指示此 URLStream 对象目前是否已连接。" version="" helpurl="flash.net:URLStream:connected:get" playername=""/>
						<string name="endian" object="[flash.net.URLStream]" text=".endian" tiptext="指示数据的字节顺序。" version="" helpurl="flash.net:URLStream:endian:get" playername=""/>
						<string name="objectEncoding" object="[flash.net.URLStream]" text=".objectEncoding" tiptext="在写入或读取对象时，控制所使用的 Action Message Format (AMF) 的版本。" version="" helpurl="flash.net:URLStream:objectEncoding:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="URLStream 类的事件" helpurl="flash.net:URLStream">
						<string name="progress" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在下载操作过程中收到数据时调度。" version="" helpurl="flash.net:URLStream_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="open" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=Event.OPEN{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加载操作开始时调度。" version="" helpurl="flash.net:URLStream_flash.events.Event.OPEN_open" playername=""/>
						<string name="ioError" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入/输出错误并由此导致加载操作失败时调度。" version="" helpurl="flash.net:URLStream_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="httpResponseStatus" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_RESPONSE_STATUS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 URLStream.load() 方法调用尝试通过 HTTP 访问数据，并且 Adobe AIR 可以检测并返回请求的状态代码时调度。" version="" helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_RESPONSE_STATUS_httpResponseStatus" playername=""/>
						<string name="httpStatus" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=HTTPStatusEvent.HTTP_STATUS{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 URLStream.load() 调用尝试通过 HTTP 访问数据，并且 Flash Player 或 Adobe AIR 可以检测并返回请求的状态代码时调度。" version="" helpurl="flash.net:URLStream_flash.events.HTTPStatusEvent.HTTP_STATUS_httpStatus" playername=""/>
						<string name="securityError" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 URLStream.load() 的调用尝试从安全沙箱外部的服务器加载数据时进行调度。" version="" helpurl="flash.net:URLStream_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="complete" object="[flash.net.URLStream]" text=".addEventListener(%类型:String=Event.COMPLETE{ProgressEvent.PROGRESS,Event.OPEN,IOErrorEvent.IO_ERROR,HTTPStatusEvent.HTTP_RESPONSE_STATUS,HTTPStatusEvent.HTTP_STATUS,SecurityErrorEvent.SECURITY_ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="成功加载数据后调度。" version="" helpurl="flash.net:URLStream_flash.events.Event.COMPLETE_complete" playername=""/>
					</folder>
				</folder>
				<folder name="URLVariables" id="[flash.net.URLVariables]" sort="true" index="true" asAncestors="Object" tiptext="使用 URLVariables 类可以在应用程序和服务器之间传输变量。" helpurl="flash.net:URLVariables">
					<folder name="方法" id="Methods" tiptext="URLVariables 类的方法" helpurl="flash.net:URLVariables">
						<string name="URLVariables" object="[flash.net.URLVariables]" text="new URLVariables(%[源:String=null]%)" constructor="true" tiptext="创建一个新的 URLVariables 对象。" version="4" helpurl="flash.net:URLVariables:URLVariables" playername=""/>
						<string name="decode" object="[flash.net.URLVariables]" text=".decode(%源:String%):void" tiptext="将变量字符串转换为指定 URLVariables 对象的属性。" version="4" helpurl="flash.net:URLVariables:decode" playername=""/>
						<string name="toString" object="[flash.net.URLVariables]" text=".toString(%%):String" tiptext="以 MIME 内容编码格式 application/x-www-form-urlencoded 返回包含所有可枚举变量的字符串。" version="4" helpurl="flash.net:URLVariables:toString" playername=""/>
					</folder>
				</folder>
				<folder name="XMLSocket" id="[flash.net.XMLSocket]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="XMLSocket 类实现客户端套接字，这些套接字使 Flash Player 或 AIR 应用程序可以与由 IP 地址或域名标识的服务器计算机进行通信。" helpurl="flash.net:XMLSocket">
					<folder name="方法" id="Methods" tiptext="XMLSocket 类的方法" helpurl="flash.net:XMLSocket">
						<string name="XMLSocket" object="[flash.net.XMLSocket]" text="new XMLSocket(%[主机:String=null,端口:int=0]%):void" constructor="true" tiptext="创建一个新的 XMLSocket 对象。" version="4" helpurl="flash.net:XMLSocket:XMLSocket" playername=""/>
						<string name="close" object="[flash.net.XMLSocket]" text=".close(%%):void" tiptext="关闭由 XMLSocket 对象指定的连接。" version="4" helpurl="flash.net:XMLSocket:close" playername=""/>
						<string name="connect" object="[flash.net.XMLSocket]" text=".connect(%主机:String,端口:int%):void" tiptext="使用指定的 TCP 端口建立到指定 Internet 主机的连接。" version="4" helpurl="flash.net:XMLSocket:connect" playername=""/>
						<string name="send" object="[flash.net.XMLSocket]" text=".send(%对象:*%):void" tiptext="将在 object 参数中指定的 XML 对象或数据转换成一个字符串，并将其传输到服务器，后面跟有一个零 (0) 字节。" version="4" helpurl="flash.net:XMLSocket:send" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="XMLSocket 类的属性" helpurl="flash.net:XMLSocket">
						<string name="connected" object="[flash.net.XMLSocket]" text=".connected" tiptext="指示此 XMLSocket 对象目前是否已连接。" version="" helpurl="flash.net:XMLSocket:connected:get" playername=""/>
						<string name="timeout" object="[flash.net.XMLSocket]" text=".timeout" tiptext="表示建立连接时需等待的毫秒数。" version="" helpurl="flash.net:XMLSocket:timeout:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="XMLSocket 类的事件" helpurl="flash.net:XMLSocket">
						<string name="securityError" object="[flash.net.XMLSocket]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当对 XMLSocket.connect() 方法的调用尝试连接到调用方安全沙箱外部的服务器或 1024 以下的端口时进行调度。" version="" helpurl="flash.net:XMLSocket_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.net.XMLSocket]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在出现输入/输出错误并导致发送或接收操作失败时调度。" version="" helpurl="flash.net:XMLSocket_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="data" object="[flash.net.XMLSocket]" text=".addEventListener(%类型:String=DataEvent.DATA{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在发送或接收原始数据后调度。" version="" helpurl="flash.net:XMLSocket_flash.events.DataEvent.DATA_data" playername=""/>
						<string name="connect" object="[flash.net.XMLSocket]" text=".addEventListener(%类型:String=Event.CONNECT{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="成功调用 XMLSocket.connect() 方法后调度。" version="" helpurl="flash.net:XMLSocket_flash.events.Event.CONNECT_connect" playername=""/>
						<string name="close" object="[flash.net.XMLSocket]" text=".addEventListener(%类型:String=Event.CLOSE{SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,DataEvent.DATA,Event.CONNECT,Event.CLOSE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在服务器关闭套接字连接时调度。" version="" helpurl="flash.net:XMLSocket_flash.events.Event.CLOSE_close" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.net.dns" id="flash.net.dns" sort="true" tiptext="flash.net.dns 包的类" helpurl="flash.net.dns">
				<folder name="AAAARecord" id="[flash.net.dns.AAAARecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="AAAARecord 类表示包含 IPv6 地址的域名系统 (DNS) AAAA 资源记录。" helpurl="flash.net.dns:AAAARecord">
					<folder name="方法" id="Methods" tiptext="AAAARecord 类的方法" helpurl="flash.net.dns:AAAARecord">
						<string name="AAAARecord" object="[flash.net.dns.AAAARecord]" text="new AAAARecord(%%)" constructor="true" tiptext="创建 AAAA 资源记录。" version="2" helpurl="flash.net.dns:AAAARecord:AAAARecord" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="AAAARecord 类的属性" helpurl="flash.net.dns:AAAARecord">
						<string name="address" object="[flash.net.dns.AAAARecord]" text=".address" tiptext="IPv6 地址。" version="" helpurl="flash.net.dns:AAAARecord:address:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ARecord" id="[flash.net.dns.ARecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="ARecord 类表示包含 IPv4 地址的域名系统 (DNS) A 资源记录。" helpurl="flash.net.dns:ARecord">
					<folder name="方法" id="Methods" tiptext="ARecord 类的方法" helpurl="flash.net.dns:ARecord">
						<string name="ARecord" object="[flash.net.dns.ARecord]" text="new ARecord(%%)" constructor="true" tiptext="创建 A 资源记录。" version="2" helpurl="flash.net.dns:ARecord:ARecord" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ARecord 类的属性" helpurl="flash.net.dns:ARecord">
						<string name="address" object="[flash.net.dns.ARecord]" text=".address" tiptext="IPv4 地址。" version="" helpurl="flash.net.dns:ARecord:address:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="DNSResolver" id="[flash.net.dns.DNSResolver]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 DNSResolver 类，您可以查找域名系统 (DNS) 资源记录。" helpurl="flash.net.dns:DNSResolver">
					<folder name="方法" id="Methods" tiptext="DNSResolver 类的方法" helpurl="flash.net.dns:DNSResolver">
						<string name="DNSResolver" object="[flash.net.dns.DNSResolver]" text="new DNSResolver(%%)" constructor="true" tiptext="创建 DNSResolver 对象。" version="2" helpurl="flash.net.dns:DNSResolver:DNSResolver" playername="AIR"/>
						<string name="lookup" object="[flash.net.dns.DNSResolver]" text=".lookup(%主机:String,记录类型:Class%):void" tiptext="基于查询字符串查找 DNS 资源记录。" version="2" helpurl="flash.net.dns:DNSResolver:lookup" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DNSResolver 类的属性" helpurl="flash.net.dns:DNSResolver">
						<string name="isSupported" object="[flash.net.dns.DNSResolver]" text=".isSupported" tiptext="指示客户端系统是否支持 DNS 查找。" version="" helpurl="flash.net.dns:DNSResolver:isSupported:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="DNSResolver 类的事件" helpurl="flash.net.dns:DNSResolver">
						<string name="error" object="[flash.net.dns.DNSResolver]" text=".addEventListener(%类型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,DNSResolverEvent.LOOKUP},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 DNS 查找期间出现错误时调度。" version="" helpurl="flash.net.dns:DNSResolver_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="lookup" object="[flash.net.dns.DNSResolver]" text=".addEventListener(%类型:String=DNSResolverEvent.LOOKUP{ErrorEvent.ERROR,DNSResolverEvent.LOOKUP},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 DNS 查找完成时调度。" version="" helpurl="flash.net.dns:DNSResolver_flash.events.DNSResolverEvent.LOOKUP_lookup" playername="AIR"/>
					</folder>
				</folder>
				<folder name="MXRecord" id="[flash.net.dns.MXRecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="MXRecord 类表示包含邮件交换服务器地址的域名系统 (DNS) MX 资源记录。" helpurl="flash.net.dns:MXRecord">
					<folder name="方法" id="Methods" tiptext="MXRecord 类的方法" helpurl="flash.net.dns:MXRecord">
						<string name="MXRecord" object="[flash.net.dns.MXRecord]" text="new MXRecord(%%)" constructor="true" tiptext="创建 MX 资源记录。" version="2" helpurl="flash.net.dns:MXRecord:MXRecord" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MXRecord 类的属性" helpurl="flash.net.dns:MXRecord">
						<string name="exchange" object="[flash.net.dns.MXRecord]" text=".exchange" tiptext="邮件交换服务的主机名。" version="" helpurl="flash.net.dns:MXRecord:exchange:get" playername="AIR"/>
						<string name="preference" object="[flash.net.dns.MXRecord]" text=".preference" tiptext="此记录所识别的邮件交换的优先级。" version="" helpurl="flash.net.dns:MXRecord:preference:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PTRRecord" id="[flash.net.dns.PTRRecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="PTRRecord 类表示包含规范域名的域名系统 (DNS) PTR 资源记录。" helpurl="flash.net.dns:PTRRecord">
					<folder name="方法" id="Methods" tiptext="PTRRecord 类的方法" helpurl="flash.net.dns:PTRRecord">
						<string name="PTRRecord" object="[flash.net.dns.PTRRecord]" text="new PTRRecord(%%)" constructor="true" tiptext="创建 PTR 资源记录。" version="2" helpurl="flash.net.dns:PTRRecord:PTRRecord" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PTRRecord 类的属性" helpurl="flash.net.dns:PTRRecord">
						<string name="ptrdName" object="[flash.net.dns.PTRRecord]" text=".ptrdName" tiptext="分配给查询 IP 地址的规范域名。" version="" helpurl="flash.net.dns:PTRRecord:ptrdName:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ResourceRecord" id="[flash.net.dns.ResourceRecord]" sort="true" index="true" asAncestors="Object" tiptext="ResourceRecord 类是域名系统 (DNS) 资源记录类的基类。" helpurl="flash.net.dns:ResourceRecord">
					<folder name="属性" id="Properties" tiptext="ResourceRecord 类的属性" helpurl="flash.net.dns:ResourceRecord">
						<string name="name" object="[flash.net.dns.ResourceRecord]" text=".name" tiptext="用于查找此资源记录的查询字符串。" version="" helpurl="flash.net.dns:ResourceRecord:name:get" playername="AIR"/>
						<string name="ttl" object="[flash.net.dns.ResourceRecord]" text=".ttl" tiptext="资源生存时间 (ttl) 值。" version="" helpurl="flash.net.dns:ResourceRecord:ttl:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SRVRecord" id="[flash.net.dns.SRVRecord]" sort="true" index="true" asAncestors="flash.net.dns:ResourceRecord,Object" tiptext="SRVRecord 类表示包含服务主机的域名系统 (DNS) SRV 资源记录。" helpurl="flash.net.dns:SRVRecord">
					<folder name="方法" id="Methods" tiptext="SRVRecord 类的方法" helpurl="flash.net.dns:SRVRecord">
						<string name="SRVRecord" object="[flash.net.dns.SRVRecord]" text="new SRVRecord(%%)" constructor="true" tiptext="创建 SRV 资源记录。" version="2" helpurl="flash.net.dns:SRVRecord:SRVRecord" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SRVRecord 类的属性" helpurl="flash.net.dns:SRVRecord">
						<string name="port" object="[flash.net.dns.SRVRecord]" text=".port" tiptext="服务在服务器上使用的端口。" version="" helpurl="flash.net.dns:SRVRecord:port:get" playername="AIR"/>
						<string name="priority" object="[flash.net.dns.SRVRecord]" text=".priority" tiptext="此记录所识别的服务主机的优先级。" version="" helpurl="flash.net.dns:SRVRecord:priority:get" playername="AIR"/>
						<string name="target" object="[flash.net.dns.SRVRecord]" text=".target" tiptext="提供服务的服务器的规范主机名。" version="" helpurl="flash.net.dns:SRVRecord:target:get" playername="AIR"/>
						<string name="weight" object="[flash.net.dns.SRVRecord]" text=".weight" tiptext="从具有同一优先级的服务主机中进行选择时所用的相对权重。" version="" helpurl="flash.net.dns:SRVRecord:weight:get" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.net.drm" id="flash.net.drm" sort="true" tiptext="flash.net.drm 包的类" helpurl="flash.net.drm">
				<folder name="AuthenticationMethod" id="[flash.net.drm.AuthenticationMethod]" sort="true" index="true" asAncestors="Object" tiptext="AuthenticationMethod 类提供字符串常量，这些字符串常量枚举 DRMContentData 类的 authenticationMethod 属性使用的不同类型身份验证。" helpurl="flash.net.drm:AuthenticationMethod">
					<folder name="属性" id="Properties" tiptext="AuthenticationMethod 类的属性" helpurl="flash.net.drm:AuthenticationMethod">
						<string name="ANONYMOUS" object="[flash.net.drm.AuthenticationMethod]" text="AuthenticationMethod.ANONYMOUS" constant="true" tiptext="指示不需要身份验证。" version="" helpurl="flash.net.drm:AuthenticationMethod:ANONYMOUS" playername=""/>
						<string name="USERNAME_AND_PASSWORD" object="[flash.net.drm.AuthenticationMethod]" text="AuthenticationMethod.USERNAME_AND_PASSWORD" constant="true" tiptext="指示需要有效的用户名和密码。" version="" helpurl="flash.net.drm:AuthenticationMethod:USERNAME_AND_PASSWORD" playername=""/>
					</folder>
				</folder>
				<folder name="DRMContentData" id="[flash.net.drm.DRMContentData]" sort="true" index="true" asAncestors="Object" tiptext="DRMContentData 类提供所需的信息，以获取查看受 DRM 保护的内容时必需的凭证。" helpurl="flash.net.drm:DRMContentData">
					<folder name="方法" id="Methods" tiptext="DRMContentData 类的方法" helpurl="flash.net.drm:DRMContentData">
						<string name="DRMContentData" object="[flash.net.drm.DRMContentData]" text="new DRMContentData(%[原始数据:flash.utils:ByteArray=null]%)" constructor="true" tiptext="构造函数。" version="10.1" helpurl="flash.net.drm:DRMContentData:DRMContentData" playername=""/>
						<string name="getVoucherAccessInfo" object="[flash.net.drm.DRMContentData]" text=".getVoucherAccessInfo(%%):Vector$flash.net.drm:VoucherAccessInfo" tiptext="检索 VoucherAccessInfo 对象的数组。" version="10.1" helpurl="flash.net.drm:DRMContentData:getVoucherAccessInfo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMContentData 类的属性" helpurl="flash.net.drm:DRMContentData">
						<string name="authenticationMethod" object="[flash.net.drm.DRMContentData]" text=".authenticationMethod" tiptext="需要用来获取相关联内容的凭证的身份验证类型。" version="" helpurl="flash.net.drm:DRMContentData:authenticationMethod:get" playername=""/>
						<string name="domain" object="[flash.net.drm.DRMContentData]" text=".domain" tiptext="必须对用户进行身份验证以获取相关联的内容的凭证的 media rights server 的内容域。" version="" helpurl="flash.net.drm:DRMContentData:domain:get" playername=""/>
						<string name="licenseID" object="[flash.net.drm.DRMContentData]" text=".licenseID" tiptext="标识与 media rights server 上的元数据相关联的内容的唯一 ID。" version="" helpurl="flash.net.drm:DRMContentData:licenseID:get" playername=""/>
						<string name="serverURL" object="[flash.net.drm.DRMContentData]" text=".serverURL" tiptext="可提供查看相关联的内容所需的凭证的 media rights server 的 URL。" version="" helpurl="flash.net.drm:DRMContentData:serverURL:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMManager" id="[flash.net.drm.DRMManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="DRMManager 管理查看受 DRM 保护的内容所需的凭证的检索和存储。" helpurl="flash.net.drm:DRMManager">
					<folder name="方法" id="Methods" tiptext="DRMManager 类的方法" helpurl="flash.net.drm:DRMManager">
						<string name="authenticate" object="[flash.net.drm.DRMManager]" text=".authenticate(%服务器URL:String,域:String,用户名:String,密码:String%):void" tiptext="对用户进行身份验证。" version="10.1" helpurl="flash.net.drm:DRMManager:authenticate" playername=""/>
						<string name="getDRMManager" object="[flash.net.drm.DRMManager]" text="DRMManager.getDRMManager(%%):flash.net.drm:DRMManager" static="true" tiptext="返回 singleton DRMManager 对象的实例。" version="10.1" helpurl="flash.net.drm:DRMManager:getDRMManager" playername=""/>
						<string name="loadPreviewVoucher" object="[flash.net.drm.DRMManager]" text=".loadPreviewVoucher(%内容数据:flash.net.drm:DRMContentData%):void" tiptext="从许可证服务器获取预览凭证，您可以使用该凭证允许用户验证他们是否可在特定计算机上播放内容。" version="10.1" helpurl="flash.net.drm:DRMManager:loadPreviewVoucher" playername=""/>
						<string name="loadVoucher" object="[flash.net.drm.DRMManager]" text=".loadVoucher(%内容数据:flash.net.drm:DRMContentData,设置:String%):void" tiptext="从 media rights server 或本地凭证缓存加载凭证。" version="10.1" helpurl="flash.net.drm:DRMManager:loadVoucher" playername=""/>
						<string name="resetDRMVouchers" object="[flash.net.drm.DRMManager]" text=".resetDRMVouchers(%%):void" tiptext="删除所有本地缓存的数字权限管理 (DRM) 凭证数据。" version="1.5" helpurl="flash.net.drm:DRMManager:resetDRMVouchers" playername="AIR"/>
						<string name="setAuthenticationToken" object="[flash.net.drm.DRMManager]" text=".setAuthenticationToken(%服务器Url:String,域:String,标记:flash.utils:ByteArray%):void" tiptext="设置身份验证令牌以与指定的服务器和域进行通信。" version="10.1" helpurl="flash.net.drm:DRMManager:setAuthenticationToken" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DRMManager 类的属性" helpurl="flash.net.drm:DRMManager">
						<string name="isSupported" object="[flash.net.drm.DRMManager]" text=".isSupported" tiptext="如果当前平台支持 DRMManager 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.net.drm:DRMManager:isSupported:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="DRMManager 类的事件" helpurl="flash.net.drm:DRMManager">
						<string name="drmError" object="[flash.net.drm.DRMManager]" text=".addEventListener(%类型:String=DRMErrorEvent.DRM_ERROR{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在无法从 media rights server 获取请求的凭证时，由 DRMManager 调度 DRMErrorEvent 对象。" version="" helpurl="flash.net.drm:DRMManager_flash.events.DRMErrorEvent.DRM_ERROR_drmError" playername=""/>
						<string name="drmStatus" object="[flash.net.drm.DRMManager]" text=".addEventListener(%类型:String=DRMStatusEvent.DRM_STATUS{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在从 media rights server 获取了请求的凭证时，由 DRMManager 调度 DRMStatusEvent 对象。" version="" helpurl="flash.net.drm:DRMManager_flash.events.DRMStatusEvent.DRM_STATUS_drmStatus" playername=""/>
						<string name="authenticationError" object="[flash.net.drm.DRMManager]" text=".addEventListener(%类型:String=DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 media rights server 调用 authenticate() 方法后未对用户进行身份验证时，由 DRMManager 调度 DRMAuthenticationErrorEvent 对象。" version="" helpurl="flash.net.drm:DRMManager__authenticationError" playername=""/>
						<string name="authenticationComplete" object="[flash.net.drm.DRMManager]" text=".addEventListener(%类型:String=DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE{DRMErrorEvent.DRM_ERROR,DRMStatusEvent.DRM_STATUS,DRMAuthenticationErrorEvent.AUTHENTICATION_ERROR,DRMAuthenticationCompleteEvent.AUTHENTICATION_COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在 media rights server 调用 authenticate() 方法后对用户进行了身份验证时，由 DRMManager 调度 DRMAuthenticationCompleteEvent 对象。" version="" helpurl="flash.net.drm:DRMManager__authenticationComplete" playername=""/>
					</folder>
				</folder>
				<folder name="DRMPlaybackTimeWindow" id="[flash.net.drm.DRMPlaybackTimeWindow]" sort="true" index="true" asAncestors="Object" tiptext="DRMPlaybackTimeWindow 类表示 DRM 凭证有效的时间段。" helpurl="flash.net.drm:DRMPlaybackTimeWindow">
					<folder name="属性" id="Properties" tiptext="DRMPlaybackTimeWindow 类的属性" helpurl="flash.net.drm:DRMPlaybackTimeWindow">
						<string name="endDate" object="[flash.net.drm.DRMPlaybackTimeWindow]" text=".endDate" tiptext="DRM 凭证有效期间的时间段的结束日期（回放窗口）。" version="" helpurl="flash.net.drm:DRMPlaybackTimeWindow:endDate:get" playername=""/>
						<string name="period" object="[flash.net.drm.DRMPlaybackTimeWindow]" text=".period" tiptext="DRM 凭证处于有效状态的时间段（对于播放窗口），以秒为单位。" version="" helpurl="flash.net.drm:DRMPlaybackTimeWindow:period:get" playername=""/>
						<string name="startDate" object="[flash.net.drm.DRMPlaybackTimeWindow]" text=".startDate" tiptext="DRM 凭证有效期间的时间段的起始日期（回放窗口）。" version="" helpurl="flash.net.drm:DRMPlaybackTimeWindow:startDate:get" playername=""/>
					</folder>
				</folder>
				<folder name="DRMVoucher" id="[flash.net.drm.DRMVoucher]" sort="true" index="true" asAncestors="Object" tiptext="DRMVoucher 类是许可证令牌的一个句柄，用户使用许可证令牌可查看受 DRM 保护的内容。" helpurl="flash.net.drm:DRMVoucher">
					<folder name="属性" id="Properties" tiptext="DRMVoucher 类的属性" helpurl="flash.net.drm:DRMVoucher">
						<string name="offlineLeaseEndDate" object="[flash.net.drm.DRMVoucher]" text=".offlineLeaseEndDate" tiptext="此凭证过期，无法进行脱机回放的日期和时间。" version="" helpurl="flash.net.drm:DRMVoucher:offlineLeaseEndDate:get" playername=""/>
						<string name="offlineLeaseStartDate" object="[flash.net.drm.DRMVoucher]" text=".offlineLeaseStartDate" tiptext="此凭证有效，可进行脱机回放的日期和时间。" version="" helpurl="flash.net.drm:DRMVoucher:offlineLeaseStartDate:get" playername=""/>
						<string name="playbackTimeWindow" object="[flash.net.drm.DRMVoucher]" text=".playbackTimeWindow" tiptext="第一次查看后的时间段，在此期间，可查看或重新查看相关联的内容。" version="" helpurl="flash.net.drm:DRMVoucher:playbackTimeWindow:get" playername=""/>
						<string name="policies" object="[flash.net.drm.DRMVoucher]" text=".policies" tiptext="报告由应用程序定义的策略的动态对象。" version="" helpurl="flash.net.drm:DRMVoucher:policies:get" playername=""/>
						<string name="voucherEndDate" object="[flash.net.drm.DRMVoucher]" text=".voucherEndDate" tiptext="此凭证的到期日期。" version="" helpurl="flash.net.drm:DRMVoucher:voucherEndDate:get" playername=""/>
						<string name="voucherStartDate" object="[flash.net.drm.DRMVoucher]" text=".voucherStartDate" tiptext="此凭证的有效期的起始日期。" version="" helpurl="flash.net.drm:DRMVoucher:voucherStartDate:get" playername=""/>
					</folder>
				</folder>
				<folder name="LoadVoucherSetting" id="[flash.net.drm.LoadVoucherSetting]" sort="true" index="true" asAncestors="Object" tiptext="LoadVoucherSetting 类提供与 DRMManager loadVoucher() 方法的设置参数配合使用的字符串常量。" helpurl="flash.net.drm:LoadVoucherSetting">
					<folder name="属性" id="Properties" tiptext="LoadVoucherSetting 类的属性" helpurl="flash.net.drm:LoadVoucherSetting">
						<string name="ALLOW_SERVER" object="[flash.net.drm.LoadVoucherSetting]" text="LoadVoucherSetting.ALLOW_SERVER" constant="true" tiptext="从本地缓存加载凭证，如果可能，仅当本地缓存的副本不存在时，从 media rights server 下载凭证。" version="" helpurl="flash.net.drm:LoadVoucherSetting:ALLOW_SERVER" playername=""/>
						<string name="FORCE_REFRESH" object="[flash.net.drm.LoadVoucherSetting]" text="LoadVoucherSetting.FORCE_REFRESH" constant="true" tiptext="仅从 media rights server 下载凭证。" version="" helpurl="flash.net.drm:LoadVoucherSetting:FORCE_REFRESH" playername=""/>
						<string name="LOCAL_ONLY" object="[flash.net.drm.LoadVoucherSetting]" text="LoadVoucherSetting.LOCAL_ONLY" constant="true" tiptext="仅从本地缓存加载凭证。" version="" helpurl="flash.net.drm:LoadVoucherSetting:LOCAL_ONLY" playername=""/>
					</folder>
				</folder>
				<folder name="VoucherAccessInfo" id="[flash.net.drm.VoucherAccessInfo]" sort="true" index="true" asAncestors="Object" tiptext="VoucherAccessInfo 对象提供成功检索和使用凭证所需的信息，例如，身份验证的类型和 Media Rights Server 的内容域。" helpurl="flash.net.drm:VoucherAccessInfo">
					<folder name="属性" id="Properties" tiptext="VoucherAccessInfo 类的属性" helpurl="flash.net.drm:VoucherAccessInfo">
						<string name="authenticationMethod" object="[flash.net.drm.VoucherAccessInfo]" text=".authenticationMethod" tiptext="需要用来获取相关联内容的凭证的身份验证类型。" version="" helpurl="flash.net.drm:VoucherAccessInfo:authenticationMethod:get" playername=""/>
						<string name="displayName" object="[flash.net.drm.VoucherAccessInfo]" text=".displayName" tiptext="您可以用来引用在用户界面中指定的 VoucherAccessInfo 对象的用户友好的字符串。" version="" helpurl="flash.net.drm:VoucherAccessInfo:displayName:get" playername=""/>
						<string name="domain" object="[flash.net.drm.VoucherAccessInfo]" text=".domain" tiptext="必须对用户进行身份验证以获取相关联的内容的凭证的 media rights server 的内容域。" version="" helpurl="flash.net.drm:VoucherAccessInfo:domain:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.printing" id="flash.printing" sort="true" tiptext="flash.printing 包的类" helpurl="flash.printing">
				<folder name="PaperSize" id="[flash.printing.PaperSize]" sort="true" index="true" asAncestors="Object" tiptext="此类提供 PrintJob.selectPaperSize() 方法的 paperSize 参数的可用值。" helpurl="flash.printing:PaperSize">
					<folder name="属性" id="Properties" tiptext="PaperSize 类的属性" helpurl="flash.printing:PaperSize">
						<string name="A4" object="[flash.printing.PaperSize]" text="PaperSize.A4" constant="true" tiptext="A4" version="" helpurl="flash.printing:PaperSize:A4" playername="AIR"/>
						<string name="A5" object="[flash.printing.PaperSize]" text="PaperSize.A5" constant="true" tiptext="A5" version="" helpurl="flash.printing:PaperSize:A5" playername="AIR"/>
						<string name="A6" object="[flash.printing.PaperSize]" text="PaperSize.A6" constant="true" tiptext="A6" version="" helpurl="flash.printing:PaperSize:A6" playername="AIR"/>
						<string name="CHOUKEI3GOU" object="[flash.printing.PaperSize]" text="PaperSize.CHOUKEI3GOU" constant="true" tiptext="日文 choukei 3 gou（信封）" version="" helpurl="flash.printing:PaperSize:CHOUKEI3GOU" playername="AIR"/>
						<string name="CHOUKEI4GOU" object="[flash.printing.PaperSize]" text="PaperSize.CHOUKEI4GOU" constant="true" tiptext="日文 choukei 4 gou（信封）" version="" helpurl="flash.printing:PaperSize:CHOUKEI4GOU" playername="AIR"/>
						<string name="ENV_10" object="[flash.printing.PaperSize]" text="PaperSize.ENV_10" constant="true" tiptext="法律专用信封" version="" helpurl="flash.printing:PaperSize:ENV_10" playername="AIR"/>
						<string name="ENV_B5" object="[flash.printing.PaperSize]" text="PaperSize.ENV_B5" constant="true" tiptext="B5 信封" version="" helpurl="flash.printing:PaperSize:ENV_B5" playername="AIR"/>
						<string name="ENV_C5" object="[flash.printing.PaperSize]" text="PaperSize.ENV_C5" constant="true" tiptext="C5 信封" version="" helpurl="flash.printing:PaperSize:ENV_C5" playername="AIR"/>
						<string name="ENV_DL" object="[flash.printing.PaperSize]" text="PaperSize.ENV_DL" constant="true" tiptext="DL 信封" version="" helpurl="flash.printing:PaperSize:ENV_DL" playername="AIR"/>
						<string name="ENV_MONARCH" object="[flash.printing.PaperSize]" text="PaperSize.ENV_MONARCH" constant="true" tiptext="君主式信封" version="" helpurl="flash.printing:PaperSize:ENV_MONARCH" playername="AIR"/>
						<string name="ENV_PERSONAL" object="[flash.printing.PaperSize]" text="PaperSize.ENV_PERSONAL" constant="true" tiptext="个人信封" version="" helpurl="flash.printing:PaperSize:ENV_PERSONAL" playername="AIR"/>
						<string name="EXECUTIVE" object="[flash.printing.PaperSize]" text="PaperSize.EXECUTIVE" constant="true" tiptext="执行尺寸" version="" helpurl="flash.printing:PaperSize:EXECUTIVE" playername="AIR"/>
						<string name="FOLIO" object="[flash.printing.PaperSize]" text="PaperSize.FOLIO" constant="true" tiptext="对开尺寸" version="" helpurl="flash.printing:PaperSize:FOLIO" playername="AIR"/>
						<string name="JIS_B5" object="[flash.printing.PaperSize]" text="PaperSize.JIS_B5" constant="true" tiptext="日文 B5" version="" helpurl="flash.printing:PaperSize:JIS_B5" playername="AIR"/>
						<string name="LEGAL" object="[flash.printing.PaperSize]" text="PaperSize.LEGAL" constant="true" tiptext="传统法律专用纸大小" version="" helpurl="flash.printing:PaperSize:LEGAL" playername="AIR"/>
						<string name="LETTER" object="[flash.printing.PaperSize]" text="PaperSize.LETTER" constant="true" tiptext="传统信纸大小" version="" helpurl="flash.printing:PaperSize:LETTER" playername="AIR"/>
						<string name="STATEMENT" object="[flash.printing.PaperSize]" text="PaperSize.STATEMENT" constant="true" tiptext="报告大小" version="" helpurl="flash.printing:PaperSize:STATEMENT" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintJob" id="[flash.printing.PrintJob]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="PrintJob 类用于创建内容并将其打印为一页或多页。" helpurl="flash.printing:PrintJob">
					<folder name="方法" id="Methods" tiptext="PrintJob 类的方法" helpurl="flash.printing:PrintJob">
						<string name="PrintJob" object="[flash.printing.PrintJob]" text="new PrintJob(%%)" constructor="true" tiptext="创建一个可用于打印一页或多页的 PrintJob 对象。" version="9" helpurl="flash.printing:PrintJob:PrintJob" playername=""/>
						<string name="addPage" object="[flash.printing.PrintJob]" text=".addPage(%sprite:flash.display:Sprite[,打印区域:flash.geom:Rectangle=null,选项:flash.printing:PrintJobOptions=null,帧编号:int=0]%):void" tiptext="将指定的 Sprite 对象作为单个页发送到打印后台处理程序。" version="9." helpurl="flash.printing:PrintJob:addPage" playername=""/>
						<string name="selectPaperSize" object="[flash.printing.PrintJob]" text=".selectPaperSize(%页面大小:String%):void" tiptext="设置页面大小。" version="2" helpurl="flash.printing:PrintJob:selectPaperSize" playername="AIR"/>
						<string name="send" object="[flash.printing.PrintJob]" text=".send(%%):void" tiptext="在成功调用 start() 或 start2() 和 addPage() 方法后，将经过后台处理的页发送到打印机。" version="9." helpurl="flash.printing:PrintJob:send" playername=""/>
						<string name="showPageSetupDialog" object="[flash.printing.PrintJob]" text=".showPageSetupDialog(%%):Boolean" tiptext="显示操作系统的&quot;页面设置&quot;对话框（如果当前环境支持该对话框）。" version="2" helpurl="flash.printing:PrintJob:showPageSetupDialog" playername="AIR"/>
						<string name="start2" object="[flash.printing.PrintJob]" text=".start2(%[UI选项:flash.printing:PrintUIOptions=null,显示打印对话框:Boolean=true]%):Boolean" tiptext="选择性显示操作系统的&quot;打印&quot;对话框、开始后台处理，并可能修改 PrintJob 只读属性值。" version="2" helpurl="flash.printing:PrintJob:start2" playername="AIR"/>
						<string name="start" object="[flash.printing.PrintJob]" text=".start(%%):Boolean" tiptext="显示操作系统的打印对话框并开始进行后台处理。" version="9." helpurl="flash.printing:PrintJob:start" playername=""/>
						<string name="terminate" object="[flash.printing.PrintJob]" text=".terminate(%%):void" tiptext="表示打印作业应终止，不发送。" version="2" helpurl="flash.printing:PrintJob:terminate" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PrintJob 类的属性" helpurl="flash.printing:PrintJob">
						<string name="active" object="[flash.printing.PrintJob]" text=".active" tiptext="表示打印作业当前是否处于活动状态。" version="" helpurl="flash.printing:PrintJob:active:get" playername="AIR"/>
						<string name="copies" object="[flash.printing.PrintJob]" text=".copies" tiptext="打印系统打印的份数（针对后来添加到打印作业中的所有页）。" version="" helpurl="flash.printing:PrintJob:copies:get" playername="AIR"/>
						<string name="firstPage" object="[flash.printing.PrintJob]" text=".firstPage" tiptext="用户在操作系统的&quot;打印&quot;对话框中输入的页面范围第一页的页码。" version="" helpurl="flash.printing:PrintJob:firstPage:get" playername="AIR"/>
						<string name="isColor" object="[flash.printing.PrintJob]" text=".isColor" tiptext="表示当前选定的打印机在当前打印设置下是使用彩色打印 (true) 还是灰度打印 (false)。" version="" helpurl="flash.printing:PrintJob:isColor:get" playername="AIR"/>
						<string name="isSupported" object="[flash.printing.PrintJob]" text=".isSupported" tiptext="表示当前平台是 (true) 否 (false) 支持 PrintJob 类。" version="" helpurl="flash.printing:PrintJob:isSupported:get" playername=""/>
						<string name="jobName" object="[flash.printing.PrintJob]" text=".jobName" tiptext="打印作业的名称或标题。" version="" helpurl="flash.printing:PrintJob:jobName:get" playername="AIR"/>
						<string name="lastPage" object="[flash.printing.PrintJob]" text=".lastPage" tiptext="用户在操作系统的&quot;打印&quot;对话框中输入页面范围最后一页的页码。" version="" helpurl="flash.printing:PrintJob:lastPage:get" playername="AIR"/>
						<string name="maxPixelsPerInch" object="[flash.printing.PrintJob]" text=".maxPixelsPerInch" tiptext="所选打印机的物理分辨率，以每英寸像素为单位。" version="" helpurl="flash.printing:PrintJob:maxPixelsPerInch:get" playername="AIR"/>
						<string name="orientation" object="[flash.printing.PrintJob]" text=".orientation" tiptext="图像的打印方向。" version="" helpurl="flash.printing:PrintJob:orientation:get" playername=""/>
						<string name="pageHeight" object="[flash.printing.PrintJob]" text=".pageHeight" tiptext="可在页面的实际可打印区域中居中放置的最大区域的高度，以磅为单位。" version="" helpurl="flash.printing:PrintJob:pageHeight:get" playername=""/>
						<string name="pageWidth" object="[flash.printing.PrintJob]" text=".pageWidth" tiptext="可在页面的实际可打印区域中居中放置的最大区域的宽度，以磅为单位。" version="" helpurl="flash.printing:PrintJob:pageWidth:get" playername=""/>
						<string name="paperArea" object="[flash.printing.PrintJob]" text=".paperArea" tiptext="打印机介质的范围，以点为单位。" version="" helpurl="flash.printing:PrintJob:paperArea:get" playername="AIR"/>
						<string name="paperHeight" object="[flash.printing.PrintJob]" text=".paperHeight" tiptext="纸张总高度(以磅为单位)。" version="" helpurl="flash.printing:PrintJob:paperHeight:get" playername=""/>
						<string name="paperWidth" object="[flash.printing.PrintJob]" text=".paperWidth" tiptext="纸张总宽度(以磅为单位)。" version="" helpurl="flash.printing:PrintJob:paperWidth:get" playername=""/>
						<string name="printableArea" object="[flash.printing.PrintJob]" text=".printableArea" tiptext="打印机介质的可打印区域的范围，以点为单位。" version="" helpurl="flash.printing:PrintJob:printableArea:get" playername="AIR"/>
						<string name="printer" object="[flash.printing.PrintJob]" text=".printer" tiptext="获取或设置要用于当前打印作业的打印机。" version="" helpurl="flash.printing:PrintJob:printer:get" playername="AIR"/>
						<string name="printers" object="[flash.printing.PrintJob]" text=".printers" tiptext="以 String 名称值形式提供可用打印机的列表。" version="" helpurl="flash.printing:PrintJob:printers:get" playername="AIR"/>
						<string name="supportsPageSetupDialog" object="[flash.printing.PrintJob]" text=".supportsPageSetupDialog" tiptext="表示 Flash 运行时环境是否支持单独的&quot;页面设置&quot;对话框。" version="" helpurl="flash.printing:PrintJob:supportsPageSetupDialog:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintJobOptions" id="[flash.printing.PrintJobOptions]" sort="true" index="true" asAncestors="Object" tiptext="PrintJobOptions 类所包含的属性与 PrintJob.addPage() 方法的 options 参数配合使用。" helpurl="flash.printing:PrintJobOptions">
					<folder name="方法" id="Methods" tiptext="PrintJobOptions 类的方法" helpurl="flash.printing:PrintJobOptions">
						<string name="PrintJobOptions" object="[flash.printing.PrintJobOptions]" text="new PrintJobOptions(%[打印为位图:Boolean=false]%)" constructor="true" tiptext="创建一个新的 PrintJobOptions 对象。" version="9" helpurl="flash.printing:PrintJobOptions:PrintJobOptions" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PrintJobOptions 类的属性" helpurl="flash.printing:PrintJobOptions">
						<string name="pixelsPerInch" object="[flash.printing.PrintJobOptions]" text=".pixelsPerInch" tiptext="指定位图使用的分辨率，以每英寸像素为单位。" version="" helpurl="flash.printing:PrintJobOptions:pixelsPerInch" playername="AIR"/>
						<string name="printAsBitmap" object="[flash.printing.PrintJobOptions]" text=".printAsBitmap" tiptext="指定打印作业中内容的打印方式，即是作为位图打印，还是作为矢量图打印。" version="" helpurl="flash.printing:PrintJobOptions:printAsBitmap" playername=""/>
						<string name="printMethod" object="[flash.printing.PrintJobOptions]" text=".printMethod" tiptext="指定 Flash 运行时选择最合适的打印方法，或创作者希望显式选择矢量或位图打印。" version="" helpurl="flash.printing:PrintJobOptions:printMethod:get" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintJobOrientation" id="[flash.printing.PrintJobOrientation]" sort="true" index="true" asAncestors="Object" tiptext="该类可为所打印页面的图像位置提供 PrintJob.orientation 属性所使用的值。" helpurl="flash.printing:PrintJobOrientation">
					<folder name="属性" id="Properties" tiptext="PrintJobOrientation 类的属性" helpurl="flash.printing:PrintJobOrientation">
						<string name="LANDSCAPE" object="[flash.printing.PrintJobOrientation]" text="PrintJobOrientation.LANDSCAPE" constant="true" tiptext="横向(水平)的图像打印方向。" version="" helpurl="flash.printing:PrintJobOrientation:LANDSCAPE" playername=""/>
						<string name="PORTRAIT" object="[flash.printing.PrintJobOrientation]" text="PrintJobOrientation.PORTRAIT" constant="true" tiptext="纵向(垂直)的图像打印方向。" version="" helpurl="flash.printing:PrintJobOrientation:PORTRAIT" playername=""/>
					</folder>
				</folder>
				<folder name="PrintMethod" id="[flash.printing.PrintMethod]" sort="true" index="true" asAncestors="Object" tiptext="此类为 PrintJobOptions.printMethod 属性提供值以指定打印页面的方法。" helpurl="flash.printing:PrintMethod">
					<folder name="属性" id="Properties" tiptext="PrintMethod 类的属性" helpurl="flash.printing:PrintMethod">
						<string name="AUTO" object="[flash.printing.PrintMethod]" text="PrintMethod.AUTO" constant="true" tiptext="自动选择最佳打印方法。" version="" helpurl="flash.printing:PrintMethod:AUTO" playername="AIR"/>
						<string name="BITMAP" object="[flash.printing.PrintMethod]" text="PrintMethod.BITMAP" constant="true" tiptext="位图打印方法。" version="" helpurl="flash.printing:PrintMethod:BITMAP" playername="AIR"/>
						<string name="VECTOR" object="[flash.printing.PrintMethod]" text="PrintMethod.VECTOR" constant="true" tiptext="矢量打印方法。" version="" helpurl="flash.printing:PrintMethod:VECTOR" playername="AIR"/>
					</folder>
				</folder>
				<folder name="PrintUIOptions" id="[flash.printing.PrintUIOptions]" sort="true" index="true" asAncestors="Object" tiptext="PrintUIOptions 类用于指定向用户显示的打印对话框的选项。" helpurl="flash.printing:PrintUIOptions">
					<folder name="方法" id="Methods" tiptext="PrintUIOptions 类的方法" helpurl="flash.printing:PrintUIOptions">
						<string name="PrintUIOptions" object="[flash.printing.PrintUIOptions]" text="new PrintUIOptions(%%)" constructor="true" tiptext="创建新 PrintUIOptions 对象。" version="2" helpurl="flash.printing:PrintUIOptions:PrintUIOptions" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PrintUIOptions 类的属性" helpurl="flash.printing:PrintUIOptions">
						<string name="disablePageRange" object="[flash.printing.PrintUIOptions]" text=".disablePageRange" tiptext="指定禁用打印对话框中的页面范围 (true) 还是用户可以对其进行编辑 (false)。" version="" helpurl="flash.printing:PrintUIOptions:disablePageRange" playername="AIR"/>
						<string name="maxPage" object="[flash.printing.PrintUIOptions]" text=".maxPage" tiptext="用户可以在打印对话框中输入的最大页码。" version="" helpurl="flash.printing:PrintUIOptions:maxPage" playername="AIR"/>
						<string name="minPage" object="[flash.printing.PrintUIOptions]" text=".minPage" tiptext="用户可以在打印对话框中输入的最小页码。" version="" helpurl="flash.printing:PrintUIOptions:minPage" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.profiler" id="flash.profiler" sort="true" tiptext="flash.profiler 包的类" helpurl="flash.profiler">
				<folder name="方法" id="Methods" tiptext="flash.profiler 包的方法" helpurl="flash.profiler">
					<string name="showRedrawRegions" text="showRedrawRegions(%开:Boolean[,颜色:uint=0xFF0000]%):void" tiptext="显示或隐藏重绘区域。" version="9" helpurl="flash.profiler:showRedrawRegions" playername=""/>
				</folder>
			</folder>
			<folder name="flash.sampler" id="flash.sampler" sort="true" tiptext="flash.sampler 包的类" helpurl="flash.sampler">
				<folder name="DeleteObjectSample" id="[flash.sampler.DeleteObjectSample]" sort="true" index="true" asAncestors="flash.sampler:Sample,Object" tiptext="DeleteObjectSample 类表示在 getSamples() 流中创建的对象；每个 DeleteObjectSample 对象与一个 NewObjectSample 对象相对应。" helpurl="flash.sampler:DeleteObjectSample">
					<folder name="属性" id="Properties" tiptext="DeleteObjectSample 类的属性" helpurl="flash.sampler:DeleteObjectSample">
						<string name="id" object="[flash.sampler.DeleteObjectSample]" text="DeleteObjectSample.id" constant="true" tiptext="与 NewObjectSample 的标识号相匹配的唯一标识号。" version="" helpurl="flash.sampler:DeleteObjectSample:id" playername=""/>
						<string name="size" object="[flash.sampler.DeleteObjectSample]" text="DeleteObjectSample.size" constant="true" tiptext="DeleteObjectSample 对象在删除之前的大小。" version="" helpurl="flash.sampler:DeleteObjectSample:size" playername=""/>
					</folder>
				</folder>
				<folder name="NewObjectSample" id="[flash.sampler.NewObjectSample]" sort="true" index="true" asAncestors="flash.sampler:Sample,Object" tiptext="NewObjectSample 类表示在 getSamples() 流中创建的对象。" helpurl="flash.sampler:NewObjectSample">
					<folder name="属性" id="Properties" tiptext="NewObjectSample 类的属性" helpurl="flash.sampler:NewObjectSample">
						<string name="type" object="[flash.sampler.NewObjectSample]" text="NewObjectSample.type" constant="true" tiptext="与 getSamples() 流中创建的对象相对应的 Class 对象。" version="" helpurl="flash.sampler:NewObjectSample:type" playername=""/>
						<string name="object" object="[flash.sampler.NewObjectSample]" text=".object" tiptext="NewObjectSample 对象（如果仍存在）。" version="" helpurl="flash.sampler:NewObjectSample:object:get" playername=""/>
						<string name="size" object="[flash.sampler.NewObjectSample]" text=".size" tiptext="NewObjectSample 对象大小。" version="" helpurl="flash.sampler:NewObjectSample:size:get" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.sampler 包的方法" helpurl="flash.sampler">
					<string name="clearSamples" text="clearSamples(%%):void" tiptext="清除当前的 Sample 对象集合。" version="9.0.115.0" helpurl="flash.sampler:clearSamples" playername=""/>
					<string name="getGetterInvocationCount" text="getGetterInvocationCount(%对象:Object,Q名称:QName%):Number" tiptext="返回 get 函数的执行次数。" version="9.0.115.0" helpurl="flash.sampler:getGetterInvocationCount" playername=""/>
					<string name="getInvocationCount" text="getInvocationCount(%对象:Object,Q名称:QName%):Number" tiptext="返回方法的执行次数。" version="9.0.115.0" helpurl="flash.sampler:getInvocationCount" playername=""/>
					<string name="getLexicalScopes" text="getLexicalScopes(%对象:Function%):Array" tiptext="显示 Function 的词汇范围，以使捕获范围的对象（包括激活对象以及范围内对象）在被 Function 实例保留时对于分析器可见。" version="" helpurl="flash.sampler:getLexicalScopes" playername=""/>
					<string name="getMasterString" text="getMasterString(%字符串:String%):String" tiptext="返回此字符串所关联的主字符串，或者如果此字符串不与其他字符串关联，则返回 null。" version="" helpurl="flash.sampler:getMasterString" playername=""/>
					<string name="getMemberNames" text="getMemberNames(%o:Object[,实例名称:Boolean=false]%):Object" tiptext="返回一个对象，其中包含指定对象的所有成员（包括私有成员）。" version="9.0.115.0" helpurl="flash.sampler:getMemberNames" playername=""/>
					<string name="getSampleCount" text="getSampleCount(%%):Number" tiptext="返回收集的样本数。" version="9.0.115.0" helpurl="flash.sampler:getSampleCount" playername=""/>
					<string name="getSamples" text="getSamples(%%):Object" tiptext="从上次采样会话中返回内存使用 Sample 实例的对象。" version="9.0.115.0" helpurl="flash.sampler:getSamples" playername=""/>
					<string name="getSavedThis" text="getSavedThis(%对象:Function%):Object" tiptext="从闭包方法返回保存的 &quot;this&quot;，通常从 AS 无法看到。" version="" helpurl="flash.sampler:getSavedThis" playername=""/>
					<string name="getSetterInvocationCount" text="getSetterInvocationCount(%对象:Object,Q名称:QName%):Number" tiptext="返回 set 函数的执行次数。" version="9.0.115.0" helpurl="flash.sampler:getSetterInvocationCount" playername=""/>
					<string name="getSize" text="getSize(%o:*%):Number" tiptext="返回指定的对象在与 Flash Player 9.0.115.0. 或更高调试器版本一起使用时所占用的内存大小。" version="9.0.115.0" helpurl="flash.sampler:getSize" playername=""/>
					<string name="isGetterSetter" text="isGetterSetter(%对象:Object,Q名称:QName%):Boolean" tiptext="检查以确定 get/set 函数是否定义了属性。" version="9.0.115.0" helpurl="flash.sampler:isGetterSetter" playername=""/>
					<string name="pauseSampling" text="pauseSampling(%%):void" tiptext="立即停止采样过程。" version="9.0.115.0" helpurl="flash.sampler:pauseSampling" playername=""/>
					<string name="sampleInternalAllocs" text="sampleInternalAllocs(%b:Boolean%):void" tiptext="告知取样器是否应创建 NewObjectSample 以从 Flash Player 进行内部分配。" version="" helpurl="flash.sampler:sampleInternalAllocs" playername=""/>
					<string name="setSamplerCallback" text="setSamplerCallback(%f:Function%):void" tiptext="为取样器设置回调函数 - 在示例流将要用尽时调用此函数。" version="" helpurl="flash.sampler:setSamplerCallback" playername=""/>
					<string name="startSampling" text="startSampling(%%):void" tiptext="开始收集内存使用 Sample 对象的过程。" version="9.0.115.0" helpurl="flash.sampler:startSampling" playername=""/>
					<string name="stopSampling" text="stopSampling(%%):void" tiptext="结束收集内存使用 Sample 对象的过程，并释放采样过程的专用资源。" version="9.0.115.0" helpurl="flash.sampler:stopSampling" playername=""/>
				</folder>
				<folder name="Sample" id="[flash.sampler.Sample]" sort="true" index="true" asAncestors="Object" tiptext="Sample 类创建一些对象，它们保存不同时段的内存分析信息。" helpurl="flash.sampler:Sample">
					<folder name="属性" id="Properties" tiptext="Sample 类的属性" helpurl="flash.sampler:Sample">
						<string name="stack" object="[flash.sampler.Sample]" text="Sample.stack" constant="true" tiptext="包含 Flash Player 在指定时段执行的方法的相关信息。" version="" helpurl="flash.sampler:Sample:stack" playername=""/>
						<string name="time" object="[flash.sampler.Sample]" text="Sample.time" constant="true" tiptext="定义 Sample 实例持续时间的微秒数。" version="" helpurl="flash.sampler:Sample:time" playername=""/>
					</folder>
				</folder>
				<folder name="StackFrame" id="[flash.sampler.StackFrame]" sort="true" index="true" asAncestors="Object" tiptext="StackFrame 类提供对包含函数的数据块的属性的访问。" helpurl="flash.sampler:StackFrame">
					<folder name="方法" id="Methods" tiptext="StackFrame 类的方法" helpurl="flash.sampler:StackFrame">
						<string name="toString" object="[flash.sampler.StackFrame]" text=".toString(%%):String" tiptext="将 StackFrame 转换为其属性的字符串。" version="9.0.115.0" helpurl="flash.sampler:StackFrame:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StackFrame 类的属性" helpurl="flash.sampler:StackFrame">
						<string name="file" object="[flash.sampler.StackFrame]" text="StackFrame.file" constant="true" tiptext="所调试的 SWF 文件的文件名。" version="" helpurl="flash.sampler:StackFrame:file" playername=""/>
						<string name="line" object="[flash.sampler.StackFrame]" text="StackFrame.line" constant="true" tiptext="所调试的 SWF 文件中的函数的行号。" version="" helpurl="flash.sampler:StackFrame:line" playername=""/>
						<string name="name" object="[flash.sampler.StackFrame]" text="StackFrame.name" constant="true" tiptext="堆栈帧中的函数名称。" version="" helpurl="flash.sampler:StackFrame:name" playername=""/>
						<string name="scriptID" object="[flash.sampler.StackFrame]" text="StackFrame.scriptID" constant="true" tiptext="正在进行配置处理的应用程序中脚本函数的标识符。" version="" helpurl="flash.sampler:StackFrame:scriptID" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.security" id="flash.security" sort="true" tiptext="flash.security 包的类" helpurl="flash.security">
				<folder name="CertificateStatus" id="[flash.security.CertificateStatus]" sort="true" index="true" asAncestors="Object" tiptext="CertificateStatus 类定义常量，这些常量用于报告由 SecureSocket 对象处理的证书验证结果。" helpurl="flash.security:CertificateStatus">
					<folder name="属性" id="Properties" tiptext="CertificateStatus 类的属性" helpurl="flash.security:CertificateStatus">
						<string name="EXPIRED" object="[flash.security.CertificateStatus]" text="CertificateStatus.EXPIRED" constant="true" tiptext="证书已超过有效期。" version="" helpurl="flash.security:CertificateStatus:EXPIRED" playername="AIR"/>
						<string name="INVALID_CHAIN" object="[flash.security.CertificateStatus]" text="CertificateStatus.INVALID_CHAIN" constant="true" tiptext="此证书链中的根证书或中间证书无效。" version="" helpurl="flash.security:CertificateStatus:INVALID_CHAIN" playername="AIR"/>
						<string name="INVALID" object="[flash.security.CertificateStatus]" text="CertificateStatus.INVALID" constant="true" tiptext="无效的证书。" version="" helpurl="flash.security:CertificateStatus:INVALID" playername="AIR"/>
						<string name="NOT_YET_VALID" object="[flash.security.CertificateStatus]" text="CertificateStatus.NOT_YET_VALID" constant="true" tiptext="证书尚未生效。" version="" helpurl="flash.security:CertificateStatus:NOT_YET_VALID" playername="AIR"/>
						<string name="PRINCIPAL_MISMATCH" object="[flash.security.CertificateStatus]" text="CertificateStatus.PRINCIPAL_MISMATCH" constant="true" tiptext="证书公用名与需要的主机名不匹配。" version="" helpurl="flash.security:CertificateStatus:PRINCIPAL_MISMATCH" playername="AIR"/>
						<string name="REVOKED" object="[flash.security.CertificateStatus]" text="CertificateStatus.REVOKED" constant="true" tiptext="证书已被吊销。" version="" helpurl="flash.security:CertificateStatus:REVOKED" playername="AIR"/>
						<string name="TRUSTED" object="[flash.security.CertificateStatus]" text="CertificateStatus.TRUSTED" constant="true" tiptext="受信任的有效证书。" version="" helpurl="flash.security:CertificateStatus:TRUSTED" playername="AIR"/>
						<string name="UNKNOWN" object="[flash.security.CertificateStatus]" text="CertificateStatus.UNKNOWN" constant="true" tiptext="证书的有效性未知。" version="" helpurl="flash.security:CertificateStatus:UNKNOWN" playername="AIR"/>
						<string name="UNTRUSTED_SIGNERS" object="[flash.security.CertificateStatus]" text="CertificateStatus.UNTRUSTED_SIGNERS" constant="true" tiptext="证书未链接到受信任的根证书。" version="" helpurl="flash.security:CertificateStatus:UNTRUSTED_SIGNERS" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IURIDereferencer" id="[flash.security.IURIDereferencer]" sort="true" index="true" tiptext="IURIDereferencer 定义用于解析 XML 签名中 URI 的对象接口。" helpurl="flash.security:IURIDereferencer">
					<folder name="方法" id="Methods" tiptext="IURIDereferencer 类的方法" helpurl="flash.security:IURIDereferencer">
						<string name="dereference" object="[flash.security.IURIDereferencer]" text=".dereference(%uri:String%):flash.utils:IDataInput" tiptext="解析和取消引用指定的 URI。" version="1.0" helpurl="flash.security:IURIDereferencer:dereference" playername="AIR"/>
					</folder>
				</folder>
				<folder name="ReferencesValidationSetting" id="[flash.security.ReferencesValidationSetting]" sort="true" index="true" asAncestors="Object" tiptext="ReferencesValidationSetting 类定义 XMLSignatureValidator 对象的 referencesValidationSetting 属性使用的常量。" helpurl="flash.security:ReferencesValidationSetting">
					<folder name="属性" id="Properties" tiptext="ReferencesValidationSetting 类的属性" helpurl="flash.security:ReferencesValidationSetting">
						<string name="NEVER" object="[flash.security.ReferencesValidationSetting]" text="ReferencesValidationSetting.NEVER" constant="true" tiptext="从不检查引用。" version="" helpurl="flash.security:ReferencesValidationSetting:NEVER" playername="AIR"/>
						<string name="VALID_IDENTITY" object="[flash.security.ReferencesValidationSetting]" text="ReferencesValidationSetting.VALID_IDENTITY" constant="true" tiptext="仅当签名证书有效且可信任时，检查引用。" version="" helpurl="flash.security:ReferencesValidationSetting:VALID_IDENTITY" playername="AIR"/>
						<string name="VALID_OR_UNKNOWN_IDENTITY" object="[flash.security.ReferencesValidationSetting]" text="ReferencesValidationSetting.VALID_OR_UNKNOWN_IDENTITY" constant="true" tiptext="检查引用，即使签名证书不受信任（没有链接到已知的可信任的根）。" version="" helpurl="flash.security:ReferencesValidationSetting:VALID_OR_UNKNOWN_IDENTITY" playername="AIR"/>
					</folder>
				</folder>
				<folder name="RevocationCheckSettings" id="[flash.security.RevocationCheckSettings]" sort="true" index="true" asAncestors="Object" tiptext="RevocationCheckSettings 类定义 XMLSignatureValidator 对象的 revocationCheckSetting 属性使用的常量。" helpurl="flash.security:RevocationCheckSettings">
					<folder name="属性" id="Properties" tiptext="RevocationCheckSettings 类的属性" helpurl="flash.security:RevocationCheckSettings">
						<string name="ALWAYS_REQUIRED" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.ALWAYS_REQUIRED" constant="true" tiptext="始终检查证书吊销。" version="" helpurl="flash.security:RevocationCheckSettings:ALWAYS_REQUIRED" playername="AIR"/>
						<string name="BEST_EFFORT" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.BEST_EFFORT" constant="true" tiptext="如果吊销信息可用且可以获取吊销状态，则检查证书吊销。" version="" helpurl="flash.security:RevocationCheckSettings:BEST_EFFORT" playername="AIR"/>
						<string name="NEVER" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.NEVER" constant="true" tiptext="不检查证书吊销。" version="" helpurl="flash.security:RevocationCheckSettings:NEVER" playername="AIR"/>
						<string name="REQUIRED_IF_AVAILABLE" object="[flash.security.RevocationCheckSettings]" text="RevocationCheckSettings.REQUIRED_IF_AVAILABLE" constant="true" tiptext="如果证书包括吊销信息，则检查证书吊销。" version="" helpurl="flash.security:RevocationCheckSettings:REQUIRED_IF_AVAILABLE" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SignatureStatus" id="[flash.security.SignatureStatus]" sort="true" index="true" asAncestors="Object" tiptext="SignatureStatus 类定义 XMLSignatureValidator 对象的 validityStatus 属性使用的常量。" helpurl="flash.security:SignatureStatus">
					<folder name="属性" id="Properties" tiptext="SignatureStatus 类的属性" helpurl="flash.security:SignatureStatus">
						<string name="INVALID" object="[flash.security.SignatureStatus]" text="SignatureStatus.INVALID" constant="true" tiptext="无效状态。" version="" helpurl="flash.security:SignatureStatus:INVALID" playername="AIR"/>
						<string name="UNKNOWN" object="[flash.security.SignatureStatus]" text="SignatureStatus.UNKNOWN" constant="true" tiptext="未知状态。" version="" helpurl="flash.security:SignatureStatus:UNKNOWN" playername="AIR"/>
						<string name="VALID" object="[flash.security.SignatureStatus]" text="SignatureStatus.VALID" constant="true" tiptext="有效状态。" version="" helpurl="flash.security:SignatureStatus:VALID" playername="AIR"/>
					</folder>
				</folder>
				<folder name="SignerTrustSettings" id="[flash.security.SignerTrustSettings]" sort="true" index="true" asAncestors="Object" tiptext="SignerTrustSettings 类定义 XMLSignatureValidator 对象的 signerTrustSettings 属性使用的常数。" helpurl="flash.security:SignerTrustSettings">
					<folder name="属性" id="Properties" tiptext="SignerTrustSettings 类的属性" helpurl="flash.security:SignerTrustSettings">
						<string name="CODE_SIGNING" object="[flash.security.SignerTrustSettings]" text="SignerTrustSettings.CODE_SIGNING" constant="true" tiptext="信任该证书以进行代码签名。" version="" helpurl="flash.security:SignerTrustSettings:CODE_SIGNING" playername="AIR"/>
						<string name="PLAYLIST_SIGNING" object="[flash.security.SignerTrustSettings]" text="SignerTrustSettings.PLAYLIST_SIGNING" constant="true" tiptext="信任该证书以对播放列表进行签名。" version="" helpurl="flash.security:SignerTrustSettings:PLAYLIST_SIGNING" playername="AIR"/>
						<string name="SIGNING" object="[flash.security.SignerTrustSettings]" text="SignerTrustSettings.SIGNING" constant="true" tiptext="通常会信任该证书以进行签名。" version="" helpurl="flash.security:SignerTrustSettings:SIGNING" playername="AIR"/>
					</folder>
				</folder>
				<folder name="XMLSignatureValidator" id="[flash.security.XMLSignatureValidator]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="XMLSignatureValidator 类验证 XML 签名文件是否格式正确且未修改，以及它是否使用链接到受信任数字证书的密钥进行签名（可选）。" helpurl="flash.security:XMLSignatureValidator">
					<folder name="方法" id="Methods" tiptext="XMLSignatureValidator 类的方法" helpurl="flash.security:XMLSignatureValidator">
						<string name="XMLSignatureValidator" object="[flash.security.XMLSignatureValidator]" text="new XMLSignatureValidator(%%)" constructor="true" tiptext="创建 XMLSignatureValidator 对象。" version="1.0" helpurl="flash.security:XMLSignatureValidator:XMLSignatureValidator" playername="AIR"/>
						<string name="addCertificate" object="[flash.security.XMLSignatureValidator]" text=".addCertificate(%证书:flash.utils:ByteArray,受信任的:Boolean%)" tiptext="添加 x509 证书以构建链。" version="1.0" helpurl="flash.security:XMLSignatureValidator:addCertificate" playername="AIR"/>
						<string name="verify" object="[flash.security.XMLSignatureValidator]" text=".verify(%签名:XML%):void" tiptext="验证指定的签名。" version="1.0" helpurl="flash.security:XMLSignatureValidator:verify" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="XMLSignatureValidator 类的属性" helpurl="flash.security:XMLSignatureValidator">
						<string name="digestStatus" object="[flash.security.XMLSignatureValidator]" text=".digestStatus" tiptext="通过签名 SignedInfo 元素计算的加密签名的有效性状态。" version="" helpurl="flash.security:XMLSignatureValidator:digestStatus:get" playername="AIR"/>
						<string name="identityStatus" object="[flash.security.XMLSignatureValidator]" text=".identityStatus" tiptext="签名证书的有效性状态。" version="" helpurl="flash.security:XMLSignatureValidator:identityStatus:get" playername="AIR"/>
						<string name="isSupported" object="[flash.security.XMLSignatureValidator]" text=".isSupported" tiptext="如果当前平台支持 XMLSignatureValidator 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.security:XMLSignatureValidator:isSupported:get" playername="AIR"/>
						<string name="referencesStatus" object="[flash.security.XMLSignatureValidator]" text=".referencesStatus" tiptext="签名 SignedInfo 元素中引用的数据的有效性状态。" version="" helpurl="flash.security:XMLSignatureValidator:referencesStatus:get" playername="AIR"/>
						<string name="referencesValidationSetting" object="[flash.security.XMLSignatureValidator]" text=".referencesValidationSetting" tiptext="指定检查引用时所处的条件。" version="" helpurl="flash.security:XMLSignatureValidator:referencesValidationSetting:get" playername="AIR"/>
						<string name="revocationCheckSetting" object="[flash.security.XMLSignatureValidator]" text=".revocationCheckSetting" tiptext="指定如何检查证书吊销。" version="" helpurl="flash.security:XMLSignatureValidator:revocationCheckSetting:get" playername="AIR"/>
						<string name="signerCN" object="[flash.security.XMLSignatureValidator]" text=".signerCN" tiptext="签名证书的&quot;公共名称&quot;字段。" version="" helpurl="flash.security:XMLSignatureValidator:signerCN:get" playername="AIR"/>
						<string name="signerDN" object="[flash.security.XMLSignatureValidator]" text=".signerDN" tiptext="签名证书的&quot;识别名称&quot;字段。" version="" helpurl="flash.security:XMLSignatureValidator:signerDN:get" playername="AIR"/>
						<string name="signerExtendedKeyUsages" object="[flash.security.XMLSignatureValidator]" text=".signerExtendedKeyUsages" tiptext="包含签名证书中列出的扩展密钥用法 OID 的数组。" version="" helpurl="flash.security:XMLSignatureValidator:signerExtendedKeyUsages:get" playername="AIR"/>
						<string name="signerTrustSettings" object="[flash.security.XMLSignatureValidator]" text=".signerTrustSettings" tiptext="包含签名证书的信任设置的数组。" version="" helpurl="flash.security:XMLSignatureValidator:signerTrustSettings:get" playername="AIR"/>
						<string name="uriDereferencer" object="[flash.security.XMLSignatureValidator]" text=".uriDereferencer" tiptext="IURIDereferencer 实现。" version="" helpurl="flash.security:XMLSignatureValidator:uriDereferencer:get" playername="AIR"/>
						<string name="useSystemTrustStore" object="[flash.security.XMLSignatureValidator]" text=".useSystemTrustStore" tiptext="指定使用系统信任存储中的证书来构建链。" version="" helpurl="flash.security:XMLSignatureValidator:useSystemTrustStore:get" playername="AIR"/>
						<string name="validityStatus" object="[flash.security.XMLSignatureValidator]" text=".validityStatus" tiptext="经过验证的 XML 签名的有效性状态。" version="" helpurl="flash.security:XMLSignatureValidator:validityStatus:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="XMLSignatureValidator 类的事件" helpurl="flash.security:XMLSignatureValidator">
						<string name="error" object="[flash.security.XMLSignatureValidator]" text=".addEventListener(%类型:String=ErrorEvent.ERROR{ErrorEvent.ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="由于错误而无法完成验证时调度。" version="" helpurl="flash.security:XMLSignatureValidator_flash.events.ErrorEvent.ERROR_error" playername="AIR"/>
						<string name="complete" object="[flash.security.XMLSignatureValidator]" text=".addEventListener(%类型:String=Event.COMPLETE{ErrorEvent.ERROR,Event.COMPLETE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在完成验证时调度。" version="" helpurl="flash.security:XMLSignatureValidator_flash.events.Event.COMPLETE_complete" playername="AIR"/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.sensors" id="flash.sensors" sort="true" tiptext="flash.sensors 包的类" helpurl="flash.sensors">
				<folder name="Accelerometer" id="[flash.sensors.Accelerometer]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Accelerometer 类根据设备的运动传感器所检测到的活动来调度事件。" helpurl="flash.sensors:Accelerometer">
					<folder name="方法" id="Methods" tiptext="Accelerometer 类的方法" helpurl="flash.sensors:Accelerometer">
						<string name="Accelerometer" object="[flash.sensors.Accelerometer]" text="new Accelerometer(%%)" constructor="true" tiptext="创建新 Accelerometer 实例。" version="4" helpurl="flash.sensors:Accelerometer:Accelerometer" playername=""/>
						<string name="setRequestedUpdateInterval" object="[flash.sensors.Accelerometer]" text=".setRequestedUpdateInterval(%间隔:Number%):void" tiptext="setRequestedUpdateInterval 方法用于设置所需的更新时间间隔。" version="4" helpurl="flash.sensors:Accelerometer:setRequestedUpdateInterval" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Accelerometer 类的属性" helpurl="flash.sensors:Accelerometer">
						<string name="isSupported" object="[flash.sensors.Accelerometer]" text=".isSupported" tiptext="如果加速计传感器在设备上可用，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.sensors:Accelerometer:isSupported:get" playername=""/>
						<string name="muted" object="[flash.sensors.Accelerometer]" text=".muted" tiptext="指定用户是已经拒绝对加速计的访问 (true) 还是已经允许对加速计的访问 (false)。" version="" helpurl="flash.sensors:Accelerometer:muted:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Accelerometer 类的事件" helpurl="flash.sensors:Accelerometer">
						<string name="status" object="[flash.sensors.Accelerometer]" text=".addEventListener(%类型:String=StatusEvent.STATUS{StatusEvent.STATUS,AccelerometerEvent.UPDATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在加速计更改其状态时调度。" version="" helpurl="flash.sensors:Accelerometer_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="update" object="[flash.sensors.Accelerometer]" text=".addEventListener(%类型:String=AccelerometerEvent.UPDATE{StatusEvent.STATUS,AccelerometerEvent.UPDATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="为响应来自加速计传感器的更新而调度更新事件。" version="" helpurl="flash.sensors:Accelerometer_flash.events.AccelerometerEvent.UPDATE_update" playername=""/>
					</folder>
				</folder>
				<folder name="Geolocation" id="[flash.sensors.Geolocation]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Geolocation 类为响应设备的位置传感器而调度事件。" helpurl="flash.sensors:Geolocation">
					<folder name="方法" id="Methods" tiptext="Geolocation 类的方法" helpurl="flash.sensors:Geolocation">
						<string name="Geolocation" object="[flash.sensors.Geolocation]" text="new Geolocation(%%)" constructor="true" tiptext="创建新 Geolocation 实例。" version="4" helpurl="flash.sensors:Geolocation:Geolocation" playername=""/>
						<string name="setRequestedUpdateInterval" object="[flash.sensors.Geolocation]" text=".setRequestedUpdateInterval(%间隔:Number%):void" tiptext="用于设置更新的时间间隔（以毫秒为单位）。" version="4" helpurl="flash.sensors:Geolocation:setRequestedUpdateInterval" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Geolocation 类的属性" helpurl="flash.sensors:Geolocation">
						<string name="isSupported" object="[flash.sensors.Geolocation]" text=".isSupported" tiptext="位置传感器在设备上是否可用，可用为 true，不可用为 false。" version="" helpurl="flash.sensors:Geolocation:isSupported:get" playername=""/>
						<string name="muted" object="[flash.sensors.Geolocation]" text=".muted" tiptext="指定用户是已经拒绝对 geolocation 的访问 (true) 还是已经允许对 geolocation 的访问 (false)。" version="" helpurl="flash.sensors:Geolocation:muted:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="Geolocation 类的事件" helpurl="flash.sensors:Geolocation">
						<string name="status" object="[flash.sensors.Geolocation]" text=".addEventListener(%类型:String=StatusEvent.STATUS{StatusEvent.STATUS,GeolocationEvent.UPDATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户更改对位置传感器的访问权限时，Geolocation 对象调度状态事件。" version="" helpurl="flash.sensors:Geolocation_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="update" object="[flash.sensors.Geolocation]" text=".addEventListener(%类型:String=GeolocationEvent.UPDATE{StatusEvent.STATUS,GeolocationEvent.UPDATE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="为响应来自位置传感器的更新，调度更新事件。" version="" helpurl="flash.sensors:Geolocation_flash.events.GeolocationEvent.UPDATE_update" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.system" id="flash.system" sort="true" tiptext="flash.system 包的类" helpurl="flash.system">
				<folder name="ApplicationDomain" id="[flash.system.ApplicationDomain]" sort="true" index="true" asAncestors="Object" tiptext="ApplicationDomain 类是分散的类定义组的一个容器。" helpurl="flash.system:ApplicationDomain">
					<folder name="方法" id="Methods" tiptext="ApplicationDomain 类的方法" helpurl="flash.system:ApplicationDomain">
						<string name="ApplicationDomain" object="[flash.system.ApplicationDomain]" text="new ApplicationDomain(%[父域:flash.system:ApplicationDomain=null]%)" constructor="true" tiptext="创建一个新的应用程序域。" version="4" helpurl="flash.system:ApplicationDomain:ApplicationDomain" playername=""/>
						<string name="getDefinition" object="[flash.system.ApplicationDomain]" text=".getDefinition(%名称:String%):Object" tiptext="从指定的应用程序域获取一个公共定义。" version="4" helpurl="flash.system:ApplicationDomain:getDefinition" playername=""/>
						<string name="hasDefinition" object="[flash.system.ApplicationDomain]" text=".hasDefinition(%名称:String%):Boolean" tiptext="检查指定的应用程序域之内是否存在一个公共定义。" version="4" helpurl="flash.system:ApplicationDomain:hasDefinition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplicationDomain 类的属性" helpurl="flash.system:ApplicationDomain">
						<string name="MIN_DOMAIN_MEMORY_LENGTH" object="[flash.system.ApplicationDomain]" text=".MIN_DOMAIN_MEMORY_LENGTH" tiptext="获取用作 ApplicationDomain.domainMemory 所要求的最小内存对象长度。" version="" helpurl="flash.system:ApplicationDomain:MIN_DOMAIN_MEMORY_LENGTH:get" playername=""/>
						<string name="currentDomain" object="[flash.system.ApplicationDomain]" text=".currentDomain" tiptext="获取代码正在其中执行的当前应用域。" version="" helpurl="flash.system:ApplicationDomain:currentDomain:get" playername=""/>
						<string name="domainMemory" object="[flash.system.ApplicationDomain]" text=".domainMemory" tiptext="获取并设置将在此 ApplicationDomain 中对其执行域全局内存操作的对象。" version="" helpurl="flash.system:ApplicationDomain:domainMemory:get" playername=""/>
						<string name="parentDomain" object="[flash.system.ApplicationDomain]" text=".parentDomain" tiptext="获取该应用程序域的父域。" version="" helpurl="flash.system:ApplicationDomain:parentDomain:get" playername=""/>
					</folder>
				</folder>
				<folder name="Capabilities" id="[flash.system.Capabilities]" sort="true" index="true" asAncestors="Object" tiptext="Capabilities 类提供描述承载应用程序的系统和运行时的属性。" helpurl="flash.system:Capabilities">
					<folder name="属性" id="Properties" tiptext="Capabilities 类的属性" helpurl="flash.system:Capabilities">
						<string name="avHardwareDisable" object="[flash.system.Capabilities]" text=".avHardwareDisable" tiptext="指定对用户的摄像头和麦克风的访问是已经通过管理方式禁止(true)还是允许(false)。" version="" helpurl="flash.system:Capabilities:avHardwareDisable:get" playername=""/>
						<string name="cpuArchitecture" object="[flash.system.Capabilities]" text=".cpuArchitecture" tiptext="指定当前 CPU 体系结构。" version="" helpurl="flash.system:Capabilities:cpuArchitecture:get" playername=""/>
						<string name="hasAccessibility" object="[flash.system.Capabilities]" text=".hasAccessibility" tiptext="指定系统是否支持与辅助功能通信，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasAccessibility:get" playername=""/>
						<string name="hasAudioEncoder" object="[flash.system.Capabilities]" text=".hasAudioEncoder" tiptext="指定系统是否可以对音频流（例如来自麦克风的音频流）进行编码，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasAudioEncoder:get" playername=""/>
						<string name="hasAudio" object="[flash.system.Capabilities]" text=".hasAudio" tiptext="指定系统是否有音频功能。" version="" helpurl="flash.system:Capabilities:hasAudio:get" playername=""/>
						<string name="hasEmbeddedVideo" object="[flash.system.Capabilities]" text=".hasEmbeddedVideo" tiptext="指定系统是否支持嵌入的视频，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasEmbeddedVideo:get" playername=""/>
						<string name="hasIME" object="[flash.system.Capabilities]" text=".hasIME" tiptext="指定系统是否安装了输入法编辑器 (IME)，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasIME:get" playername=""/>
						<string name="hasMP3" object="[flash.system.Capabilities]" text=".hasMP3" tiptext="指定系统是否具有 MP3 解码器，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasMP3:get" playername=""/>
						<string name="hasPrinting" object="[flash.system.Capabilities]" text=".hasPrinting" tiptext="指定系统是否支持打印，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasPrinting:get" playername=""/>
						<string name="hasScreenBroadcast" object="[flash.system.Capabilities]" text=".hasScreenBroadcast" tiptext="指定系统是否支持开发通过 Flash Media Server 运行的屏幕广播应用程序，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasScreenBroadcast:get" playername=""/>
						<string name="hasScreenPlayback" object="[flash.system.Capabilities]" text=".hasScreenPlayback" tiptext="指定系统是否支持回放通过 Flash Media Server 运行的屏幕广播应用程序，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasScreenPlayback:get" playername=""/>
						<string name="hasStreamingAudio" object="[flash.system.Capabilities]" text=".hasStreamingAudio" tiptext="指定系统是否可以播放音频流，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasStreamingAudio:get" playername=""/>
						<string name="hasStreamingVideo" object="[flash.system.Capabilities]" text=".hasStreamingVideo" tiptext="指定系统是否可以播放视频流，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasStreamingVideo:get" playername=""/>
						<string name="hasTLS" object="[flash.system.Capabilities]" text=".hasTLS" tiptext="指定系统是否通过 NetConnection 支持本机 SSL 套接字，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasTLS:get" playername=""/>
						<string name="hasVideoEncoder" object="[flash.system.Capabilities]" text=".hasVideoEncoder" tiptext="指定系统是否可以对视频流（如来自 Web 摄像头的视频流）进行编码，如果是，则为 true，否则为 false。" version="" helpurl="flash.system:Capabilities:hasVideoEncoder:get" playername=""/>
						<string name="isDebugger" object="[flash.system.Capabilities]" text=".isDebugger" tiptext="指定系统是特殊调试版本 (true) 还是正式发布的版本 (false)。" version="" helpurl="flash.system:Capabilities:isDebugger:get" playername=""/>
						<string name="isEmbeddedInAcrobat" object="[flash.system.Capabilities]" text=".isEmbeddedInAcrobat" tiptext="指定播放器是否嵌入在 Acrobat 9.0 或更高版本所打开的 PDF 文件中，true 表示嵌入，false 表示没有嵌入。" version="" helpurl="flash.system:Capabilities:isEmbeddedInAcrobat:get" playername=""/>
						<string name="languages" object="[flash.system.Capabilities]" text=".languages" tiptext="字符串数组，包含有关通过操作系统设置的用户界面首选语言的信息。" version="" helpurl="flash.system:Capabilities:languages:get" playername="AIR"/>
						<string name="language" object="[flash.system.Capabilities]" text=".language" tiptext="指定运行内容的系统的语言代码。" version="" helpurl="flash.system:Capabilities:language:get" playername=""/>
						<string name="localFileReadDisable" object="[flash.system.Capabilities]" text=".localFileReadDisable" tiptext="指定对用户硬盘的读取权限是已经通过管理方式禁止(true)还是允许(false)。" version="" helpurl="flash.system:Capabilities:localFileReadDisable:get" playername=""/>
						<string name="manufacturer" object="[flash.system.Capabilities]" text=".manufacturer" tiptext="指定 Flash Player 的运行版本或 AIR 运行时的制造商，采用 &quot;Adobe &lt;em&gt;OSName&quot; 格式。" version="" helpurl="flash.system:Capabilities:manufacturer:get" playername=""/>
						<string name="maxLevelIDC" object="[flash.system.Capabilities]" text=".maxLevelIDC" tiptext="检索客户端硬件支持的最高 H.264 级 IDC。" version="" helpurl="flash.system:Capabilities:maxLevelIDC:get" playername=""/>
						<string name="os" object="[flash.system.Capabilities]" text=".os" tiptext="指定当前的操作系统。" version="" helpurl="flash.system:Capabilities:os:get" playername=""/>
						<string name="pixelAspectRatio" object="[flash.system.Capabilities]" text=".pixelAspectRatio" tiptext="指定屏幕的像素高宽比。" version="" helpurl="flash.system:Capabilities:pixelAspectRatio:get" playername=""/>
						<string name="playerType" object="[flash.system.Capabilities]" text=".playerType" tiptext="指定运行时环境的类型。" version="" helpurl="flash.system:Capabilities:playerType:get" playername=""/>
						<string name="screenColor" object="[flash.system.Capabilities]" text=".screenColor" tiptext="指定屏幕的颜色。" version="" helpurl="flash.system:Capabilities:screenColor:get" playername=""/>
						<string name="screenDPI" object="[flash.system.Capabilities]" text=".screenDPI" tiptext="指定屏幕的每英寸点数 (dpi) 分辨率，以像素为单位。" version="" helpurl="flash.system:Capabilities:screenDPI:get" playername=""/>
						<string name="screenResolutionX" object="[flash.system.Capabilities]" text=".screenResolutionX" tiptext="指定屏幕的最大水平分辨率。" version="" helpurl="flash.system:Capabilities:screenResolutionX:get" playername=""/>
						<string name="screenResolutionY" object="[flash.system.Capabilities]" text=".screenResolutionY" tiptext="指定屏幕的最大垂直分辨率。" version="" helpurl="flash.system:Capabilities:screenResolutionY:get" playername=""/>
						<string name="serverString" object="[flash.system.Capabilities]" text=".serverString" tiptext="URL 编码的字符串，用于指定每个 Capabilities 属性的值。" version="" helpurl="flash.system:Capabilities:serverString:get" playername=""/>
						<string name="supports32BitProcesses" object="[flash.system.Capabilities]" text=".supports32BitProcesses" tiptext="指定系统是否支持运行 32 位进程。" version="" helpurl="flash.system:Capabilities:supports32BitProcesses:get" playername=""/>
						<string name="supports64BitProcesses" object="[flash.system.Capabilities]" text=".supports64BitProcesses" tiptext="指定系统是否支持运行 64 位进程。" version="" helpurl="flash.system:Capabilities:supports64BitProcesses:get" playername=""/>
						<string name="touchscreenType" object="[flash.system.Capabilities]" text=".touchscreenType" tiptext="指定所支持的触摸屏的类型。" version="" helpurl="flash.system:Capabilities:touchscreenType:get" playername=""/>
						<string name="version" object="[flash.system.Capabilities]" text=".version" tiptext="指定 Flash Player 或 Adobe&amp;#xAE; AIR 平台和版本信息。" version="" helpurl="flash.system:Capabilities:version:get" playername=""/>
					</folder>
				</folder>
				<folder name="ImageDecodingPolicy" id="[flash.system.ImageDecodingPolicy]" sort="true" index="true" asAncestors="Object" tiptext="ImageDecodingPolicy 类为 LoaderContext 类中的 imageDecodingPolicy 提供值。" helpurl="flash.system:ImageDecodingPolicy">
					<folder name="属性" id="Properties" tiptext="ImageDecodingPolicy 类的属性" helpurl="flash.system:ImageDecodingPolicy">
						<string name="ON_DEMAND" object="[flash.system.ImageDecodingPolicy]" text="ImageDecodingPolicy.ON_DEMAND" constant="true" tiptext="常量；指定需要时将解码正在加载的图像，已解码的数据可以由系统随意清除。" version="" helpurl="flash.system:ImageDecodingPolicy:ON_DEMAND" playername="AIR"/>
						<string name="ON_LOAD" object="[flash.system.ImageDecodingPolicy]" text="ImageDecodingPolicy.ON_LOAD" constant="true" tiptext="常量；指定正在加载的图像将在发送 complete 事件之前进行加载时解码。" version="" helpurl="flash.system:ImageDecodingPolicy:ON_LOAD" playername="AIR"/>
					</folder>
				</folder>
				<folder name="IME" id="[flash.system.IME]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 IME 类，您可以在客户端计算机上运行的 Flash 运行时应用程序中直接操纵操作系统的输入法编辑器 (IME)。" helpurl="flash.system:IME">
					<folder name="方法" id="Methods" tiptext="IME 类的方法" helpurl="flash.system:IME">
						<string name="compositionAbandoned" object="[flash.system.IME]" text="IME.compositionAbandoned(%%):void" static="true" tiptext="导致运行时放弃任何正在进行的合成。" version="2" helpurl="flash.system:IME:compositionAbandoned" playername=""/>
						<string name="compositionSelectionChanged" object="[flash.system.IME]" text="IME.compositionSelectionChanged(%开始:int,结束:int%):void" static="true" tiptext="在合成内的选区已更新（通过交互方式或编程方式）后调用此方法。" version="2" helpurl="flash.system:IME:compositionSelectionChanged" playername=""/>
						<string name="doConversion" object="[flash.system.IME]" text="IME.doConversion(%%):void" static="true" tiptext="指示 IME 为当前复合字符串选择第一个候选项。" version="9" helpurl="flash.system:IME:doConversion" playername=""/>
						<string name="setCompositionString" object="[flash.system.IME]" text="IME.setCompositionString(%合成:String%):void" static="true" tiptext="设置 IME 合成字符串。" version="9" helpurl="flash.system:IME:setCompositionString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IME 类的属性" helpurl="flash.system:IME">
						<string name="conversionMode" object="[flash.system.IME]" text=".conversionMode" tiptext="当前 IME 的转换模式。" version="" helpurl="flash.system:IME:conversionMode:get" playername=""/>
						<string name="enabled" object="[flash.system.IME]" text=".enabled" tiptext="指示系统 IME 已启用(true)还是已禁用(false)。" version="" helpurl="flash.system:IME:enabled:get" playername=""/>
						<string name="isSupported" object="[flash.system.IME]" text=".isSupported" tiptext="如果 IME 类在当前平台上可用，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.system:IME:isSupported:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="IME 类的事件" helpurl="flash.system:IME">
						<string name="imeComposition" object="[flash.system.IME]" text=".addEventListener(%类型:String=IMEEvent.IME_COMPOSITION{IMEEvent.IME_COMPOSITION},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户完成输入法编辑器(IME)的输入且读取字符串可用时进行调度。" version="" helpurl="flash.system:IME_flash.events.IMEEvent.IME_COMPOSITION_imeComposition" playername=""/>
					</folder>
				</folder>
				<folder name="IMEConversionMode" id="[flash.system.IMEConversionMode]" sort="true" index="true" asAncestors="Object" tiptext="这个类包含与 IME.conversionMode 属性配合使用的常数。" helpurl="flash.system:IMEConversionMode">
					<folder name="属性" id="Properties" tiptext="IMEConversionMode 类的属性" helpurl="flash.system:IMEConversionMode">
						<string name="ALPHANUMERIC_FULL" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.ALPHANUMERIC_FULL" constant="true" tiptext="字符串&quot;ALPHANUMERIC_FULL&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:ALPHANUMERIC_FULL" playername=""/>
						<string name="ALPHANUMERIC_HALF" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.ALPHANUMERIC_HALF" constant="true" tiptext="字符串&quot;ALPHANUMERIC_HALF&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:ALPHANUMERIC_HALF" playername=""/>
						<string name="CHINESE" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.CHINESE" constant="true" tiptext="字符串&quot;CHINESE&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:CHINESE" playername=""/>
						<string name="JAPANESE_HIRAGANA" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.JAPANESE_HIRAGANA" constant="true" tiptext="字符串&quot;JAPANESE_HIRAGANA&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:JAPANESE_HIRAGANA" playername=""/>
						<string name="JAPANESE_KATAKANA_FULL" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.JAPANESE_KATAKANA_FULL" constant="true" tiptext="字符串&quot;JAPANESE_KATAKANA_FULL&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:JAPANESE_KATAKANA_FULL" playername=""/>
						<string name="JAPANESE_KATAKANA_HALF" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.JAPANESE_KATAKANA_HALF" constant="true" tiptext="字符串&quot;JAPANESE_KATAKANA_HALF&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:JAPANESE_KATAKANA_HALF" playername=""/>
						<string name="KOREAN" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.KOREAN" constant="true" tiptext="字符串&quot;KOREAN&quot;，与 IME.conversionMode 属性配合使用。" version="" helpurl="flash.system:IMEConversionMode:KOREAN" playername=""/>
						<string name="UNKNOWN" object="[flash.system.IMEConversionMode]" text="IMEConversionMode.UNKNOWN" constant="true" tiptext="字符串&quot;UNKNOWN&quot;，可通过调用 IME.conversionMode 属性返回它。" version="" helpurl="flash.system:IMEConversionMode:UNKNOWN" playername=""/>
					</folder>
				</folder>
				<folder name="JPEGLoaderContext" id="[flash.system.JPEGLoaderContext]" sort="true" index="true" asAncestors="flash.system:LoaderContext,Object" tiptext="JPEGLoaderContext 类包括用于在加载 JPEG 图像时启用消除马赛克的滤镜的属性。" helpurl="flash.system:JPEGLoaderContext">
					<folder name="方法" id="Methods" tiptext="JPEGLoaderContext 类的方法" helpurl="flash.system:JPEGLoaderContext">
						<string name="JPEGLoaderContext" object="[flash.system.JPEGLoaderContext]" text="new JPEGLoaderContext(%[消除马赛克的滤镜:Number=0.0,检查策略文件:Boolean=false,应用程序域:flash.system:ApplicationDomain=null,安全域:flash.system:SecurityDomain=null]%)" constructor="true" tiptext="创建带有指定设置的新的 JPEGLoaderContext 对象。" version="4" helpurl="flash.system:JPEGLoaderContext:JPEGLoaderContext" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="JPEGLoaderContext 类的属性" helpurl="flash.system:JPEGLoaderContext">
						<string name="deblockingFilter" object="[flash.system.JPEGLoaderContext]" text=".deblockingFilter" tiptext="指定消除马赛克的滤镜的强度。" version="" helpurl="flash.system:JPEGLoaderContext:deblockingFilter" playername=""/>
					</folder>
				</folder>
				<folder name="LoaderContext" id="[flash.system.LoaderContext]" sort="true" index="true" asAncestors="Object" tiptext="LoaderContext 类提供多种选项，以使用 Loader 类来加载 SWF 文件和其它媒体。" helpurl="flash.system:LoaderContext">
					<folder name="方法" id="Methods" tiptext="LoaderContext 类的方法" helpurl="flash.system:LoaderContext">
						<string name="LoaderContext" object="[flash.system.LoaderContext]" text="new LoaderContext(%[检查策略文件:Boolean=false,应用程序域:flash.system:ApplicationDomain=null,安全域:flash.system:SecurityDomain=null]%)" constructor="true" tiptext="创建带有指定设置的新的 LoaderContext 对象。" version="4" helpurl="flash.system:LoaderContext:LoaderContext" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LoaderContext 类的属性" helpurl="flash.system:LoaderContext">
						<string name="allowCodeImport" object="[flash.system.LoaderContext]" text=".allowCodeImport" tiptext="指定是否可以使用 Loader 对象将包含可执行代码的内容（例如 SWF 文件）导入到调用方的安全沙箱。" version="" helpurl="flash.system:LoaderContext:allowCodeImport" playername=""/>
						<string name="applicationDomain" object="[flash.system.LoaderContext]" text=".applicationDomain" tiptext="指定用于 Loader.load() 或 Loader.loadBytes() 方法的应用程序域。" version="" helpurl="flash.system:LoaderContext:applicationDomain" playername=""/>
						<string name="checkPolicyFile" object="[flash.system.LoaderContext]" text=".checkPolicyFile" tiptext="指定应用程序是否应在开始加载对象本身之前，尝试从所加载对象的服务器下载 URL 策略文件。" version="" helpurl="flash.system:LoaderContext:checkPolicyFile" playername=""/>
						<string name="imageDecodingPolicy" object="[flash.system.LoaderContext]" text=".imageDecodingPolicy" tiptext="指定加载图像后的图像解码方法。" version="" helpurl="flash.system:LoaderContext:imageDecodingPolicy" playername="AIR"/>
						<string name="parameters" object="[flash.system.LoaderContext]" text=".parameters" tiptext="如果参数设置为非空，那么 contentLoaderInfo.parameters 将设置为此对象，而不是解析来自请求 URL 的参数而获得的正常值。" version="" helpurl="flash.system:LoaderContext:parameters" playername=""/>
						<string name="requestedContentParent" object="[flash.system.LoaderContext]" text=".requestedContentParent" tiptext="指定 Loader 要尝试添加加载内容的父级。" version="" helpurl="flash.system:LoaderContext:requestedContentParent" playername=""/>
						<string name="securityDomain" object="[flash.system.LoaderContext]" text=".securityDomain" tiptext="指定用于 Loader.load() 操作的安全域。" version="" helpurl="flash.system:LoaderContext:securityDomain" playername=""/>
						<string name="allowLoadBytesCodeExecution" object="[flash.system.LoaderContext]" text=".allowLoadBytesCodeExecution" tiptext="已由 allowCodeImport 替换的旧属性仍支持兼容性。" version="" helpurl="flash.system:LoaderContext:allowLoadBytesCodeExecution:get" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.system 包的方法" helpurl="flash.system">
					<string name="fscommand" text="fscommand(%命令:String,参数:String%):void" tiptext="使 SWF 文件能够与 Flash Player 或承载 Flash Player 的程序(如 Web 浏览器)进行通讯。" version="9" helpurl="flash.system:fscommand" playername=""/>
				</folder>
				<folder name="Security" id="[flash.system.Security]" sort="true" index="true" asAncestors="Object" tiptext="通过使用 Security 类，可以指定不同域中的内容相互通信的方式。" helpurl="flash.system:Security">
					<folder name="方法" id="Methods" tiptext="Security 类的方法" helpurl="flash.system:Security">
						<string name="allowDomain" object="[flash.system.Security]" text="Security.allowDomain(%域:可变长度参数%):void" static="true" tiptext="使 SWF 文件和 HTML 文件访问执行调用的 SWF 文件中的对象和变量。" version="4" helpurl="flash.system:Security:allowDomain" playername=""/>
						<string name="allowInsecureDomain" object="[flash.system.Security]" text="Security.allowInsecureDomain(%域:可变长度参数%):void" static="true" tiptext="让使用 HTTPS 协议承载的 SWF 文件和 HTML 文件访问执行调用的 SWF 文件中的对象和变量。" version="4" helpurl="flash.system:Security:allowInsecureDomain" playername=""/>
						<string name="loadPolicyFile" object="[flash.system.Security]" text="Security.loadPolicyFile(%URL:String%):void" static="true" tiptext="在 URL 参数指定的位置处查找策略文件。" version="4" helpurl="flash.system:Security:loadPolicyFile" playername=""/>
						<string name="showSettings" object="[flash.system.Security]" text="Security.showSettings(%[面板:String=default]%):void" static="true" tiptext="显示 Flash Player 中的&quot;安全设置&quot;面板。" version="4" helpurl="flash.system:Security:showSettings" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Security 类的属性" helpurl="flash.system:Security">
						<string name="APPLICATION" object="[flash.system.Security]" text="Security.APPLICATION" constant="true" tiptext="此文件正在 AIR 应用程序中运行，它是随该应用程序的包（AIR 文件）一起安装的。" version="" helpurl="flash.system:Security:APPLICATION" playername=""/>
						<string name="LOCAL_TRUSTED" object="[flash.system.Security]" text="Security.LOCAL_TRUSTED" constant="true" tiptext="此文件是本地文件，并且用户已使用 Flash Player 设置管理器或 FlashPlayerTrust 配置文件将其设置为受信任的文件。" version="" helpurl="flash.system:Security:LOCAL_TRUSTED" playername=""/>
						<string name="LOCAL_WITH_FILE" object="[flash.system.Security]" text="Security.LOCAL_WITH_FILE" constant="true" tiptext="此文件是本地文件，尚未受到用户信任，它不是使用网络名称发布的 SWF 文件。" version="" helpurl="flash.system:Security:LOCAL_WITH_FILE" playername=""/>
						<string name="LOCAL_WITH_NETWORK" object="[flash.system.Security]" text="Security.LOCAL_WITH_NETWORK" constant="true" tiptext="此文件是本地文件，尚未受到用户信任，它是使用网络名称发布的 SWF 文件。" version="" helpurl="flash.system:Security:LOCAL_WITH_NETWORK" playername=""/>
						<string name="REMOTE" object="[flash.system.Security]" text="Security.REMOTE" constant="true" tiptext="此文件来自 Internet URL，并依照基于域的沙箱规则运行。" version="" helpurl="flash.system:Security:REMOTE" playername=""/>
						<string name="exactSettings" object="[flash.system.Security]" text=".exactSettings" tiptext="确定 Flash Player 或 AIR 如何选择用于某些内容设置的域，包括摄像头和麦克风权限、存储配额及永久共享对象存储的设置。" version="" helpurl="flash.system:Security:exactSettings:get" playername=""/>
						<string name="sandboxType" object="[flash.system.Security]" text=".sandboxType" tiptext="指示执行调用的文件运行时所在的安全沙箱的类型。" version="" helpurl="flash.system:Security:sandboxType:get" playername=""/>
					</folder>
				</folder>
				<folder name="SecurityDomain" id="[flash.system.SecurityDomain]" sort="true" index="true" asAncestors="Object" tiptext="SecurityDomain 类代表当前安全性&quot;沙箱&quot;，也称为&quot;安全域&quot;。" helpurl="flash.system:SecurityDomain">
					<folder name="属性" id="Properties" tiptext="SecurityDomain 类的属性" helpurl="flash.system:SecurityDomain">
						<string name="currentDomain" object="[flash.system.SecurityDomain]" text=".currentDomain" tiptext="获取当前安全域。" version="" helpurl="flash.system:SecurityDomain:currentDomain:get" playername=""/>
					</folder>
				</folder>
				<folder name="SecurityPanel" id="[flash.system.SecurityPanel]" sort="true" index="true" asAncestors="Object" tiptext="SecurityPanel 类提供一些值，用来指定您希望显示的&quot;安全设置&quot;面板。" helpurl="flash.system:SecurityPanel">
					<folder name="属性" id="Properties" tiptext="SecurityPanel 类的属性" helpurl="flash.system:SecurityPanel">
						<string name="CAMERA" object="[flash.system.SecurityPanel]" text="SecurityPanel.CAMERA" constant="true" tiptext="当传递给 Security.showSettings() 时，显示&quot;Flash Player 设置&quot;中的&quot;摄像头&quot;面板。" version="" helpurl="flash.system:SecurityPanel:CAMERA" playername=""/>
						<string name="DEFAULT" object="[flash.system.SecurityPanel]" text="SecurityPanel.DEFAULT" constant="true" tiptext="当传递给 Security.showSettings() 时，显示用户上次关闭&quot;Flash Player 设置&quot;时处于打开状态的面板。" version="" helpurl="flash.system:SecurityPanel:DEFAULT" playername=""/>
						<string name="DISPLAY" object="[flash.system.SecurityPanel]" text="SecurityPanel.DISPLAY" constant="true" tiptext="当传递给 Security.showSettings() 时，显示&quot;Flash Player 设置&quot;中的&quot;显示&quot;面板。" version="" helpurl="flash.system:SecurityPanel:DISPLAY" playername=""/>
						<string name="LOCAL_STORAGE" object="[flash.system.SecurityPanel]" text="SecurityPanel.LOCAL_STORAGE" constant="true" tiptext="当传递给 Security.showSettings() 时，显示&quot;Flash Player 设置&quot;中的&quot;本地存储设置&quot;面板。" version="" helpurl="flash.system:SecurityPanel:LOCAL_STORAGE" playername=""/>
						<string name="MICROPHONE" object="[flash.system.SecurityPanel]" text="SecurityPanel.MICROPHONE" constant="true" tiptext="当传递给 Security.showSettings() 时，显示&quot;Flash Player 设置&quot;中的&quot;麦克风&quot;面板。" version="" helpurl="flash.system:SecurityPanel:MICROPHONE" playername=""/>
						<string name="PRIVACY" object="[flash.system.SecurityPanel]" text="SecurityPanel.PRIVACY" constant="true" tiptext="当传递给 Security.showSettings() 时，显示&quot;Flash Player 设置&quot;中的&quot;隐私设置&quot;面板。" version="" helpurl="flash.system:SecurityPanel:PRIVACY" playername=""/>
						<string name="SETTINGS_MANAGER" object="[flash.system.SecurityPanel]" text="SecurityPanel.SETTINGS_MANAGER" constant="true" tiptext="当传递给 Security.showSettings() 时，显示&quot;设置管理器&quot;(在一个单独的浏览器窗口中)。" version="" helpurl="flash.system:SecurityPanel:SETTINGS_MANAGER" playername=""/>
					</folder>
				</folder>
				<folder name="System" id="[flash.system.System]" sort="true" index="true" asAncestors="Object" tiptext="System 类包含与本地设置和操作相关的属性。" helpurl="flash.system:System">
					<folder name="方法" id="Methods" tiptext="System 类的方法" helpurl="flash.system:System">
						<string name="disposeXML" object="[flash.system.System]" text="System.disposeXML(%节点:XML%):void" static="true" tiptext="使指定的 XML 对象立即可进行垃圾回收。" version="1.5.2" helpurl="flash.system:System:disposeXML" playername=""/>
						<string name="exit" object="[flash.system.System]" text="System.exit(%代码:uint%):void" static="true" tiptext="关闭 Flash Player。" version="9.0.115.0" helpurl="flash.system:System:exit" playername=""/>
						<string name="gc" object="[flash.system.System]" text="System.gc(%%):void" static="true" tiptext="强制执行垃圾回收过程。" version="4" helpurl="flash.system:System:gc" playername=""/>
						<string name="pause" object="[flash.system.System]" text="System.pause(%%):void" static="true" tiptext="暂停 Flash Player 或 AIR Debug Launcher (ADL)。" version="4" helpurl="flash.system:System:pause" playername=""/>
						<string name="resume" object="[flash.system.System]" text="System.resume(%%):void" static="true" tiptext="在调用 System.pause() 后继续启动此应用程序。" version="4" helpurl="flash.system:System:resume" playername=""/>
						<string name="setClipboard" object="[flash.system.System]" text="System.setClipboard(%字符串:String%):void" static="true" tiptext="用指定的文本字符串替换剪贴板的内容。" version="9" helpurl="flash.system:System:setClipboard" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="System 类的属性" helpurl="flash.system:System">
						<string name="freeMemory" object="[flash.system.System]" text=".freeMemory" tiptext="已分配到 Adobe&amp;#xAE; Flash&amp;#xAE; Player 或 Adobe&amp;#xAE; AIR&amp;#xAE; 且未被使用的内存量（以字节为单位）。" version="" helpurl="flash.system:System:freeMemory:get" playername=""/>
						<string name="ime" object="[flash.system.System]" text=".ime" tiptext="当前安装的系统 IME。" version="" helpurl="flash.system:System:ime:get" playername=""/>
						<string name="privateMemory" object="[flash.system.System]" text=".privateMemory" tiptext="应用程序使用的整个内存量（以字节为单位）。" version="" helpurl="flash.system:System:privateMemory:get" playername=""/>
						<string name="totalMemoryNumber" object="[flash.system.System]" text=".totalMemoryNumber" tiptext="当前正在使用的、由 Flash Player 或 AIR 直接分配的内存量（以字节为单位）。" version="" helpurl="flash.system:System:totalMemoryNumber:get" playername=""/>
						<string name="totalMemory" object="[flash.system.System]" text=".totalMemory" tiptext="当前正在使用的、由 Flash Player 或 AIR 直接分配的内存量（以字节为单位）。" version="" helpurl="flash.system:System:totalMemory:get" playername=""/>
						<string name="useCodePage" object="[flash.system.System]" text=".useCodePage" tiptext="一个布尔值，它确定使用哪个代码页来解释外部文本文件。" version="" helpurl="flash.system:System:useCodePage:get" playername=""/>
					</folder>
				</folder>
				<folder name="SystemUpdater" id="[flash.system.SystemUpdater]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="SystemUpdater 类允许您更新 Flash Player 的模块（例如 Flash Access 的 DRM 模块）以及 Flash Player 本身。" helpurl="flash.system:SystemUpdater">
					<folder name="方法" id="Methods" tiptext="SystemUpdater 类的方法" helpurl="flash.system:SystemUpdater">
						<string name="SystemUpdater" object="[flash.system.SystemUpdater]" text="new SystemUpdater(%%)" constructor="true" tiptext="构造函数。" version="10.1" helpurl="flash.system:SystemUpdater:SystemUpdater" playername=""/>
						<string name="cancel" object="[flash.system.SystemUpdater]" text=".cancel(%%):void" tiptext="取消活动的更新。" version="10.1" helpurl="flash.system:SystemUpdater:cancel" playername=""/>
						<string name="update" object="[flash.system.SystemUpdater]" text=".update(%类型:String%):void" tiptext="开始指定类型的更新。" version="10.1" helpurl="flash.system:SystemUpdater:update" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="SystemUpdater 类的事件" helpurl="flash.system:SystemUpdater">
						<string name="cancel" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=Event.CANCEL{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户取消播放器本身的更新时调度。" version="" helpurl="flash.system:SystemUpdater_flash.events.Event.CANCEL_cancel" playername=""/>
						<string name="complete" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=Event.COMPLETE{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新完成时调度。" version="" helpurl="flash.system:SystemUpdater_flash.events.Event.COMPLETE_complete" playername=""/>
						<string name="securityError" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=SecurityErrorEvent.SECURITY_ERROR{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在遇到安全错误时调度。" version="" helpurl="flash.system:SystemUpdater_flash.events.SecurityErrorEvent.SECURITY_ERROR_securityError" playername=""/>
						<string name="ioError" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=IOErrorEvent.IO_ERROR{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="发生 I/O 出错误时调度。" version="" helpurl="flash.system:SystemUpdater_flash.events.IOErrorEvent.IO_ERROR_ioError" playername=""/>
						<string name="progress" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=ProgressEvent.PROGRESS{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="调度以表示下载进度。" version="" helpurl="flash.system:SystemUpdater_flash.events.ProgressEvent.PROGRESS_progress" playername=""/>
						<string name="status" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=StatusEvent.STATUS{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新失败时调度。" version="" helpurl="flash.system:SystemUpdater_flash.events.StatusEvent.STATUS_status" playername=""/>
						<string name="open" object="[flash.system.SystemUpdater]" text=".addEventListener(%类型:String=Event.OPEN{Event.CANCEL,Event.COMPLETE,SecurityErrorEvent.SECURITY_ERROR,IOErrorEvent.IO_ERROR,ProgressEvent.PROGRESS,StatusEvent.STATUS,Event.OPEN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在更新开始时调度。" version="" helpurl="flash.system:SystemUpdater_flash.events.Event.OPEN_open" playername=""/>
					</folder>
				</folder>
				<folder name="SystemUpdaterType" id="[flash.system.SystemUpdaterType]" sort="true" index="true" asAncestors="Object" tiptext="SystemUpdaterType 类提供用于系统更新的常数。" helpurl="flash.system:SystemUpdaterType">
					<folder name="属性" id="Properties" tiptext="SystemUpdaterType 类的属性" helpurl="flash.system:SystemUpdaterType">
						<string name="DRM" object="[flash.system.SystemUpdaterType]" text="SystemUpdaterType.DRM" constant="true" tiptext="更新 DRM 模块。" version="" helpurl="flash.system:SystemUpdaterType:DRM" playername=""/>
						<string name="SYSTEM" object="[flash.system.SystemUpdaterType]" text="SystemUpdaterType.SYSTEM" constant="true" tiptext="更新播放器运行时本身。" version="" helpurl="flash.system:SystemUpdaterType:SYSTEM" playername=""/>
					</folder>
				</folder>
				<folder name="TouchscreenType" id="[flash.system.TouchscreenType]" sort="true" index="true" asAncestors="Object" tiptext="TouchscreenType 类是枚举类，为不同类型的触摸屏提供值。" helpurl="flash.system:TouchscreenType">
					<folder name="属性" id="Properties" tiptext="TouchscreenType 类的属性" helpurl="flash.system:TouchscreenType">
						<string name="FINGER" object="[flash.system.TouchscreenType]" text="TouchscreenType.FINGER" constant="true" tiptext="旨在响应手指触摸的触摸屏。" version="" helpurl="flash.system:TouchscreenType:FINGER" playername=""/>
						<string name="NONE" object="[flash.system.TouchscreenType]" text="TouchscreenType.NONE" constant="true" tiptext="此计算机或设备没有受支持的触摸屏。" version="" helpurl="flash.system:TouchscreenType:NONE" playername=""/>
						<string name="STYLUS" object="[flash.system.TouchscreenType]" text="TouchscreenType.STYLUS" constant="true" tiptext="旨在与刷子笔触配合使用的触摸屏。" version="" helpurl="flash.system:TouchscreenType:STYLUS" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.text" id="flash.text" sort="true" tiptext="flash.text 包的类" helpurl="flash.text">
				<folder name="AntiAliasType" id="[flash.text.AntiAliasType]" sort="true" index="true" asAncestors="Object" tiptext="AntiAliasType 类为 flash.text.TextField 类中的锯齿消除提供值。" helpurl="flash.text:AntiAliasType">
					<folder name="属性" id="Properties" tiptext="AntiAliasType 类的属性" helpurl="flash.text:AntiAliasType">
						<string name="ADVANCED" object="[flash.text.AntiAliasType]" text="AntiAliasType.ADVANCED" constant="true" tiptext="将锯齿消除设置为高级锯齿消除。" version="" helpurl="flash.text:AntiAliasType:ADVANCED" playername=""/>
						<string name="NORMAL" object="[flash.text.AntiAliasType]" text="AntiAliasType.NORMAL" constant="true" tiptext="将锯齿消除设置为 Flash Player 7 和更低版本中使用的锯齿消除。" version="" helpurl="flash.text:AntiAliasType:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="CSMSettings" id="[flash.text.CSMSettings]" sort="true" index="true" asAncestors="Object" tiptext="CSMSettings 类所包含的一些属性可与 TextRenderer.setAdvancedAntiAliasingTable() 方法配合使用以提供连续笔触调制(CSM)。" helpurl="flash.text:CSMSettings">
					<folder name="方法" id="Methods" tiptext="CSMSettings 类的方法" helpurl="flash.text:CSMSettings">
						<string name="CSMSettings" object="[flash.text.CSMSettings]" text="new CSMSettings(%字体大小:Number,内侧截止:Number,外侧截止:Number%)" constructor="true" tiptext="创建一个新的 CSMSettings 对象，它存储自定义消除锯齿设置的笔触值。" version="9" helpurl="flash.text:CSMSettings:CSMSettings" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CSMSettings 类的属性" helpurl="flash.text:CSMSettings">
						<string name="fontSize" object="[flash.text.CSMSettings]" text=".fontSize" tiptext="设置所应用的大小，以像素为单位。" version="" helpurl="flash.text:CSMSettings:fontSize" playername=""/>
						<string name="insideCutoff" object="[flash.text.CSMSettings]" text=".insideCutoff" tiptext="内侧截止值，高于该值时密度设置为最大密度值(如 255)。" version="" helpurl="flash.text:CSMSettings:insideCutoff" playername=""/>
						<string name="outsideCutoff" object="[flash.text.CSMSettings]" text=".outsideCutoff" tiptext="外侧截止值，低于该值时密度设置为 0。" version="" helpurl="flash.text:CSMSettings:outsideCutoff" playername=""/>
					</folder>
				</folder>
				<folder name="Font" id="[flash.text.Font]" sort="true" index="true" asAncestors="Object" tiptext="Font 类可用来管理 SWF 文件中的嵌入字体。" helpurl="flash.text:Font">
					<folder name="方法" id="Methods" tiptext="Font 类的方法" helpurl="flash.text:Font">
						<string name="enumerateFonts" object="[flash.text.Font]" text="Font.enumerateFonts(%[枚举设备字体:Boolean=false]%):Array" static="true" tiptext="指定是否提供当前可用嵌入字体列表。" version="4" helpurl="flash.text:Font:enumerateFonts" playername=""/>
						<string name="hasGlyphs" object="[flash.text.Font]" text=".hasGlyphs(%字符串:String%):Boolean" tiptext="指定能否使用当前指定的字体显示提供的字符串。" version="4" helpurl="flash.text:Font:hasGlyphs" playername=""/>
						<string name="registerFont" object="[flash.text.Font]" text="Font.registerFont(%字体:Class%):void" static="true" tiptext="在全局字体列表中注册一个字体类。" version="4" helpurl="flash.text:Font:registerFont" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Font 类的属性" helpurl="flash.text:Font">
						<string name="fontName" object="[flash.text.Font]" text=".fontName" tiptext="嵌入字体的名称。" version="" helpurl="flash.text:Font:fontName:get" playername=""/>
						<string name="fontStyle" object="[flash.text.Font]" text=".fontStyle" tiptext="字体的样式。" version="" helpurl="flash.text:Font:fontStyle:get" playername=""/>
						<string name="fontType" object="[flash.text.Font]" text=".fontType" tiptext="字体的类型。" version="" helpurl="flash.text:Font:fontType:get" playername=""/>
					</folder>
				</folder>
				<folder name="FontStyle" id="[flash.text.FontStyle]" sort="true" index="true" asAncestors="Object" tiptext="FontStyle 类提供 TextRenderer 类的值。" helpurl="flash.text:FontStyle">
					<folder name="属性" id="Properties" tiptext="FontStyle 类的属性" helpurl="flash.text:FontStyle">
						<string name="BOLD_ITALIC" object="[flash.text.FontStyle]" text="FontStyle.BOLD_ITALIC" constant="true" tiptext="为 setAdvancedAntiAliasingTable() 方法中的 fontStyle 参数定义粗体和斜体样式的字体。" version="" helpurl="flash.text:FontStyle:BOLD_ITALIC" playername=""/>
						<string name="BOLD" object="[flash.text.FontStyle]" text="FontStyle.BOLD" constant="true" tiptext="为 setAdvancedAntiAliasingTable() 方法中的 fontStyle 参数定义粗体样式的字体。" version="" helpurl="flash.text:FontStyle:BOLD" playername=""/>
						<string name="ITALIC" object="[flash.text.FontStyle]" text="FontStyle.ITALIC" constant="true" tiptext="为 setAdvancedAntiAliasingTable() 方法中的 fontStyle 参数定义斜体样式的字体。" version="" helpurl="flash.text:FontStyle:ITALIC" playername=""/>
						<string name="REGULAR" object="[flash.text.FontStyle]" text="FontStyle.REGULAR" constant="true" tiptext="为 setAdvancedAntiAliasingTable() 方法中的 fontStyle 参数定义不带样式的字体。" version="" helpurl="flash.text:FontStyle:REGULAR" playername=""/>
					</folder>
				</folder>
				<folder name="FontType" id="[flash.text.FontType]" sort="true" index="true" asAncestors="Object" tiptext="FontType 类包含 Font 类的 fontType 属性的枚举常量&quot;embedded&quot;和&quot;device&quot;。" helpurl="flash.text:FontType">
					<folder name="属性" id="Properties" tiptext="FontType 类的属性" helpurl="flash.text:FontType">
						<string name="DEVICE" object="[flash.text.FontType]" text="FontType.DEVICE" constant="true" tiptext="指示这是一种设备字体。" version="" helpurl="flash.text:FontType:DEVICE" playername=""/>
						<string name="EMBEDDED_CFF" object="[flash.text.FontType]" text="FontType.EMBEDDED_CFF" constant="true" tiptext="指示这是一种 CFF 嵌入字体。" version="" helpurl="flash.text:FontType:EMBEDDED_CFF" playername=""/>
						<string name="EMBEDDED" object="[flash.text.FontType]" text="FontType.EMBEDDED" constant="true" tiptext="指示这是一种嵌入字体。" version="" helpurl="flash.text:FontType:EMBEDDED" playername=""/>
					</folder>
				</folder>
				<folder name="GridFitType" id="[flash.text.GridFitType]" sort="true" index="true" asAncestors="Object" tiptext="GridFitType 类定义 TextField 类中的网格固定值。" helpurl="flash.text:GridFitType">
					<folder name="属性" id="Properties" tiptext="GridFitType 类的属性" helpurl="flash.text:GridFitType">
						<string name="NONE" object="[flash.text.GridFitType]" text="GridFitType.NONE" constant="true" tiptext="不设置网格固定。" version="" helpurl="flash.text:GridFitType:NONE" playername=""/>
						<string name="PIXEL" object="[flash.text.GridFitType]" text="GridFitType.PIXEL" constant="true" tiptext="使粗水平线和垂直线适合像素网格。" version="" helpurl="flash.text:GridFitType:PIXEL" playername=""/>
						<string name="SUBPIXEL" object="[flash.text.GridFitType]" text="GridFitType.SUBPIXEL" constant="true" tiptext="使粗水平线和垂直线适合 LCD 显示器中的子像素网格。" version="" helpurl="flash.text:GridFitType:SUBPIXEL" playername=""/>
					</folder>
				</folder>
				<folder name="StaticText" id="[flash.text.StaticText]" sort="true" index="true" asAncestors="flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="此类表示显示列表中的 StaticText 对象。" helpurl="flash.text:StaticText">
					<folder name="属性" id="Properties" tiptext="StaticText 类的属性" helpurl="flash.text:StaticText">
						<string name="text" object="[flash.text.StaticText]" text=".text" tiptext="返回静态文本字段的当前文本。" version="" helpurl="flash.text:StaticText:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="StyleSheet" id="[flash.text.StyleSheet]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="使用 StyleSheet 类可以创建包含文本格式设置规则(例如，字体大小、颜色和其它格式样式)的 StyleSheet 对象。" helpurl="flash.text:StyleSheet">
					<folder name="方法" id="Methods" tiptext="StyleSheet 类的方法" helpurl="flash.text:StyleSheet">
						<string name="StyleSheet" object="[flash.text.StyleSheet]" text="new StyleSheet(%%)" constructor="true" tiptext="创建新的 StyleSheet 对象。" version="4" helpurl="flash.text:StyleSheet:StyleSheet" playername=""/>
						<string name="clear" object="[flash.text.StyleSheet]" text=".clear(%%):void" tiptext="从样式表对象中删除所有样式。" version="4" helpurl="flash.text:StyleSheet:clear" playername=""/>
						<string name="getStyle" object="[flash.text.StyleSheet]" text=".getStyle(%样式名称:String%):Object" tiptext="返回与名为样式名称的样式相关联的样式对象的一个副本。" version="4" helpurl="flash.text:StyleSheet:getStyle" playername=""/>
						<string name="parseCSS" object="[flash.text.StyleSheet]" text=".parseCSS(%CSS 文本:String%):void" tiptext="分析 cssText 中的 CSS 并用它加载 StyleSheet。" version="4" helpurl="flash.text:StyleSheet:parseCSS" playername=""/>
						<string name="setStyle" object="[flash.text.StyleSheet]" text=".setStyle(%样式名称:String,样式对象:Object%):void" tiptext="将具有指定名称的新样式添加到样式表对象中。" version="4" helpurl="flash.text:StyleSheet:setStyle" playername=""/>
						<string name="transform" object="[flash.text.StyleSheet]" text=".transform(%格式对象:Object%):flash.text:TextFormat" tiptext="扩展 CSS 分析功能。" version="4" helpurl="flash.text:StyleSheet:transform" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StyleSheet 类的属性" helpurl="flash.text:StyleSheet">
						<string name="styleNames" object="[flash.text.StyleSheet]" text=".styleNames" tiptext="一个数组，其中包含此样式表中注册的所有样式的名称(字符串形式)。" version="" helpurl="flash.text:StyleSheet:styleNames:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextColorType" id="[flash.text.TextColorType]" sort="true" index="true" asAncestors="Object" tiptext="TextColorType 类为 flash.text.TextRenderer 类提供颜色值。" helpurl="flash.text:TextColorType">
					<folder name="属性" id="Properties" tiptext="TextColorType 类的属性" helpurl="flash.text:TextColorType">
						<string name="DARK_COLOR" object="[flash.text.TextColorType]" text="TextColorType.DARK_COLOR" constant="true" tiptext="用于 setAdvancedAntiAliasingTable() 方法中的 colorType 参数。" version="" helpurl="flash.text:TextColorType:DARK_COLOR" playername=""/>
						<string name="LIGHT_COLOR" object="[flash.text.TextColorType]" text="TextColorType.LIGHT_COLOR" constant="true" tiptext="用于 setAdvancedAntiAliasingTable() 方法中的 colorType 参数。" version="" helpurl="flash.text:TextColorType:LIGHT_COLOR" playername=""/>
					</folder>
				</folder>
				<folder name="TextDisplayMode" id="[flash.text.TextDisplayMode]" sort="true" index="true" asAncestors="Object" tiptext="TextDisplayMode 类包含控制高级锯齿消除系统的子像素锯齿消除的值。" helpurl="flash.text:TextDisplayMode">
					<folder name="属性" id="Properties" tiptext="TextDisplayMode 类的属性" helpurl="flash.text:TextDisplayMode">
						<string name="CRT" object="[flash.text.TextDisplayMode]" text="TextDisplayMode.CRT" constant="true" tiptext="强制 Flash Player 显示灰度锯齿消除。" version="" helpurl="flash.text:TextDisplayMode:CRT" playername=""/>
						<string name="DEFAULT" object="[flash.text.TextDisplayMode]" text="TextDisplayMode.DEFAULT" constant="true" tiptext="允许 Flash Player 选择 LCD 或 CRT 模式。" version="" helpurl="flash.text:TextDisplayMode:DEFAULT" playername=""/>
						<string name="LCD" object="[flash.text.TextDisplayMode]" text="TextDisplayMode.LCD" constant="true" tiptext="强制 Flash Player 使用 LCD 子像素锯齿消除。" version="" helpurl="flash.text:TextDisplayMode:LCD" playername=""/>
					</folder>
				</folder>
				<folder name="TextExtent" id="[flash.text.TextExtent]" sort="true" index="true" asAncestors="Object" tiptext="TextExtent 类包含有关文本字段中某些文本扩展的信息。" helpurl="flash.text:TextExtent">
					<folder name="方法" id="Methods" tiptext="TextExtent 类的方法" helpurl="flash.text:TextExtent">
						<string name="TextExtent" object="[flash.text.TextExtent]" text="new TextExtent(%宽度:Number,高度:Number,文本字段宽度:Number,文本字段高度:Number,上缘:Number,下缘:Number%)" constructor="true" tiptext="TextExtent 类包含有关文本字段中某些文本扩展的信息。" version="" helpurl="flash.text:TextExtent:TextExtent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextExtent 类的属性" helpurl="flash.text:TextExtent">
						<string name="ascent" object="[flash.text.TextExtent]" text=".ascent" tiptext="" version="" helpurl="flash.text:TextExtent:ascent" playername=""/>
						<string name="descent" object="[flash.text.TextExtent]" text=".descent" tiptext="" version="" helpurl="flash.text:TextExtent:descent" playername=""/>
						<string name="height" object="[flash.text.TextExtent]" text=".height" tiptext="" version="" helpurl="flash.text:TextExtent:height" playername=""/>
						<string name="textFieldHeight" object="[flash.text.TextExtent]" text=".textFieldHeight" tiptext="" version="" helpurl="flash.text:TextExtent:textFieldHeight" playername=""/>
						<string name="textFieldWidth" object="[flash.text.TextExtent]" text=".textFieldWidth" tiptext="" version="" helpurl="flash.text:TextExtent:textFieldWidth" playername=""/>
						<string name="width" object="[flash.text.TextExtent]" text=".width" tiptext="" version="" helpurl="flash.text:TextExtent:width" playername=""/>
					</folder>
				</folder>
				<folder name="TextField" id="[flash.text.TextField]" sort="true" index="true" asAncestors="flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextField 类用于创建显示对象以显示和输入文本。" helpurl="flash.text:TextField">
					<folder name="方法" id="Methods" tiptext="TextField 类的方法" helpurl="flash.text:TextField">
						<string name="TextField" object="[flash.text.TextField]" text="new TextField(%%)" constructor="true" tiptext="创建新的 TextField 实例。" version="4" helpurl="flash.text:TextField:TextField" playername=""/>
						<string name="appendText" object="[flash.text.TextField]" text=".appendText(%新文本:String%):void" tiptext="将文本追加到 TextField 现有文本的末尾。" version="4" helpurl="flash.text:TextField:appendText" playername=""/>
						<string name="getCharBoundaries" object="[flash.text.TextField]" text=".getCharBoundaries(%字符索引:int%):flash.geom:Rectangle" tiptext="返回一个矩形，该矩形是字符的边框。" version="4" helpurl="flash.text:TextField:getCharBoundaries" playername=""/>
						<string name="getCharIndexAtPoint" object="[flash.text.TextField]" text=".getCharIndexAtPoint(%x:Number,y:Number%):int" tiptext="返回从零开始的字符索引值。" version="4" helpurl="flash.text:TextField:getCharIndexAtPoint" playername=""/>
						<string name="getFirstCharInParagraph" object="[flash.text.TextField]" text=".getFirstCharInParagraph(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="4" helpurl="flash.text:TextField:getFirstCharInParagraph" playername=""/>
						<string name="getImageReference" object="[flash.text.TextField]" text=".getImageReference(%id:String%):flash.display:DisplayObject" tiptext="返回给定 id 或已使用 &amp;lt;img&amp;gt; 标签添加到 HTML 格式文本字段中的图像或 SWF 文件的 DisplayObject 引用。" version="4" helpurl="flash.text:TextField:getImageReference" playername=""/>
						<string name="getLineIndexAtPoint" object="[flash.text.TextField]" text=".getLineIndexAtPoint(%x:Number,y:Number%):int" tiptext="指定点处行的索引值(从零开始)。" version="4" helpurl="flash.text:TextField:getLineIndexAtPoint" playername=""/>
						<string name="getLineIndexOfChar" object="[flash.text.TextField]" text=".getLineIndexOfChar(%字符索引:int%):int" tiptext="charIndex 参数指定的字符所在的行的索引值（从零开始）。" version="4" helpurl="flash.text:TextField:getLineIndexOfChar" playername=""/>
						<string name="getLineLength" object="[flash.text.TextField]" text=".getLineLength(%行索引:int%):int" tiptext="返回特定文本行中的字符数。" version="4" helpurl="flash.text:TextField:getLineLength" playername=""/>
						<string name="getLineMetrics" object="[flash.text.TextField]" text=".getLineMetrics(%行索引:int%):flash.text:TextLineMetrics" tiptext="返回给定文本行的度量信息。" version="4" helpurl="flash.text:TextField:getLineMetrics" playername=""/>
						<string name="getLineOffset" object="[flash.text.TextField]" text=".getLineOffset(%行索引:int%):int" tiptext="行中第一个字符的索引值(从零开始)。" version="4" helpurl="flash.text:TextField:getLineOffset" playername=""/>
						<string name="getLineText" object="[flash.text.TextField]" text=".getLineText(%行索引:int%):String" tiptext="指定行中包含的文本字符串。" version="4" helpurl="flash.text:TextField:getLineText" playername=""/>
						<string name="getParagraphLength" object="[flash.text.TextField]" text=".getParagraphLength(%字符索引:int%):int" tiptext="从零开始的字符索引值。" version="4" helpurl="flash.text:TextField:getParagraphLength" playername=""/>
						<string name="getTextFormat" object="[flash.text.TextField]" text=".getTextFormat(%[起始索引:int=-1,结束索引:int=-1]%):flash.text:TextFormat" tiptext="返回一个 TextFormat 对象。" version="4" helpurl="flash.text:TextField:getTextFormat" playername=""/>
						<string name="isFontCompatible" object="[flash.text.TextField]" text="TextField.isFontCompatible(%字体名称:String,字体样式:String%):Boolean" static="true" tiptext="如果存在具有指定的 fontName 和 fontStyle，并且 Font.fontType 是 flash.text.FontType.EMBEDDED 的嵌入字体，则返回 true。" version="4" helpurl="flash.text:TextField:isFontCompatible" playername=""/>
						<string name="replaceSelectedText" object="[flash.text.TextField]" text=".replaceSelectedText(%值:String%):void" tiptext="使用值参数的内容替换当前所选内容。" version="4" helpurl="flash.text:TextField:replaceSelectedText" playername=""/>
						<string name="replaceText" object="[flash.text.TextField]" text=".replaceText(%起始索引:int,结束索引:int,新文本:String%):void" tiptext="替换某范围内的字符。" version="4" helpurl="flash.text:TextField:replaceText" playername=""/>
						<string name="setSelection" object="[flash.text.TextField]" text=".setSelection(%起始索引:int,结束索引:int%):void" tiptext="设置新的文本选择。" version="4" helpurl="flash.text:TextField:setSelection" playername=""/>
						<string name="setTextFormat" object="[flash.text.TextField]" text=".setTextFormat(%格式:flash.text:TextFormat[,起始索引:int=-1,结束索引:int=-1]%):void" tiptext="应用文本格式设置。" version="4" helpurl="flash.text:TextField:setTextFormat" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextField 类的属性" helpurl="flash.text:TextField">
						<string name="alwaysShowSelection" object="[flash.text.TextField]" text=".alwaysShowSelection" tiptext="如果设置为 true 且文本字段没有焦点，Flash Player 将以灰色突出显示文本字段中的所选内容。" version="" helpurl="flash.text:TextField:alwaysShowSelection:get" playername=""/>
						<string name="antiAliasType" object="[flash.text.TextField]" text=".antiAliasType" tiptext="用于此文本字段的消除锯齿类型。" version="" helpurl="flash.text:TextField:antiAliasType:get" playername=""/>
						<string name="autoSize" object="[flash.text.TextField]" text=".autoSize" tiptext="控制文本字段的自动大小调整和对齐。" version="" helpurl="flash.text:TextField:autoSize:get" playername=""/>
						<string name="backgroundColor" object="[flash.text.TextField]" text=".backgroundColor" tiptext="文本字段背景的颜色。" version="" helpurl="flash.text:TextField:backgroundColor:get" playername=""/>
						<string name="background" object="[flash.text.TextField]" text=".background" tiptext="指定文本字段是否具有背景填充。" version="" helpurl="flash.text:TextField:background:get" playername=""/>
						<string name="borderColor" object="[flash.text.TextField]" text=".borderColor" tiptext="文本字段边框的颜色。" version="" helpurl="flash.text:TextField:borderColor:get" playername=""/>
						<string name="border" object="[flash.text.TextField]" text=".border" tiptext="指定文本字段是否具有边框。" version="" helpurl="flash.text:TextField:border:get" playername=""/>
						<string name="bottomScrollV" object="[flash.text.TextField]" text=".bottomScrollV" tiptext="一个整数(从 1 开始的索引)，指示指定文本字段中当前可以看到的最后一行。" version="" helpurl="flash.text:TextField:bottomScrollV:get" playername=""/>
						<string name="caretIndex" object="[flash.text.TextField]" text=".caretIndex" tiptext="插入点(尖号)位置的索引。" version="" helpurl="flash.text:TextField:caretIndex:get" playername=""/>
						<string name="condenseWhite" object="[flash.text.TextField]" text=".condenseWhite" tiptext="一个布尔值，指定是否删除具有 HTML 文本的文本字段中的额外空白（空格、换行符等）。" version="" helpurl="flash.text:TextField:condenseWhite:get" playername=""/>
						<string name="defaultTextFormat" object="[flash.text.TextField]" text=".defaultTextFormat" tiptext="指定应用于新插入文本（例如，用户输入的文本或使用 replaceSelectedText() 方法插入的文本）的格式。" version="" helpurl="flash.text:TextField:defaultTextFormat:get" playername=""/>
						<string name="displayAsPassword" object="[flash.text.TextField]" text=".displayAsPassword" tiptext="指定文本字段是否是密码文本字段。" version="" helpurl="flash.text:TextField:displayAsPassword:get" playername=""/>
						<string name="embedFonts" object="[flash.text.TextField]" text=".embedFonts" tiptext="指定是否使用嵌入字体轮廓进行呈现。" version="" helpurl="flash.text:TextField:embedFonts:get" playername=""/>
						<string name="gridFitType" object="[flash.text.TextField]" text=".gridFitType" tiptext="用于此文本字段的网格固定类型。" version="" helpurl="flash.text:TextField:gridFitType:get" playername=""/>
						<string name="htmlText" object="[flash.text.TextField]" text=".htmlText" tiptext="包含文本字段内容的 HTML 表示形式。" version="" helpurl="flash.text:TextField:htmlText:get" playername=""/>
						<string name="length" object="[flash.text.TextField]" text=".length" tiptext="文本字段中的字符数。" version="" helpurl="flash.text:TextField:length:get" playername=""/>
						<string name="maxChars" object="[flash.text.TextField]" text=".maxChars" tiptext="文本字段可以包含的最多字符数(即用户输入的字符数)。" version="" helpurl="flash.text:TextField:maxChars:get" playername=""/>
						<string name="maxScrollH" object="[flash.text.TextField]" text=".maxScrollH" tiptext="scrollH 的最大值。" version="" helpurl="flash.text:TextField:maxScrollH:get" playername=""/>
						<string name="maxScrollV" object="[flash.text.TextField]" text=".maxScrollV" tiptext="scrollV 的最大值。" version="" helpurl="flash.text:TextField:maxScrollV:get" playername=""/>
						<string name="mouseWheelEnabled" object="[flash.text.TextField]" text=".mouseWheelEnabled" tiptext="一个布尔值，指示当用户单击文本字段并滚动鼠标滚轮时，Flash Player 是否自动滚动多行文本字段。" version="" helpurl="flash.text:TextField:mouseWheelEnabled:get" playername=""/>
						<string name="multiline" object="[flash.text.TextField]" text=".multiline" tiptext="指示字段是否为多行文本字段。" version="" helpurl="flash.text:TextField:multiline:get" playername=""/>
						<string name="numLines" object="[flash.text.TextField]" text=".numLines" tiptext="定义多行文本字段中的文本行数。" version="" helpurl="flash.text:TextField:numLines:get" playername=""/>
						<string name="restrict" object="[flash.text.TextField]" text=".restrict" tiptext="指示用户可输入到文本字段中的字符集。" version="" helpurl="flash.text:TextField:restrict:get" playername=""/>
						<string name="scrollH" object="[flash.text.TextField]" text=".scrollH" tiptext="当前水平滚动位置。" version="" helpurl="flash.text:TextField:scrollH:get" playername=""/>
						<string name="scrollV" object="[flash.text.TextField]" text=".scrollV" tiptext="文本在文本字段中的垂直位置。" version="" helpurl="flash.text:TextField:scrollV:get" playername=""/>
						<string name="selectable" object="[flash.text.TextField]" text=".selectable" tiptext="一个布尔值，指示文本字段是否可选。" version="" helpurl="flash.text:TextField:selectable:get" playername=""/>
						<string name="selectionBeginIndex" object="[flash.text.TextField]" text=".selectionBeginIndex" tiptext="当前所选内容中第一个字符从零开始的字符索引值。" version="" helpurl="flash.text:TextField:selectionBeginIndex:get" playername=""/>
						<string name="selectionEndIndex" object="[flash.text.TextField]" text=".selectionEndIndex" tiptext="当前所选内容中最后一个字符从零开始的字符索引值。" version="" helpurl="flash.text:TextField:selectionEndIndex:get" playername=""/>
						<string name="sharpness" object="[flash.text.TextField]" text=".sharpness" tiptext="此文本字段中字型边缘的清晰度。" version="" helpurl="flash.text:TextField:sharpness:get" playername=""/>
						<string name="styleSheet" object="[flash.text.TextField]" text=".styleSheet" tiptext="将样式表附加到文本字段。" version="" helpurl="flash.text:TextField:styleSheet:get" playername=""/>
						<string name="textColor" object="[flash.text.TextField]" text=".textColor" tiptext="文本字段中文本的颜色(采用十六进制格式)。" version="" helpurl="flash.text:TextField:textColor:get" playername=""/>
						<string name="textHeight" object="[flash.text.TextField]" text=".textHeight" tiptext="文本的高度，以像素为单位。" version="" helpurl="flash.text:TextField:textHeight:get" playername=""/>
						<string name="textInteractionMode" object="[flash.text.TextField]" text=".textInteractionMode" tiptext="交互模式属性，默认值为 TextInteractionMode.NORMAL。" version="" helpurl="flash.text:TextField:textInteractionMode:get" playername=""/>
						<string name="textWidth" object="[flash.text.TextField]" text=".textWidth" tiptext="文本的宽度，以像素为单位。" version="" helpurl="flash.text:TextField:textWidth:get" playername=""/>
						<string name="text" object="[flash.text.TextField]" text=".text" tiptext="作为文本字段中当前文本的字符串。" version="" helpurl="flash.text:TextField:text:get" playername=""/>
						<string name="thickness" object="[flash.text.TextField]" text=".thickness" tiptext="此文本字段中字型边缘的粗细。" version="" helpurl="flash.text:TextField:thickness:get" playername=""/>
						<string name="type" object="[flash.text.TextField]" text=".type" tiptext="文本字段的类型。" version="" helpurl="flash.text:TextField:type:get" playername=""/>
						<string name="useRichTextClipboard" object="[flash.text.TextField]" text=".useRichTextClipboard" tiptext="指定是否将文本格式与文本一起复制和粘贴。" version="" helpurl="flash.text:TextField:useRichTextClipboard:get" playername=""/>
						<string name="wordWrap" object="[flash.text.TextField]" text=".wordWrap" tiptext="一个布尔值，指示文本字段是否自动换行。" version="" helpurl="flash.text:TextField:wordWrap:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextField 类的事件" helpurl="flash.text:TextField">
						<string name="textInteractionModeChange" object="[flash.text.TextField]" text=".addEventListener(%类型:String=Event.{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户更改文本字段交互模式时，Flash Player 会调度 textInteractionModeChange 事件。" version="" helpurl="flash.text:TextField__textInteractionModeChange" playername=""/>
						<string name="textInput" object="[flash.text.TextField]" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户输入一个或多个文本字符时，Flash Player 将调度 textInput 事件。" version="" helpurl="flash.text:TextField_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="scroll" object="[flash.text.TextField]" text=".addEventListener(%类型:String=Event.SCROLL{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户滚动后由 TextField 对象调度。" version="" helpurl="flash.text:TextField_flash.events.Event.SCROLL_scroll" playername=""/>
						<string name="link" object="[flash.text.TextField]" text=".addEventListener(%类型:String=TextEvent.LINK{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户单击启用 HTML 的文本字段中的超链接(其中的 URL 以&quot;event:&quot;开头)时调度。" version="" helpurl="flash.text:TextField_flash.events.TextEvent.LINK_link" playername=""/>
						<string name="change" object="[flash.text.TextField]" text=".addEventListener(%类型:String=Event.CHANGE{Event.,TextEvent.TEXT_INPUT,Event.SCROLL,TextEvent.LINK,Event.CHANGE},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在修改控件值之后调度，不同于 textInput 事件（在修改控件值之前调度）。" version="" helpurl="flash.text:TextField_flash.events.Event.CHANGE_change" playername=""/>
					</folder>
				</folder>
				<folder name="TextFieldAutoSize" id="[flash.text.TextFieldAutoSize]" sort="true" index="true" asAncestors="Object" tiptext="TextFieldAutoSize 类是在设置 TextField 类的 autoSize 属性时使用的常数值的枚举。" helpurl="flash.text:TextFieldAutoSize">
					<folder name="属性" id="Properties" tiptext="TextFieldAutoSize 类的属性" helpurl="flash.text:TextFieldAutoSize">
						<string name="CENTER" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.CENTER" constant="true" tiptext="指定将文本视为居中对齐文本。" version="" helpurl="flash.text:TextFieldAutoSize:CENTER" playername=""/>
						<string name="LEFT" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.LEFT" constant="true" tiptext="指定将文本视为左对齐文本，即文本字段的左侧固定不变，只在右侧调整单行的大小。" version="" helpurl="flash.text:TextFieldAutoSize:LEFT" playername=""/>
						<string name="NONE" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.NONE" constant="true" tiptext="指定不调整大小。" version="" helpurl="flash.text:TextFieldAutoSize:NONE" playername=""/>
						<string name="RIGHT" object="[flash.text.TextFieldAutoSize]" text="TextFieldAutoSize.RIGHT" constant="true" tiptext="指定将文本视为右对齐文本，即文本字段的右侧固定不变，只在左侧调整单行的大小。" version="" helpurl="flash.text:TextFieldAutoSize:RIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="TextFieldType" id="[flash.text.TextFieldType]" sort="true" index="true" asAncestors="Object" tiptext="TextFieldType 类是在设置 TextField 类的 type 属性时使用的常数值的枚举。" helpurl="flash.text:TextFieldType">
					<folder name="属性" id="Properties" tiptext="TextFieldType 类的属性" helpurl="flash.text:TextFieldType">
						<string name="DYNAMIC" object="[flash.text.TextFieldType]" text="TextFieldType.DYNAMIC" constant="true" tiptext="用于指定动态 TextField。" version="" helpurl="flash.text:TextFieldType:DYNAMIC" playername=""/>
						<string name="INPUT" object="[flash.text.TextFieldType]" text="TextFieldType.INPUT" constant="true" tiptext="用于指定输入 TextField。" version="" helpurl="flash.text:TextFieldType:INPUT" playername=""/>
					</folder>
				</folder>
				<folder name="TextFormat" id="[flash.text.TextFormat]" sort="true" index="true" asAncestors="Object" tiptext="TextFormat 类描述字符格式设置信息。" helpurl="flash.text:TextFormat">
					<folder name="方法" id="Methods" tiptext="TextFormat 类的方法" helpurl="flash.text:TextFormat">
						<string name="TextFormat" object="[flash.text.TextFormat]" text="new TextFormat(%[字体:String=null,大小:Object=null,颜色:Object=null,粗体:Object=null,斜体:Object=null,下划线:Object=null,URL:String=null,目标:String=null,对齐:String=null,左边距:Object=null,右边距:Object=null,缩进:Object=null,前导:Object=null]%)" constructor="true" tiptext="创建一个具有指定属性的 TextFormat 对象。" version="4" helpurl="flash.text:TextFormat:TextFormat" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextFormat 类的属性" helpurl="flash.text:TextFormat">
						<string name="align" object="[flash.text.TextFormat]" text=".align" tiptext="指示段落的对齐方式。" version="" helpurl="flash.text:TextFormat:align:get" playername=""/>
						<string name="blockIndent" object="[flash.text.TextFormat]" text=".blockIndent" tiptext="以像素为单位指示块缩进。" version="" helpurl="flash.text:TextFormat:blockIndent:get" playername=""/>
						<string name="bold" object="[flash.text.TextFormat]" text=".bold" tiptext="指定文本是否为粗体字。" version="" helpurl="flash.text:TextFormat:bold:get" playername=""/>
						<string name="bullet" object="[flash.text.TextFormat]" text=".bullet" tiptext="指示文本为带项目符号的列表的一部分。" version="" helpurl="flash.text:TextFormat:bullet:get" playername=""/>
						<string name="color" object="[flash.text.TextFormat]" text=".color" tiptext="指示文本的颜色。" version="" helpurl="flash.text:TextFormat:color:get" playername=""/>
						<string name="font" object="[flash.text.TextFormat]" text=".font" tiptext="使用此文本格式的文本的字体名称，以字符串形式表示。" version="" helpurl="flash.text:TextFormat:font:get" playername=""/>
						<string name="indent" object="[flash.text.TextFormat]" text=".indent" tiptext="指示从左边距到段落中第一个字符的缩进。" version="" helpurl="flash.text:TextFormat:indent:get" playername=""/>
						<string name="italic" object="[flash.text.TextFormat]" text=".italic" tiptext="指示使用此文本格式的文本是否为斜体。" version="" helpurl="flash.text:TextFormat:italic:get" playername=""/>
						<string name="kerning" object="[flash.text.TextFormat]" text=".kerning" tiptext="一个布尔值，指示是启用(true)还是禁用(false)字距调整。" version="" helpurl="flash.text:TextFormat:kerning:get" playername=""/>
						<string name="leading" object="[flash.text.TextFormat]" text=".leading" tiptext="一个整数，表示行与行之间的垂直间距(称为前导)量。" version="" helpurl="flash.text:TextFormat:leading:get" playername=""/>
						<string name="leftMargin" object="[flash.text.TextFormat]" text=".leftMargin" tiptext="段落的左边距，以像素为单位。" version="" helpurl="flash.text:TextFormat:leftMargin:get" playername=""/>
						<string name="letterSpacing" object="[flash.text.TextFormat]" text=".letterSpacing" tiptext="一个数字，表示在所有字符间均匀分布的空格量。" version="" helpurl="flash.text:TextFormat:letterSpacing:get" playername=""/>
						<string name="rightMargin" object="[flash.text.TextFormat]" text=".rightMargin" tiptext="段落的右边距，以像素为单位。" version="" helpurl="flash.text:TextFormat:rightMargin:get" playername=""/>
						<string name="size" object="[flash.text.TextFormat]" text=".size" tiptext="使用此文本格式的文本的大小，以像素为单位。" version="" helpurl="flash.text:TextFormat:size:get" playername=""/>
						<string name="tabStops" object="[flash.text.TextFormat]" text=".tabStops" tiptext="将自定义 Tab 停靠位指定为一个非负整数的数组。" version="" helpurl="flash.text:TextFormat:tabStops:get" playername=""/>
						<string name="target" object="[flash.text.TextFormat]" text=".target" tiptext="指示显示超链接的目标窗口。" version="" helpurl="flash.text:TextFormat:target:get" playername=""/>
						<string name="underline" object="[flash.text.TextFormat]" text=".underline" tiptext="指示使用此文本格式的文本是带下划线(true)还是不带下划线(false)。" version="" helpurl="flash.text:TextFormat:underline:get" playername=""/>
						<string name="url" object="[flash.text.TextFormat]" text=".url" tiptext="指示使用此文本格式的文本的目标 URL。" version="" helpurl="flash.text:TextFormat:url:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFormatAlign" id="[flash.text.TextFormatAlign]" sort="true" index="true" asAncestors="Object" tiptext="TextFormatAlign 类为 TextFormat 类中的文本对齐方式提供值。" helpurl="flash.text:TextFormatAlign">
					<folder name="属性" id="Properties" tiptext="TextFormatAlign 类的属性" helpurl="flash.text:TextFormatAlign">
						<string name="CENTER" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.CENTER" constant="true" tiptext="常数；在文本字段内将文本居中对齐。" version="" helpurl="flash.text:TextFormatAlign:CENTER" playername=""/>
						<string name="JUSTIFY" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.JUSTIFY" constant="true" tiptext="常数；在文本字段内将文本两端对齐。" version="" helpurl="flash.text:TextFormatAlign:JUSTIFY" playername=""/>
						<string name="LEFT" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.LEFT" constant="true" tiptext="常数；在文本字段内将文本左对齐。" version="" helpurl="flash.text:TextFormatAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[flash.text.TextFormatAlign]" text="TextFormatAlign.RIGHT" constant="true" tiptext="常数；在文本字段内将文本右对齐。" version="" helpurl="flash.text:TextFormatAlign:RIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="TextInteractionMode" id="[flash.text.TextInteractionMode]" sort="true" index="true" asAncestors="Object" tiptext="定义文本字段对象交互模式的类。" helpurl="flash.text:TextInteractionMode">
					<folder name="属性" id="Properties" tiptext="TextInteractionMode 类的属性" helpurl="flash.text:TextInteractionMode">
						<string name="NORMAL" object="[flash.text.TextInteractionMode]" text="TextInteractionMode.NORMAL" constant="true" tiptext="文本字段的默认交互模式为正常，根据不同平台会有所变动。" version="" helpurl="flash.text:TextInteractionMode:NORMAL" playername=""/>
						<string name="SELECTION" object="[flash.text.TextInteractionMode]" text="TextInteractionMode.SELECTION" constant="true" tiptext="在像 Android 这样的移动平台上，文本字段以正常模式（意思是指滚动和非可选模式）启动。" version="" helpurl="flash.text:TextInteractionMode:SELECTION" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineMetrics" id="[flash.text.TextLineMetrics]" sort="true" index="true" asAncestors="Object" tiptext="TextLineMetrics 类包含文本字段中一行文本的文本位置和度量值的相关信息。" helpurl="flash.text:TextLineMetrics">
					<folder name="方法" id="Methods" tiptext="TextLineMetrics 类的方法" helpurl="flash.text:TextLineMetrics">
						<string name="TextLineMetrics" object="[flash.text.TextLineMetrics]" text="new TextLineMetrics(%x:Number,宽度:Number,高度:Number,上升:Number,下降:Number,前导:Number%)" constructor="true" tiptext="包含文本字段中一行文本的文本位置和度量值的相关信息。" version="4" helpurl="flash.text:TextLineMetrics:TextLineMetrics" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextLineMetrics 类的属性" helpurl="flash.text:TextLineMetrics">
						<string name="ascent" object="[flash.text.TextLineMetrics]" text=".ascent" tiptext="文本的上升值是从基线到行高度顶部的长度(以像素为单位)。" version="" helpurl="flash.text:TextLineMetrics:ascent" playername=""/>
						<string name="descent" object="[flash.text.TextLineMetrics]" text=".descent" tiptext="文本的下降值是从基线到行深度底部的长度(以像素为单位)。" version="" helpurl="flash.text:TextLineMetrics:descent" playername=""/>
						<string name="height" object="[flash.text.TextLineMetrics]" text=".height" tiptext="高度值是选定行中的文本的高度(并不一定是完整文本)，以像素为单位。" version="" helpurl="flash.text:TextLineMetrics:height" playername=""/>
						<string name="leading" object="[flash.text.TextLineMetrics]" text=".leading" tiptext="前导值是文本行之间的垂直距离的度量值。" version="" helpurl="flash.text:TextLineMetrics:leading" playername=""/>
						<string name="width" object="[flash.text.TextLineMetrics]" text=".width" tiptext="宽度值是选定行中的文本的宽度(并不一定是完整文本)，以像素为单位。" version="" helpurl="flash.text:TextLineMetrics:width" playername=""/>
						<string name="x" object="[flash.text.TextLineMetrics]" text=".x" tiptext="x 值是第一个字符的左侧位置(以像素为单位)。" version="" helpurl="flash.text:TextLineMetrics:x" playername=""/>
					</folder>
				</folder>
				<folder name="TextRenderer" id="[flash.text.TextRenderer]" sort="true" index="true" asAncestors="Object" tiptext="TextRenderer 类提供了嵌入字体的高级消除锯齿功能。" helpurl="flash.text:TextRenderer">
					<folder name="方法" id="Methods" tiptext="TextRenderer 类的方法" helpurl="flash.text:TextRenderer">
						<string name="setAdvancedAntiAliasingTable" object="[flash.text.TextRenderer]" text="TextRenderer.setAdvancedAntiAliasingTable(%字体名称:String,字体样式:String,颜色类型:String,高级消除锯齿表:Array%):void" static="true" tiptext="设置字体的自定义连续笔触调制(CSM)查找表。" version="9" helpurl="flash.text:TextRenderer:setAdvancedAntiAliasingTable" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextRenderer 类的属性" helpurl="flash.text:TextRenderer">
						<string name="displayMode" object="[flash.text.TextRenderer]" text=".displayMode" tiptext="控制高级消除锯齿文本的呈现。" version="" helpurl="flash.text:TextRenderer:displayMode:get" playername=""/>
						<string name="maxLevel" object="[flash.text.TextRenderer]" text=".maxLevel" tiptext="用于高级消除锯齿的自适应采样距离字段(ADF)的品质级别。" version="" helpurl="flash.text:TextRenderer:maxLevel:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextSnapshot" id="[flash.text.TextSnapshot]" sort="true" index="true" asAncestors="Object" tiptext="TextSnapshot 对象可用于处理影片剪辑中的静态文本。" helpurl="flash.text:TextSnapshot">
					<folder name="方法" id="Methods" tiptext="TextSnapshot 类的方法" helpurl="flash.text:TextSnapshot">
						<string name="findText" object="[flash.text.TextSnapshot]" text=".findText(%起始索引:int,要查找的文本:String,区分大小写:Boolean%):int" tiptext="搜索指定的 TextSnapshot 对象，并返回在起始索引位置或其后找到的要查找的文本的第一个匹配项的位置。" version="4" helpurl="flash.text:TextSnapshot:findText" playername=""/>
						<string name="getSelectedText" object="[flash.text.TextSnapshot]" text=".getSelectedText(%[包括字行结尾:Boolean=false]%):String" tiptext="返回一个字符串，其中包含对应的 setSelected() 方法指定的所有字符。" version="4" helpurl="flash.text:TextSnapshot:getSelectedText" playername=""/>
						<string name="getSelected" object="[flash.text.TextSnapshot]" text=".getSelected(%起始索引:int,结束索引:int%):Boolean" tiptext="返回一个布尔值，该值指定 TextSnapshot 对象在指定范围内是否包含所选的文本。" version="4" helpurl="flash.text:TextSnapshot:getSelected" playername=""/>
						<string name="getTextRunInfo" object="[flash.text.TextSnapshot]" text=".getTextRunInfo(%起始索引:int,结束索引:int%):Array" tiptext="返回包含关于文本运行信息的对象的数组。" version="4" helpurl="flash.text:TextSnapshot:getTextRunInfo" playername=""/>
						<string name="getText" object="[flash.text.TextSnapshot]" text=".getText(%起始索引:int,结束索引:int[,包括字行结尾:Boolean=false]%):String" tiptext="返回一个字符串，它包含 起始索引 和 结束索引 参数指定的所有字符。" version="4" helpurl="flash.text:TextSnapshot:getText" playername=""/>
						<string name="hitTestTextNearPos" object="[flash.text.TextSnapshot]" text=".hitTestTextNearPos(%x:Number,y:Number[,最大距离:Number=0]%):Number" tiptext="用于确定 TextSnapshot 对象中哪个字符位于包含 TextSnapshot 对象中文本的影片剪辑的指定的 x, y 坐标上或位于该坐标的附近。" version="4" helpurl="flash.text:TextSnapshot:hitTestTextNearPos" playername=""/>
						<string name="setSelectColor" object="[flash.text.TextSnapshot]" text=".setSelectColor(%[十六进制颜色:uint=0xFFFF00]%):void" tiptext="指定当突出显示使用 setSelected() 方法选择的字符时要使用的颜色。" version="4" helpurl="flash.text:TextSnapshot:setSelectColor" playername=""/>
						<string name="setSelected" object="[flash.text.TextSnapshot]" text=".setSelected(%起始索引:int,结束索引:int,选择:Boolean%):void" tiptext="指定 TextSnapshot 对象中要选择或取消选择的字符范围。" version="4" helpurl="flash.text:TextSnapshot:setSelected" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextSnapshot 类的属性" helpurl="flash.text:TextSnapshot">
						<string name="charCount" object="[flash.text.TextSnapshot]" text=".charCount" tiptext="TextSnapshot 对象中的字符数。" version="" helpurl="flash.text:TextSnapshot:charCount:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.text.engine" id="flash.text.engine" sort="true" tiptext="flash.text.engine 包的类" helpurl="flash.text.engine">
				<folder name="BreakOpportunity" id="[flash.text.engine.BreakOpportunity]" sort="true" index="true" asAncestors="Object" tiptext="BreakOpportunity 类是可用于设置 ElementFormat 类的 breakOpportunity 属性的常数值的枚举。" helpurl="flash.text.engine:BreakOpportunity">
					<folder name="属性" id="Properties" tiptext="BreakOpportunity 类的属性" helpurl="flash.text.engine:BreakOpportunity">
						<string name="ALL" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.ALL" constant="true" tiptext="ContentElement 对象中的所有字符均可换行，表示换行符将出现在各个字符的后面。" version="" helpurl="flash.text.engine:BreakOpportunity:ALL" playername=""/>
						<string name="ANY" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.ANY" constant="true" tiptext="ContentElement 对象中的任何字符均可换行。" version="" helpurl="flash.text.engine:BreakOpportunity:ANY" playername=""/>
						<string name="AUTO" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.AUTO" constant="true" tiptext="基于 Unicode 字符属性进行换行。" version="" helpurl="flash.text.engine:BreakOpportunity:AUTO" playername=""/>
						<string name="NONE" object="[flash.text.engine.BreakOpportunity]" text="BreakOpportunity.NONE" constant="true" tiptext="ContentElement 对象中的任何字符均不可换行。" version="" helpurl="flash.text.engine:BreakOpportunity:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="CFFHinting" id="[flash.text.engine.CFFHinting]" sort="true" index="true" asAncestors="Object" tiptext="CFFHinting 类定义 FontDescription 类中 cff 提示的值。" helpurl="flash.text.engine:CFFHinting">
					<folder name="属性" id="Properties" tiptext="CFFHinting 类的属性" helpurl="flash.text.engine:CFFHinting">
						<string name="HORIZONTAL_STEM" object="[flash.text.engine.CFFHinting]" text="CFFHinting.HORIZONTAL_STEM" constant="true" tiptext="使粗水平线适合像素网格，以提高可读性。" version="" helpurl="flash.text.engine:CFFHinting:HORIZONTAL_STEM" playername=""/>
						<string name="NONE" object="[flash.text.engine.CFFHinting]" text="CFFHinting.NONE" constant="true" tiptext="未应用任何提示。" version="" helpurl="flash.text.engine:CFFHinting:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="ContentElement" id="[flash.text.engine.ContentElement]" sort="true" index="true" asAncestors="Object" tiptext="ContentElement 类用作可在 GroupElement 中显示的各种元素类型（即 GraphicElement、另一个 GroupElement 或 TextElement）的基类。" helpurl="flash.text.engine:ContentElement">
					<folder name="方法" id="Methods" tiptext="ContentElement 类的方法" helpurl="flash.text.engine:ContentElement">
						<string name="ContentElement" object="[flash.text.engine.ContentElement]" text="new ContentElement(%[元素格式:flash.text.engine:ElementFormat=null,事件镜像:flash.events:EventDispatcher=null,文本旋转:String=rotate0]%)" constructor="true" tiptext="调用 new ContentElement() 构造函数会引发 ArgumentError 异常。" version="4" helpurl="flash.text.engine:ContentElement:ContentElement" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContentElement 类的属性" helpurl="flash.text.engine:ContentElement">
						<string name="GRAPHIC_ELEMENT" object="[flash.text.engine.ContentElement]" text="ContentElement.GRAPHIC_ELEMENT" constant="true" tiptext="指示文本中存在图形元素。" version="" helpurl="flash.text.engine:ContentElement:GRAPHIC_ELEMENT" playername=""/>
						<string name="userData" object="[flash.text.engine.ContentElement]" text=".userData" tiptext="为应用程序提供了一种将任意数据与元素相关联的途径。" version="" helpurl="flash.text.engine:ContentElement:userData" playername=""/>
						<string name="elementFormat" object="[flash.text.engine.ContentElement]" text=".elementFormat" tiptext="用于元素的 ElementFormat 对象。" version="" helpurl="flash.text.engine:ContentElement:elementFormat:get" playername=""/>
						<string name="eventMirror" object="[flash.text.engine.ContentElement]" text=".eventMirror" tiptext="EventDispatcher 对象，该对象将接收调度到基于此内容元素的有效文本行的每个事件的副本。" version="" helpurl="flash.text.engine:ContentElement:eventMirror:get" playername=""/>
						<string name="groupElement" object="[flash.text.engine.ContentElement]" text=".groupElement" tiptext="包含此元素的 GroupElement 对象；如果不在组中，则为 null。" version="" helpurl="flash.text.engine:ContentElement:groupElement:get" playername=""/>
						<string name="rawText" object="[flash.text.engine.ContentElement]" text=".rawText" tiptext="元素中文本的副本，包括任意 U+FDEF 字符。" version="" helpurl="flash.text.engine:ContentElement:rawText:get" playername=""/>
						<string name="textBlockBeginIndex" object="[flash.text.engine.ContentElement]" text=".textBlockBeginIndex" tiptext="文本块中此元素的第一个字符的索引。" version="" helpurl="flash.text.engine:ContentElement:textBlockBeginIndex:get" playername=""/>
						<string name="textBlock" object="[flash.text.engine.ContentElement]" text=".textBlock" tiptext="此元素所属的 TextBlock。" version="" helpurl="flash.text.engine:ContentElement:textBlock:get" playername=""/>
						<string name="textRotation" object="[flash.text.engine.ContentElement]" text=".textRotation" tiptext="应用于元素的旋转（旋转时将元素作为一个单元）。" version="" helpurl="flash.text.engine:ContentElement:textRotation:get" playername=""/>
						<string name="text" object="[flash.text.engine.ContentElement]" text=".text" tiptext="元素中文本的副本，不包括表示 String 内图形元素的 U+FDEF 字符。" version="" helpurl="flash.text.engine:ContentElement:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="DigitCase" id="[flash.text.engine.DigitCase]" sort="true" index="true" asAncestors="Object" tiptext="DigitCase 类是在设置 ElementFormat 类的 digitCase 属性时使用的常数值的枚举。" helpurl="flash.text.engine:DigitCase">
					<folder name="属性" id="Properties" tiptext="DigitCase 类的属性" helpurl="flash.text.engine:DigitCase">
						<string name="DEFAULT" object="[flash.text.engine.DigitCase]" text="DigitCase.DEFAULT" constant="true" tiptext="用于指定默认的数字大小写。" version="" helpurl="flash.text.engine:DigitCase:DEFAULT" playername=""/>
						<string name="LINING" object="[flash.text.engine.DigitCase]" text="DigitCase.LINING" constant="true" tiptext="用于指定全高数字大小写。" version="" helpurl="flash.text.engine:DigitCase:LINING" playername=""/>
						<string name="OLD_STYLE" object="[flash.text.engine.DigitCase]" text="DigitCase.OLD_STYLE" constant="true" tiptext="用于指定变高数字大小写。" version="" helpurl="flash.text.engine:DigitCase:OLD_STYLE" playername=""/>
					</folder>
				</folder>
				<folder name="DigitWidth" id="[flash.text.engine.DigitWidth]" sort="true" index="true" asAncestors="Object" tiptext="DigitWidth 类是在设置 ElementFormat 类的 digitWidth 属性时使用的常数值的枚举。" helpurl="flash.text.engine:DigitWidth">
					<folder name="属性" id="Properties" tiptext="DigitWidth 类的属性" helpurl="flash.text.engine:DigitWidth">
						<string name="DEFAULT" object="[flash.text.engine.DigitWidth]" text="DigitWidth.DEFAULT" constant="true" tiptext="用于指定默认数字宽度。" version="" helpurl="flash.text.engine:DigitWidth:DEFAULT" playername=""/>
						<string name="PROPORTIONAL" object="[flash.text.engine.DigitWidth]" text="DigitWidth.PROPORTIONAL" constant="true" tiptext="用于指定变宽数字宽度。" version="" helpurl="flash.text.engine:DigitWidth:PROPORTIONAL" playername=""/>
						<string name="TABULAR" object="[flash.text.engine.DigitWidth]" text="DigitWidth.TABULAR" constant="true" tiptext="用于指定定宽数字宽度。" version="" helpurl="flash.text.engine:DigitWidth:TABULAR" playername=""/>
					</folder>
				</folder>
				<folder name="EastAsianJustifier" id="[flash.text.engine.EastAsianJustifier]" sort="true" index="true" asAncestors="flash.text.engine:TextJustifier,Object" tiptext="EastAsianJustifier 类的某些属性能够控制文本行（其主要内容为东亚文字）的对齐选项。" helpurl="flash.text.engine:EastAsianJustifier">
					<folder name="方法" id="Methods" tiptext="EastAsianJustifier 类的方法" helpurl="flash.text.engine:EastAsianJustifier">
						<string name="EastAsianJustifier" object="[flash.text.engine.EastAsianJustifier]" text="new EastAsianJustifier(%[区域设置:String=ja,行对齐方式:String=allButLast,对齐样式:String=pushInKinsoku]%)" constructor="true" tiptext="创建 EastAsianJustifier 对象。" version="4" helpurl="flash.text.engine:EastAsianJustifier:EastAsianJustifier" playername=""/>
						<string name="clone" object="[flash.text.engine.EastAsianJustifier]" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="构造 EastAsianJustifier 的克隆副本。" version="4" helpurl="flash.text.engine:EastAsianJustifier:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="EastAsianJustifier 类的属性" helpurl="flash.text.engine:EastAsianJustifier">
						<string name="justificationStyle" object="[flash.text.engine.EastAsianJustifier]" text=".justificationStyle" tiptext="指定文本块中文本的对齐方式。" version="" helpurl="flash.text.engine:EastAsianJustifier:justificationStyle:get" playername=""/>
					</folder>
				</folder>
				<folder name="ElementFormat" id="[flash.text.engine.ElementFormat]" sort="true" index="true" asAncestors="Object" tiptext="ElementFormat 类表示可应用于 ContentElement 的格式设置信息。" helpurl="flash.text.engine:ElementFormat">
					<folder name="方法" id="Methods" tiptext="ElementFormat 类的方法" helpurl="flash.text.engine:ElementFormat">
						<string name="ElementFormat" object="[flash.text.engine.ElementFormat]" text="new ElementFormat(%[字体说明:flash.text.engine:FontDescription=null,字体大小:Number=12.0,颜色:uint=0x000000,alpha:Number=1.0,文本旋转:String=auto,主要基线:String=roman,对齐基线:String=useDominantBaseline,基线偏移:Number=0.0,字距调整:String=on,右间距:Number=0.0,左间距:Number=0.0,区域设置:String=en,换行:String=auto,数字大小写:String=default,数字宽度:String=default,连字级别:String=common,印刷大小写:String=default]%)" constructor="true" tiptext="创建 ElementFormat 对象。" version="4" helpurl="flash.text.engine:ElementFormat:ElementFormat" playername=""/>
						<string name="clone" object="[flash.text.engine.ElementFormat]" text=".clone(%%):flash.text.engine:ElementFormat" tiptext="构造 ElementFormat 的没有锁定的克隆副本。" version="4" helpurl="flash.text.engine:ElementFormat:clone" playername=""/>
						<string name="getFontMetrics" object="[flash.text.engine.ElementFormat]" text=".getFontMetrics(%%):flash.text.engine:FontMetrics" tiptext="返回一个 FontMetrics 对象，该对象的属性说明由 fontDescription 和 fontSize 指定的字体的全角字框、删除线位置、删除线粗细、下划线位置和下划线粗线。" version="4" helpurl="flash.text.engine:ElementFormat:getFontMetrics" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ElementFormat 类的属性" helpurl="flash.text.engine:ElementFormat">
						<string name="alignmentBaseline" object="[flash.text.engine.ElementFormat]" text=".alignmentBaseline" tiptext="指定将包含的元素与具有此格式的元素的主要基线对齐的基线的类型。" version="" helpurl="flash.text.engine:ElementFormat:alignmentBaseline:get" playername=""/>
						<string name="alpha" object="[flash.text.engine.ElementFormat]" text=".alpha" tiptext="指定受此对象影响的行元素的透明度。" version="" helpurl="flash.text.engine:ElementFormat:alpha:get" playername=""/>
						<string name="baselineShift" object="[flash.text.engine.ElementFormat]" text=".baselineShift" tiptext="指示元素的基线偏移，以像素为单位。" version="" helpurl="flash.text.engine:ElementFormat:baselineShift:get" playername=""/>
						<string name="breakOpportunity" object="[flash.text.engine.ElementFormat]" text=".breakOpportunity" tiptext="应用于此文本的换行。" version="" helpurl="flash.text.engine:ElementFormat:breakOpportunity:get" playername=""/>
						<string name="color" object="[flash.text.engine.ElementFormat]" text=".color" tiptext="指示文本的颜色。" version="" helpurl="flash.text.engine:ElementFormat:color:get" playername=""/>
						<string name="digitCase" object="[flash.text.engine.ElementFormat]" text=".digitCase" tiptext="用于此文本的数字大小写。" version="" helpurl="flash.text.engine:ElementFormat:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flash.text.engine.ElementFormat]" text=".digitWidth" tiptext="用于此文本的数字宽度。" version="" helpurl="flash.text.engine:ElementFormat:digitWidth:get" playername=""/>
						<string name="dominantBaseline" object="[flash.text.engine.ElementFormat]" text=".dominantBaseline" tiptext="指定用作主要基线的基线类型。" version="" helpurl="flash.text.engine:ElementFormat:dominantBaseline:get" playername=""/>
						<string name="fontDescription" object="[flash.text.engine.ElementFormat]" text=".fontDescription" tiptext="一个对象，其属性可说明字体。" version="" helpurl="flash.text.engine:ElementFormat:fontDescription:get" playername=""/>
						<string name="fontSize" object="[flash.text.engine.ElementFormat]" text=".fontSize" tiptext="文本大小，以像素为单位。" version="" helpurl="flash.text.engine:ElementFormat:fontSize:get" playername=""/>
						<string name="kerning" object="[flash.text.engine.ElementFormat]" text=".kerning" tiptext="字距调整可调整某些字符对之间的像素以提高可读性。" version="" helpurl="flash.text.engine:ElementFormat:kerning:get" playername=""/>
						<string name="ligatureLevel" object="[flash.text.engine.ElementFormat]" text=".ligatureLevel" tiptext="用于此文本的连字级别。" version="" helpurl="flash.text.engine:ElementFormat:ligatureLevel:get" playername=""/>
						<string name="locale" object="[flash.text.engine.ElementFormat]" text=".locale" tiptext="文本的区域设置。" version="" helpurl="flash.text.engine:ElementFormat:locale:get" playername=""/>
						<string name="locked" object="[flash.text.engine.ElementFormat]" text=".locked" tiptext="指示 ElementFormat 是否已经锁定。" version="" helpurl="flash.text.engine:ElementFormat:locked:get" playername=""/>
						<string name="textRotation" object="[flash.text.engine.ElementFormat]" text=".textRotation" tiptext="设置应用于各个字型的旋转。" version="" helpurl="flash.text.engine:ElementFormat:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flash.text.engine.ElementFormat]" text=".trackingLeft" tiptext="应用于每种字型左侧的间距或手动字距调整，以像素为单位。" version="" helpurl="flash.text.engine:ElementFormat:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flash.text.engine.ElementFormat]" text=".trackingRight" tiptext="应用于每种字型右侧的间距或手动字距调整，以像素为单位。" version="" helpurl="flash.text.engine:ElementFormat:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flash.text.engine.ElementFormat]" text=".typographicCase" tiptext="用于此文本的印刷大小写。" version="" helpurl="flash.text.engine:ElementFormat:typographicCase:get" playername=""/>
					</folder>
				</folder>
				<folder name="FontDescription" id="[flash.text.engine.FontDescription]" sort="true" index="true" asAncestors="Object" tiptext="FontDescription 类表示说明字体所必需的属性。" helpurl="flash.text.engine:FontDescription">
					<folder name="方法" id="Methods" tiptext="FontDescription 类的方法" helpurl="flash.text.engine:FontDescription">
						<string name="FontDescription" object="[flash.text.engine.FontDescription]" text="new FontDescription(%[字体名称:String=_serif,字体粗细:String=normal,字体形态:String=normal,字体查找:String=device,呈现模式:String=cff,cff提示:String=horizontalStem]%)" constructor="true" tiptext="创建 FontDescription 对象。" version="4" helpurl="flash.text.engine:FontDescription:FontDescription" playername=""/>
						<string name="clone" object="[flash.text.engine.FontDescription]" text=".clone(%%):flash.text.engine:FontDescription" tiptext="构造 FontDescription 的没有锁定的克隆副本。" version="4" helpurl="flash.text.engine:FontDescription:clone" playername=""/>
						<string name="isDeviceFontCompatible" object="[flash.text.engine.FontDescription]" text="FontDescription.isDeviceFontCompatible(%字体名称:String,字体粗细:String,字体形态:String%):Boolean" static="true" tiptext="如果可用的设备字体可与 fontName、fontWeight 和 fontPosture 配合使用，则返回 true。" version="2" helpurl="flash.text.engine:FontDescription:isDeviceFontCompatible" playername=""/>
						<string name="isFontCompatible" object="[flash.text.engine.FontDescription]" text="FontDescription.isFontCompatible(%字体名称:String,字体粗细:String,字体形态:String%):Boolean" static="true" tiptext="如果存在具有指定的 fontName、fontWeight 和 fontPosture，并且 Font.fontType 是 flash.text.FontType.EMBEDDED_CFF 的嵌入字体，则返回 true。" version="4" helpurl="flash.text.engine:FontDescription:isFontCompatible" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FontDescription 类的属性" helpurl="flash.text.engine:FontDescription">
						<string name="cffHinting" object="[flash.text.engine.FontDescription]" text=".cffHinting" tiptext="用于此文本的 CFF 提示的类型。" version="" helpurl="flash.text.engine:FontDescription:cffHinting:get" playername=""/>
						<string name="fontLookup" object="[flash.text.engine.FontDescription]" text=".fontLookup" tiptext="指定应该如何查找字体。" version="" helpurl="flash.text.engine:FontDescription:fontLookup:get" playername=""/>
						<string name="fontName" object="[flash.text.engine.FontDescription]" text=".fontName" tiptext="要使用的字体的名称，或用逗号分隔的字体名称列表。" version="" helpurl="flash.text.engine:FontDescription:fontName:get" playername=""/>
						<string name="fontPosture" object="[flash.text.engine.FontDescription]" text=".fontPosture" tiptext="指定字体形态。" version="" helpurl="flash.text.engine:FontDescription:fontPosture:get" playername=""/>
						<string name="fontWeight" object="[flash.text.engine.FontDescription]" text=".fontWeight" tiptext="指定字体粗细。" version="" helpurl="flash.text.engine:FontDescription:fontWeight:get" playername=""/>
						<string name="locked" object="[flash.text.engine.FontDescription]" text=".locked" tiptext="指示 FontDescription 是否已经锁定。" version="" helpurl="flash.text.engine:FontDescription:locked:get" playername=""/>
						<string name="renderingMode" object="[flash.text.engine.FontDescription]" text=".renderingMode" tiptext="用于此文本的呈现模式。" version="" helpurl="flash.text.engine:FontDescription:renderingMode:get" playername=""/>
					</folder>
				</folder>
				<folder name="FontLookup" id="[flash.text.engine.FontLookup]" sort="true" index="true" asAncestors="Object" tiptext="FontLookup 类是与 FontDescription.fontLookup 一起使用的常数值的枚举。" helpurl="flash.text.engine:FontLookup">
					<folder name="属性" id="Properties" tiptext="FontLookup 类的属性" helpurl="flash.text.engine:FontLookup">
						<string name="DEVICE" object="[flash.text.engine.FontLookup]" text="FontLookup.DEVICE" constant="true" tiptext="用于指示设备字体查找。" version="" helpurl="flash.text.engine:FontLookup:DEVICE" playername=""/>
						<string name="EMBEDDED_CFF" object="[flash.text.engine.FontLookup]" text="FontLookup.EMBEDDED_CFF" constant="true" tiptext="用于指示 CFF（压缩字体格式）嵌入字体查找。" version="" helpurl="flash.text.engine:FontLookup:EMBEDDED_CFF" playername=""/>
					</folder>
				</folder>
				<folder name="FontMetrics" id="[flash.text.engine.FontMetrics]" sort="true" index="true" asAncestors="Object" tiptext="FontMetrics 类包含有关字体的量度和偏移信息。" helpurl="flash.text.engine:FontMetrics">
					<folder name="方法" id="Methods" tiptext="FontMetrics 类的方法" helpurl="flash.text.engine:FontMetrics">
						<string name="FontMetrics" object="[flash.text.engine.FontMetrics]" text="new FontMetrics(%全角字框:flash.geom:Rectangle,删除线偏移量:Number,删除线粗细:Number,下划线偏移量:Number,下划线粗细:Number,下标偏移量:Number,下标缩放:Number,上标偏移量:Number,上标缩放:Number%)" constructor="true" tiptext="创建 FontMetrics 对象。" version="4" helpurl="flash.text.engine:FontMetrics:FontMetrics" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FontMetrics 类的属性" helpurl="flash.text.engine:FontMetrics">
						<string name="emBox" object="[flash.text.engine.FontMetrics]" text=".emBox" tiptext="emBox 值表示字体的设计间隔，该值用于相对于罗马字基线放置中文、韩文或日文字型。" version="" helpurl="flash.text.engine:FontMetrics:emBox" playername=""/>
						<string name="strikethroughOffset" object="[flash.text.engine.FontMetrics]" text=".strikethroughOffset" tiptext="strikethroughOffset 值是距离删除线的罗马字基线的建议垂直偏移。" version="" helpurl="flash.text.engine:FontMetrics:strikethroughOffset" playername=""/>
						<string name="strikethroughThickness" object="[flash.text.engine.FontMetrics]" text=".strikethroughThickness" tiptext="strikethroughThickness 值是建议的删除线粗细。" version="" helpurl="flash.text.engine:FontMetrics:strikethroughThickness" playername=""/>
						<string name="subscriptOffset" object="[flash.text.engine.FontMetrics]" text=".subscriptOffset" tiptext="subscriptOffset 值是距离下标的罗马字基线的建议垂直偏移量。" version="" helpurl="flash.text.engine:FontMetrics:subscriptOffset" playername=""/>
						<string name="subscriptScale" object="[flash.text.engine.FontMetrics]" text=".subscriptScale" tiptext="subscriptScale 值是要应用于下标磅值的建议缩放系数。" version="" helpurl="flash.text.engine:FontMetrics:subscriptScale" playername=""/>
						<string name="superscriptOffset" object="[flash.text.engine.FontMetrics]" text=".superscriptOffset" tiptext="superscriptOffset 值是距离上标的罗马字基线的建议垂直偏移量。" version="" helpurl="flash.text.engine:FontMetrics:superscriptOffset" playername=""/>
						<string name="superscriptScale" object="[flash.text.engine.FontMetrics]" text=".superscriptScale" tiptext="superscriptScale 值是要应用于上标磅值的建议缩放系数。" version="" helpurl="flash.text.engine:FontMetrics:superscriptScale" playername=""/>
						<string name="underlineOffset" object="[flash.text.engine.FontMetrics]" text=".underlineOffset" tiptext="underlineOffset 值是距离下划线的罗马字基线的建议垂直偏移。" version="" helpurl="flash.text.engine:FontMetrics:underlineOffset" playername=""/>
						<string name="underlineThickness" object="[flash.text.engine.FontMetrics]" text=".underlineThickness" tiptext="underlineThickness 值是建议的下划线粗细。" version="" helpurl="flash.text.engine:FontMetrics:underlineThickness" playername=""/>
					</folder>
				</folder>
				<folder name="FontPosture" id="[flash.text.engine.FontPosture]" sort="true" index="true" asAncestors="Object" tiptext="FontPosture 类是与 FontDescription.fontPosture 配合使用的常量值的枚举，用于将文本设置为斜体或正常。" helpurl="flash.text.engine:FontPosture">
					<folder name="属性" id="Properties" tiptext="FontPosture 类的属性" helpurl="flash.text.engine:FontPosture">
						<string name="ITALIC" object="[flash.text.engine.FontPosture]" text="FontPosture.ITALIC" constant="true" tiptext="用于指示斜体字体形态。" version="" helpurl="flash.text.engine:FontPosture:ITALIC" playername=""/>
						<string name="NORMAL" object="[flash.text.engine.FontPosture]" text="FontPosture.NORMAL" constant="true" tiptext="用于指示标准字体形态。" version="" helpurl="flash.text.engine:FontPosture:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="FontWeight" id="[flash.text.engine.FontWeight]" sort="true" index="true" asAncestors="Object" tiptext="FontWeight 类是与 FontDescription.fontWeight 一起使用的常数值的枚举。" helpurl="flash.text.engine:FontWeight">
					<folder name="属性" id="Properties" tiptext="FontWeight 类的属性" helpurl="flash.text.engine:FontWeight">
						<string name="BOLD" object="[flash.text.engine.FontWeight]" text="FontWeight.BOLD" constant="true" tiptext="用于指示粗体字体粗细。" version="" helpurl="flash.text.engine:FontWeight:BOLD" playername=""/>
						<string name="NORMAL" object="[flash.text.engine.FontWeight]" text="FontWeight.NORMAL" constant="true" tiptext="用于指示标准字体粗细。" version="" helpurl="flash.text.engine:FontWeight:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="GraphicElement" id="[flash.text.engine.GraphicElement]" sort="true" index="true" asAncestors="flash.text.engine:ContentElement,Object" tiptext="GraphicElement 类表示 TextBlock 或 GroupElement 对象中的图形元素。" helpurl="flash.text.engine:GraphicElement">
					<folder name="方法" id="Methods" tiptext="GraphicElement 类的方法" helpurl="flash.text.engine:GraphicElement">
						<string name="GraphicElement" object="[flash.text.engine.GraphicElement]" text="new GraphicElement(%[图形:flash.display:DisplayObject=null,元素宽度:Number=15.0,元素高度:Number=15.0,元素格式:flash.text.engine:ElementFormat=null,事件镜像:flash.events:EventDispatcher=null,文本旋转:String=rotate0]%)" constructor="true" tiptext="创建新的 GraphicElement 实例。" version="4" helpurl="flash.text.engine:GraphicElement:GraphicElement" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GraphicElement 类的属性" helpurl="flash.text.engine:GraphicElement">
						<string name="elementHeight" object="[flash.text.engine.GraphicElement]" text=".elementHeight" tiptext="要为行中的图形保留的高度，以像素为单位。" version="" helpurl="flash.text.engine:GraphicElement:elementHeight:get" playername=""/>
						<string name="elementWidth" object="[flash.text.engine.GraphicElement]" text=".elementWidth" tiptext="要为行中的图形保留的宽度，以像素为单位。" version="" helpurl="flash.text.engine:GraphicElement:elementWidth:get" playername=""/>
						<string name="graphic" object="[flash.text.engine.GraphicElement]" text=".graphic" tiptext="要用作 GraphicElement 的图形的 DisplayObject。" version="" helpurl="flash.text.engine:GraphicElement:graphic:get" playername=""/>
					</folder>
				</folder>
				<folder name="GroupElement" id="[flash.text.engine.GroupElement]" sort="true" index="true" asAncestors="flash.text.engine:ContentElement,Object" tiptext="GroupElement 对象将包括 TextElement、GraphicElement 或其它 GroupElement 对象的集合组合到一起，该集合可作为一个整体分配给 TextBlock 对象的 content 属性。" helpurl="flash.text.engine:GroupElement">
					<folder name="方法" id="Methods" tiptext="GroupElement 类的方法" helpurl="flash.text.engine:GroupElement">
						<string name="GroupElement" object="[flash.text.engine.GroupElement]" text="new GroupElement(%[元素:Vector$flash.text.engine:ContentElement=null,元素格式:flash.text.engine:ElementFormat=null,事件镜像:flash.events:EventDispatcher=null,文本旋转:String=rotate0]%)" constructor="true" tiptext="创建新的 GroupElement 实例。" version="4" helpurl="flash.text.engine:GroupElement:GroupElement" playername=""/>
						<string name="getElementAtCharIndex" object="[flash.text.engine.GroupElement]" text=".getElementAtCharIndex(%字符索引:int%):flash.text.engine:ContentElement" tiptext="返回包含由 charIndex 参数指定的字符的元素。" version="4" helpurl="flash.text.engine:GroupElement:getElementAtCharIndex" playername=""/>
						<string name="getElementAt" object="[flash.text.engine.GroupElement]" text=".getElementAt(%索引:int%):flash.text.engine:ContentElement" tiptext="从组中检索一个元素。" version="4" helpurl="flash.text.engine:GroupElement:getElementAt" playername=""/>
						<string name="getElementIndex" object="[flash.text.engine.GroupElement]" text=".getElementIndex(%元素:flash.text.engine:ContentElement%):int" tiptext="返回由 element 参数指定的元素的索引。" version="4" helpurl="flash.text.engine:GroupElement:getElementIndex" playername=""/>
						<string name="groupElements" object="[flash.text.engine.GroupElement]" text=".groupElements(%开始索引:int,结束索引:int%):flash.text.engine:GroupElement" tiptext="将 beginIndex 和 endIndex 参数指定的元素范围替换为包含这些元素的一个新的 GroupElement。" version="4" helpurl="flash.text.engine:GroupElement:groupElements" playername=""/>
						<string name="mergeTextElements" object="[flash.text.engine.GroupElement]" text=".mergeTextElements(%开始索引:int,结束索引:int%):flash.text.engine:TextElement" tiptext="将 beginIndex 和 endIndex 参数指定的元素范围中的文本合并到 beginIndex 指定的元素中，但不影响该元素的格式。" version="4" helpurl="flash.text.engine:GroupElement:mergeTextElements" playername=""/>
						<string name="replaceElements" object="[flash.text.engine.GroupElement]" text=".replaceElements(%起始索引:int,结束索引:int,新元素:Vector$flash.text.engine:ContentElement%):Vector$flash.text.engine:ContentElement" tiptext="将 beginIndex 和 endIndex 参数指定的元素范围替换为 newElements 参数的内容。" version="4" helpurl="flash.text.engine:GroupElement:replaceElements" playername=""/>
						<string name="setElements" object="[flash.text.engine.GroupElement]" text=".setElements(%值:Vector$flash.text.engine:ContentElement%):void" tiptext="将组中的元素设置为该矢量的内容。" version="4" helpurl="flash.text.engine:GroupElement:setElements" playername=""/>
						<string name="splitTextElement" object="[flash.text.engine.GroupElement]" text=".splitTextElement(%元素索引:int,拆分索引:int%):flash.text.engine:TextElement" tiptext="将 TextElement 一分为二，在指定的位置创建一个新的 TextElement。" version="4" helpurl="flash.text.engine:GroupElement:splitTextElement" playername=""/>
						<string name="ungroupElements" object="[flash.text.engine.GroupElement]" text=".ungroupElements(%组索引:int%):void" tiptext="对 groupIndex 在外部 GroupElement 对象中指定的嵌套 GroupElement 中的元素取消分组。" version="4" helpurl="flash.text.engine:GroupElement:ungroupElements" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="GroupElement 类的属性" helpurl="flash.text.engine:GroupElement">
						<string name="elementCount" object="[flash.text.engine.GroupElement]" text=".elementCount" tiptext="组中的元素数。" version="" helpurl="flash.text.engine:GroupElement:elementCount:get" playername=""/>
					</folder>
				</folder>
				<folder name="JustificationStyle" id="[flash.text.engine.JustificationStyle]" sort="true" index="true" asAncestors="Object" tiptext="JustificationStyle 类是用于设置 EastAsianJustifier 类的 justificationStyle 属性的常数值的枚举。" helpurl="flash.text.engine:JustificationStyle">
					<folder name="属性" id="Properties" tiptext="JustificationStyle 类的属性" helpurl="flash.text.engine:JustificationStyle">
						<string name="PRIORITIZE_LEAST_ADJUSTMENT" object="[flash.text.engine.JustificationStyle]" text="JustificationStyle.PRIORITIZE_LEAST_ADJUSTMENT" constant="true" tiptext="通过扩展行或压缩行中最能接近所需宽度的那种对齐方式进行对齐。" version="" helpurl="flash.text.engine:JustificationStyle:PRIORITIZE_LEAST_ADJUSTMENT" playername=""/>
						<string name="PUSH_IN_KINSOKU" object="[flash.text.engine.JustificationStyle]" text="JustificationStyle.PUSH_IN_KINSOKU" constant="true" tiptext="通过行尾压缩避头尾或扩展行（如果没有避头尾或该空间不足）进行对齐。" version="" helpurl="flash.text.engine:JustificationStyle:PUSH_IN_KINSOKU" playername=""/>
						<string name="PUSH_OUT_ONLY" object="[flash.text.engine.JustificationStyle]" text="JustificationStyle.PUSH_OUT_ONLY" constant="true" tiptext="通过扩展行进行对齐。" version="" helpurl="flash.text.engine:JustificationStyle:PUSH_OUT_ONLY" playername=""/>
					</folder>
				</folder>
				<folder name="Kerning" id="[flash.text.engine.Kerning]" sort="true" index="true" asAncestors="Object" tiptext="Kerning 类是与 ElementFormat.kerning 一起使用的常数值的枚举。" helpurl="flash.text.engine:Kerning">
					<folder name="属性" id="Properties" tiptext="Kerning 类的属性" helpurl="flash.text.engine:Kerning">
						<string name="AUTO" object="[flash.text.engine.Kerning]" text="Kerning.AUTO" constant="true" tiptext="用于指示除不适合采用中文版式的字符外均已启用字距调整。" version="" helpurl="flash.text.engine:Kerning:AUTO" playername=""/>
						<string name="OFF" object="[flash.text.engine.Kerning]" text="Kerning.OFF" constant="true" tiptext="用于指示禁用字距调整。" version="" helpurl="flash.text.engine:Kerning:OFF" playername=""/>
						<string name="ON" object="[flash.text.engine.Kerning]" text="Kerning.ON" constant="true" tiptext="用于指示启用字距调整。" version="" helpurl="flash.text.engine:Kerning:ON" playername=""/>
					</folder>
				</folder>
				<folder name="LigatureLevel" id="[flash.text.engine.LigatureLevel]" sort="true" index="true" asAncestors="Object" tiptext="LigatureLevel 类是在设置 ElementFormat 类的 ligatureLevel 属性时使用的常数值的枚举。" helpurl="flash.text.engine:LigatureLevel">
					<folder name="属性" id="Properties" tiptext="LigatureLevel 类的属性" helpurl="flash.text.engine:LigatureLevel">
						<string name="COMMON" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.COMMON" constant="true" tiptext="用于指定常见连字。" version="" helpurl="flash.text.engine:LigatureLevel:COMMON" playername=""/>
						<string name="EXOTIC" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.EXOTIC" constant="true" tiptext="用于指定外来连字。" version="" helpurl="flash.text.engine:LigatureLevel:EXOTIC" playername=""/>
						<string name="MINIMUM" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.MINIMUM" constant="true" tiptext="用于指定最少的连字。" version="" helpurl="flash.text.engine:LigatureLevel:MINIMUM" playername=""/>
						<string name="NONE" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.NONE" constant="true" tiptext="用于指定没有连字。" version="" helpurl="flash.text.engine:LigatureLevel:NONE" playername=""/>
						<string name="UNCOMMON" object="[flash.text.engine.LigatureLevel]" text="LigatureLevel.UNCOMMON" constant="true" tiptext="用于指定非常见连字。" version="" helpurl="flash.text.engine:LigatureLevel:UNCOMMON" playername=""/>
					</folder>
				</folder>
				<folder name="LineJustification" id="[flash.text.engine.LineJustification]" sort="true" index="true" asAncestors="Object" tiptext="LineJustification 类是在设置 TextJustifier 子类的 lineJustfication 属性时使用的常数值的枚举。" helpurl="flash.text.engine:LineJustification">
					<folder name="属性" id="Properties" tiptext="LineJustification 类的属性" helpurl="flash.text.engine:LineJustification">
						<string name="ALL_BUT_LAST" object="[flash.text.engine.LineJustification]" text="LineJustification.ALL_BUT_LAST" constant="true" tiptext="全部两端对齐，最后一行除外。" version="" helpurl="flash.text.engine:LineJustification:ALL_BUT_LAST" playername=""/>
						<string name="ALL_INCLUDING_LAST" object="[flash.text.engine.LineJustification]" text="LineJustification.ALL_INCLUDING_LAST" constant="true" tiptext="全部两端对齐。" version="" helpurl="flash.text.engine:LineJustification:ALL_INCLUDING_LAST" playername=""/>
						<string name="UNJUSTIFIED" object="[flash.text.engine.LineJustification]" text="LineJustification.UNJUSTIFIED" constant="true" tiptext="不要对齐行。" version="" helpurl="flash.text.engine:LineJustification:UNJUSTIFIED" playername=""/>
					</folder>
				</folder>
				<folder name="RenderingMode" id="[flash.text.engine.RenderingMode]" sort="true" index="true" asAncestors="Object" tiptext="RenderingMode 类提供 FontDescription 类中呈现模式的值。" helpurl="flash.text.engine:RenderingMode">
					<folder name="属性" id="Properties" tiptext="RenderingMode 类的属性" helpurl="flash.text.engine:RenderingMode">
						<string name="CFF" object="[flash.text.engine.RenderingMode]" text="RenderingMode.CFF" constant="true" tiptext="将呈现模式设置为 CFF（压缩字体格式）。" version="" helpurl="flash.text.engine:RenderingMode:CFF" playername=""/>
						<string name="NORMAL" object="[flash.text.engine.RenderingMode]" text="RenderingMode.NORMAL" constant="true" tiptext="将呈现模式设置为 Flash Player 7 及更低版本中使用的呈现模式。" version="" helpurl="flash.text.engine:RenderingMode:NORMAL" playername=""/>
					</folder>
				</folder>
				<folder name="SpaceJustifier" id="[flash.text.engine.SpaceJustifier]" sort="true" index="true" asAncestors="flash.text.engine:TextJustifier,Object" tiptext="SpaceJustifier 类表示控制文本块中文本行的对齐选项的属性。" helpurl="flash.text.engine:SpaceJustifier">
					<folder name="方法" id="Methods" tiptext="SpaceJustifier 类的方法" helpurl="flash.text.engine:SpaceJustifier">
						<string name="SpaceJustifier" object="[flash.text.engine.SpaceJustifier]" text="new SpaceJustifier(%[区域设置:String=en,行对齐方式:String=unjustified,字母间距:Boolean=false]%)" constructor="true" tiptext="创建 SpaceJustifier 对象。" version="4" helpurl="flash.text.engine:SpaceJustifier:SpaceJustifier" playername=""/>
						<string name="clone" object="[flash.text.engine.SpaceJustifier]" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="构造 SpaceJustifier 的克隆副本。" version="4" helpurl="flash.text.engine:SpaceJustifier:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SpaceJustifier 类的属性" helpurl="flash.text.engine:SpaceJustifier">
						<string name="letterSpacing" object="[flash.text.engine.SpaceJustifier]" text=".letterSpacing" tiptext="指定对齐过程中是否使用字母间距。" version="" helpurl="flash.text.engine:SpaceJustifier:letterSpacing:get" playername=""/>
						<string name="maximumSpacing" object="[flash.text.engine.SpaceJustifier]" text=".maximumSpacing" tiptext="指定对齐过程中使用的字与字之间的最大间距（作为常规间距的宽度系数）。" version="" helpurl="flash.text.engine:SpaceJustifier:maximumSpacing:get" playername=""/>
						<string name="minimumSpacing" object="[flash.text.engine.SpaceJustifier]" text=".minimumSpacing" tiptext="指定对齐过程中使用的字与字之间的最小间距（作为常规间距的宽度系数）。" version="" helpurl="flash.text.engine:SpaceJustifier:minimumSpacing:get" playername=""/>
						<string name="optimumSpacing" object="[flash.text.engine.SpaceJustifier]" text=".optimumSpacing" tiptext="指定对齐过程中使用的字与字之间的最佳间距（作为常规间距的宽度系数）。" version="" helpurl="flash.text.engine:SpaceJustifier:optimumSpacing:get" playername=""/>
					</folder>
				</folder>
				<folder name="TabAlignment" id="[flash.text.engine.TabAlignment]" sort="true" index="true" asAncestors="Object" tiptext="TabAlignment 类是可用于设置 TabStop 类的 tabAlignment 属性的常数值的枚举。" helpurl="flash.text.engine:TabAlignment">
					<folder name="属性" id="Properties" tiptext="TabAlignment 类的属性" helpurl="flash.text.engine:TabAlignment">
						<string name="CENTER" object="[flash.text.engine.TabAlignment]" text="TabAlignment.CENTER" constant="true" tiptext="将带制表符的文本的中心位置设置为 Tab 停靠位。" version="" helpurl="flash.text.engine:TabAlignment:CENTER" playername=""/>
						<string name="DECIMAL" object="[flash.text.engine.TabAlignment]" text="TabAlignment.DECIMAL" constant="true" tiptext="将带制表符的文本的对齐标记设置为 Tab 停靠位。" version="" helpurl="flash.text.engine:TabAlignment:DECIMAL" playername=""/>
						<string name="END" object="[flash.text.engine.TabAlignment]" text="TabAlignment.END" constant="true" tiptext="将带制表符的文本的结束位置设置为 Tab 停靠位。" version="" helpurl="flash.text.engine:TabAlignment:END" playername=""/>
						<string name="START" object="[flash.text.engine.TabAlignment]" text="TabAlignment.START" constant="true" tiptext="将带制表符的文本的开始位置设置为 Tab 停靠位。" version="" helpurl="flash.text.engine:TabAlignment:START" playername=""/>
					</folder>
				</folder>
				<folder name="TabStop" id="[flash.text.engine.TabStop]" sort="true" index="true" asAncestors="Object" tiptext="TabStop 类表示文本块中 Tab 停靠位的属性。" helpurl="flash.text.engine:TabStop">
					<folder name="方法" id="Methods" tiptext="TabStop 类的方法" helpurl="flash.text.engine:TabStop">
						<string name="TabStop" object="[flash.text.engine.TabStop]" text="new TabStop(%[对齐:String=start,位置:Number=0.0,十进制数对齐标记:String]%)" constructor="true" tiptext="创建新的 TabStop。" version="4" helpurl="flash.text.engine:TabStop:TabStop" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TabStop 类的属性" helpurl="flash.text.engine:TabStop">
						<string name="alignment" object="[flash.text.engine.TabStop]" text=".alignment" tiptext="指定此 Tab 停靠位的 Tab 对齐方式。" version="" helpurl="flash.text.engine:TabStop:alignment:get" playername=""/>
						<string name="decimalAlignmentToken" object="[flash.text.engine.TabStop]" text=".decimalAlignmentToken" tiptext="指定在将对齐属性设置为 TabAlignment.DECIMAL 时要使用的对齐标记。" version="" helpurl="flash.text.engine:TabStop:decimalAlignmentToken:get" playername=""/>
						<string name="position" object="[flash.text.engine.TabStop]" text=".position" tiptext="Tab 停靠位相对于文本行开头的位置，以像素为单位。" version="" helpurl="flash.text.engine:TabStop:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextBaseline" id="[flash.text.engine.TextBaseline]" sort="true" index="true" asAncestors="Object" tiptext="TextBaseline 类是在设置 ElementFormat 类的 dominantBaseline 和 alignmentBaseline 属性时使用的常数值的枚举。" helpurl="flash.text.engine:TextBaseline">
					<folder name="属性" id="Properties" tiptext="TextBaseline 类的属性" helpurl="flash.text.engine:TextBaseline">
						<string name="ASCENT" object="[flash.text.engine.TextBaseline]" text="TextBaseline.ASCENT" constant="true" tiptext="指定上缘基线。" version="" helpurl="flash.text.engine:TextBaseline:ASCENT" playername=""/>
						<string name="DESCENT" object="[flash.text.engine.TextBaseline]" text="TextBaseline.DESCENT" constant="true" tiptext="指定下缘基线。" version="" helpurl="flash.text.engine:TextBaseline:DESCENT" playername=""/>
						<string name="IDEOGRAPHIC_BOTTOM" object="[flash.text.engine.TextBaseline]" text="TextBaseline.IDEOGRAPHIC_BOTTOM" constant="true" tiptext="指定表意底部基线。" version="" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_BOTTOM" playername=""/>
						<string name="IDEOGRAPHIC_CENTER" object="[flash.text.engine.TextBaseline]" text="TextBaseline.IDEOGRAPHIC_CENTER" constant="true" tiptext="指定表意中心基线。" version="" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_CENTER" playername=""/>
						<string name="IDEOGRAPHIC_TOP" object="[flash.text.engine.TextBaseline]" text="TextBaseline.IDEOGRAPHIC_TOP" constant="true" tiptext="指定表意顶部基线。" version="" helpurl="flash.text.engine:TextBaseline:IDEOGRAPHIC_TOP" playername=""/>
						<string name="ROMAN" object="[flash.text.engine.TextBaseline]" text="TextBaseline.ROMAN" constant="true" tiptext="指定罗马字基线。" version="" helpurl="flash.text.engine:TextBaseline:ROMAN" playername=""/>
						<string name="USE_DOMINANT_BASELINE" object="[flash.text.engine.TextBaseline]" text="TextBaseline.USE_DOMINANT_BASELINE" constant="true" tiptext="指定 alignmentBaseline 与 dominantBaseline 相同。" version="" helpurl="flash.text.engine:TextBaseline:USE_DOMINANT_BASELINE" playername=""/>
					</folder>
				</folder>
				<folder name="TextBlock" id="[flash.text.engine.TextBlock]" sort="true" index="true" asAncestors="Object" tiptext="TextBlock 类是用于创建 TextLine 对象的工厂，可以通过将其放在显示列表中来进行呈现。" helpurl="flash.text.engine:TextBlock">
					<folder name="方法" id="Methods" tiptext="TextBlock 类的方法" helpurl="flash.text.engine:TextBlock">
						<string name="TextBlock" object="[flash.text.engine.TextBlock]" text="new TextBlock(%[内容:flash.text.engine:ContentElement=null,Tab停靠位:Vector$flash.text.engine:TabStop=null,文本对齐符:flash.text.engine:TextJustifier=null,行旋转:String=rotate0,基线零:String=roman,bidi级别:int=0,应用非线性缩放字体:Boolean=true,基线字体说明:flash.text.engine:FontDescription=null,基线字体大小:Number=12.0]%)" constructor="true" tiptext="创建 TextBlock 对象" version="4" helpurl="flash.text.engine:TextBlock:TextBlock" playername=""/>
						<string name="createTextLine" object="[flash.text.engine.TextBlock]" text=".createTextLine(%[上一行:flash.text.engine:TextLine=null,宽度:Number=1000000,行偏移:Number=0.0,适合某项:Boolean=false]%):flash.text.engine:TextLine" tiptext="指示文本块从其内容中创建一行文本，从 previousLine 参数指定的点处开始并在 width 参数指定的点处换行。" version="4" helpurl="flash.text.engine:TextBlock:createTextLine" playername=""/>
						<string name="dump" object="[flash.text.engine.TextBlock]" text=".dump(%%):String" tiptext="将 TextBlock 的基础内容转储为 XML 字符串。" version="1.5" helpurl="flash.text.engine:TextBlock:dump" playername=""/>
						<string name="findNextAtomBoundary" object="[flash.text.engine.TextBlock]" text=".findNextAtomBoundary(%字符索引之后:int%):int" tiptext="从指定字符索引处查找下一个原子边界的索引，不包括指定索引处的字符。" version="4" helpurl="flash.text.engine:TextBlock:findNextAtomBoundary" playername=""/>
						<string name="findNextWordBoundary" object="[flash.text.engine.TextBlock]" text=".findNextWordBoundary(%字符索引之后:int%):int" tiptext="从指定字符索引处查找下一个文字边界的索引，不包括指定索引处的字符。" version="4" helpurl="flash.text.engine:TextBlock:findNextWordBoundary" playername=""/>
						<string name="findPreviousAtomBoundary" object="[flash.text.engine.TextBlock]" text=".findPreviousAtomBoundary(%字符索引之前:int%):int" tiptext="查找指定字符索引之前的上一个原子边界的索引，不包括指定索引处的字符。" version="4" helpurl="flash.text.engine:TextBlock:findPreviousAtomBoundary" playername=""/>
						<string name="findPreviousWordBoundary" object="[flash.text.engine.TextBlock]" text=".findPreviousWordBoundary(%字符索引之前:int%):int" tiptext="查找指定字符索引之前的上一个文字边界的索引，不包括指定索引处的字符。" version="4" helpurl="flash.text.engine:TextBlock:findPreviousWordBoundary" playername=""/>
						<string name="getTextLineAtCharIndex" object="[flash.text.engine.TextBlock]" text=".getTextLineAtCharIndex(%字符索引:int%):flash.text.engine:TextLine" tiptext="返回包含由 charIndex 参数指定的字符的 TextLine。" version="4" helpurl="flash.text.engine:TextBlock:getTextLineAtCharIndex" playername=""/>
						<string name="recreateTextLine" object="[flash.text.engine.TextBlock]" text=".recreateTextLine(%文本行:flash.text.engine:TextLine[,上一行:flash.text.engine:TextLine=null,宽度:Number=1000000,行偏移量:Number=0.0,适合某些内容:Boolean=false]%):flash.text.engine:TextLine" tiptext="指示文本块可以重用现有的文本行，以从其内容中创建一行文本，从 previousLine 参数指定的点处开始并在 width 参数指定的点处换行。" version="4" helpurl="flash.text.engine:TextBlock:recreateTextLine" playername=""/>
						<string name="releaseLineCreationData" object="[flash.text.engine.TextBlock]" text=".releaseLineCreationData(%%):void" tiptext="指示文本块发布所有与创建文本行相关联的临时数据。" version="4" helpurl="flash.text.engine:TextBlock:releaseLineCreationData" playername=""/>
						<string name="releaseLines" object="[flash.text.engine.TextBlock]" text=".releaseLines(%第一行:flash.text.engine:TextLine,最后一行:flash.text.engine:TextLine%):void" tiptext="从 TextBlock 保留的行列表中删除一系列文本行。" version="4" helpurl="flash.text.engine:TextBlock:releaseLines" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextBlock 类的属性" helpurl="flash.text.engine:TextBlock">
						<string name="userData" object="[flash.text.engine.TextBlock]" text=".userData" tiptext="为应用程序提供了一种将任意数据与文本块相关联的途径。" version="" helpurl="flash.text.engine:TextBlock:userData" playername=""/>
						<string name="applyNonLinearFontScaling" object="[flash.text.engine.TextBlock]" text=".applyNonLinearFontScaling" tiptext="指定想要以降低所见即所得 (WYSIWYG) 输出保真度为代价来增强屏幕外观。" version="" helpurl="flash.text.engine:TextBlock:applyNonLinearFontScaling:get" playername=""/>
						<string name="baselineFontDescription" object="[flash.text.engine.TextBlock]" text=".baselineFontDescription" tiptext="用于确定从块中创建的所有行的基线的字体，与行内容无关。" version="" helpurl="flash.text.engine:TextBlock:baselineFontDescription:get" playername=""/>
						<string name="baselineFontSize" object="[flash.text.engine.TextBlock]" text=".baselineFontSize" tiptext="用于计算从块中创建的行的基线的字体大小。" version="" helpurl="flash.text.engine:TextBlock:baselineFontSize:get" playername=""/>
						<string name="baselineZero" object="[flash.text.engine.TextBlock]" text=".baselineZero" tiptext="指定哪条基线对于从此块中创建的行为 y=0。" version="" helpurl="flash.text.engine:TextBlock:baselineZero:get" playername=""/>
						<string name="bidiLevel" object="[flash.text.engine.TextBlock]" text=".bidiLevel" tiptext="指定文本在文本块中的默认双向嵌入级别。" version="" helpurl="flash.text.engine:TextBlock:bidiLevel:get" playername=""/>
						<string name="content" object="[flash.text.engine.TextBlock]" text=".content" tiptext="容纳文本块的内容。" version="" helpurl="flash.text.engine:TextBlock:content:get" playername=""/>
						<string name="firstInvalidLine" object="[flash.text.engine.TextBlock]" text=".firstInvalidLine" tiptext="标识文本块内 TextLine.validity 不是 TextLineValidity.VALID 的第一行。" version="" helpurl="flash.text.engine:TextBlock:firstInvalidLine:get" playername=""/>
						<string name="firstLine" object="[flash.text.engine.TextBlock]" text=".firstLine" tiptext="TextBlock 中的第一个 TextLine（如果有）。" version="" helpurl="flash.text.engine:TextBlock:firstLine:get" playername=""/>
						<string name="lastLine" object="[flash.text.engine.TextBlock]" text=".lastLine" tiptext="TextBlock 中的最后一个 TextLine（如果有）。" version="" helpurl="flash.text.engine:TextBlock:lastLine:get" playername=""/>
						<string name="lineRotation" object="[flash.text.engine.TextBlock]" text=".lineRotation" tiptext="作为一个单元旋转文本块中的文本行。" version="" helpurl="flash.text.engine:TextBlock:lineRotation:get" playername=""/>
						<string name="tabStops" object="[flash.text.engine.TextBlock]" text=".tabStops" tiptext="指定文本块中文本的 Tab 停靠位，用 TabStop 对象的矢量形式表示。" version="" helpurl="flash.text.engine:TextBlock:tabStops:get" playername=""/>
						<string name="textJustifier" object="[flash.text.engine.TextBlock]" text=".textJustifier" tiptext="指定要在创建行的过程中使用的 TextJustifier。" version="" helpurl="flash.text.engine:TextBlock:textJustifier:get" playername=""/>
						<string name="textLineCreationResult" object="[flash.text.engine.TextBlock]" text=".textLineCreationResult" tiptext="指示 createTextLine() 操作的结果。" version="" helpurl="flash.text.engine:TextBlock:textLineCreationResult:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextElement" id="[flash.text.engine.TextElement]" sort="true" index="true" asAncestors="flash.text.engine:ContentElement,Object" tiptext="TextElement 类表示已设置格式的文本的字符串。" helpurl="flash.text.engine:TextElement">
					<folder name="方法" id="Methods" tiptext="TextElement 类的方法" helpurl="flash.text.engine:TextElement">
						<string name="TextElement" object="[flash.text.engine.TextElement]" text="new TextElement(%[文本:String=null,元素格式:flash.text.engine:ElementFormat=null,事件镜像:flash.events:EventDispatcher=null,文本旋转:String=rotate0]%)" constructor="true" tiptext="创建新的 TextElement 实例。" version="4" helpurl="flash.text.engine:TextElement:TextElement" playername=""/>
						<string name="replaceText" object="[flash.text.engine.TextElement]" text=".replaceText(%起始索引:int,结束索引:int,新文本:String%):void" tiptext="将 beginIndex 和 endIndex 参数指定的字符范围替换为 newText 参数的内容。" version="4" helpurl="flash.text.engine:TextElement:replaceText" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextElement 类的属性" helpurl="flash.text.engine:TextElement">
						<string name="text" object="[flash.text.engine.TextElement]" text=".text" tiptext="接收作为元素内容的文本。" version="" helpurl="flash.text.engine:TextElement:text:set" playername=""/>
					</folder>
				</folder>
				<folder name="TextJustifier" id="[flash.text.engine.TextJustifier]" sort="true" index="true" asAncestors="Object" tiptext="TextJustifier 类是可应用于 TextBlock 的对齐符类型的抽象基类，特别是 EastAsianJustifier 和 SpaceJustifier 类。" helpurl="flash.text.engine:TextJustifier">
					<folder name="方法" id="Methods" tiptext="TextJustifier 类的方法" helpurl="flash.text.engine:TextJustifier">
						<string name="TextJustifier" object="[flash.text.engine.TextJustifier]" text="new TextJustifier(%区域设置:String,行对齐方式:String%)" constructor="true" tiptext="调用 new TextJustifier() 构造函数会引发 ArgumentError 异常。" version="4" helpurl="flash.text.engine:TextJustifier:TextJustifier" playername=""/>
						<string name="clone" object="[flash.text.engine.TextJustifier]" text=".clone(%%):flash.text.engine:TextJustifier" tiptext="构造 TextJustifier 的克隆副本。" version="4" helpurl="flash.text.engine:TextJustifier:clone" playername=""/>
						<string name="getJustifierForLocale" object="[flash.text.engine.TextJustifier]" text="TextJustifier.getJustifierForLocale(%区域设置:String%):flash.text.engine:TextJustifier" static="true" tiptext="构造对应于指定的区域设置的默认 TextJustifier 子类。" version="4" helpurl="flash.text.engine:TextJustifier:getJustifierForLocale" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextJustifier 类的属性" helpurl="flash.text.engine:TextJustifier">
						<string name="lineJustification" object="[flash.text.engine.TextJustifier]" text=".lineJustification" tiptext="指定文本块中文本的行对齐方式。" version="" helpurl="flash.text.engine:TextJustifier:lineJustification:get" playername=""/>
						<string name="locale" object="[flash.text.engine.TextJustifier]" text=".locale" tiptext="指定用于确定文本块中文本的对齐规则的区域设置。" version="" helpurl="flash.text.engine:TextJustifier:locale:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLine" id="[flash.text.engine.TextLine]" sort="true" index="true" asAncestors="flash.display:DisplayObjectContainer,flash.display:InteractiveObject,flash.display:DisplayObject,flash.events:EventDispatcher,Object" tiptext="TextLine 类用于在显示列表上显示文本。" helpurl="flash.text.engine:TextLine">
					<folder name="方法" id="Methods" tiptext="TextLine 类的方法" helpurl="flash.text.engine:TextLine">
						<string name="dump" object="[flash.text.engine.TextLine]" text=".dump(%%):String" tiptext="将 TextLine 的基础内容转储为 XML 字符串。" version="1.5" helpurl="flash.text.engine:TextLine:dump" playername=""/>
						<string name="getAtomBidiLevel" object="[flash.text.engine.TextLine]" text=".getAtomBidiLevel(%原子索引:int%):int" tiptext="获取指定索引处原子的双向级别。" version="4" helpurl="flash.text.engine:TextLine:getAtomBidiLevel" playername=""/>
						<string name="getAtomBounds" object="[flash.text.engine.TextLine]" text=".getAtomBounds(%原子索引:int%):flash.geom:Rectangle" tiptext="获取指定索引处与文本行相关的原子的范围。" version="4" helpurl="flash.text.engine:TextLine:getAtomBounds" playername=""/>
						<string name="getAtomCenter" object="[flash.text.engine.TextLine]" text=".getAtomCenter(%原子索引:int%):Number" tiptext="获取指定索引处沿基线测量的原子中心。" version="4" helpurl="flash.text.engine:TextLine:getAtomCenter" playername=""/>
						<string name="getAtomGraphic" object="[flash.text.engine.TextLine]" text=".getAtomGraphic(%原子索引:int%):flash.display:DisplayObject" tiptext="获取指定索引处原子的图形；如果该原子是一个字符，则为 null。" version="4" helpurl="flash.text.engine:TextLine:getAtomGraphic" playername=""/>
						<string name="getAtomIndexAtCharIndex" object="[flash.text.engine.TextLine]" text=".getAtomIndexAtCharIndex(%字符索引:int%):int" tiptext="返回包含由 charIndex 参数指定的字符的原子的索引；如果该字符不构成行中的任何原子，则返回 -1。" version="4" helpurl="flash.text.engine:TextLine:getAtomIndexAtCharIndex" playername=""/>
						<string name="getAtomIndexAtPoint" object="[flash.text.engine.TextLine]" text=".getAtomIndexAtPoint(%舞台X:Number,舞台Y:Number%):int" tiptext="返回由 x 和 y 参数指定的点处的原子的索引；如果该点处没有原子，则返回 -1。" version="4" helpurl="flash.text.engine:TextLine:getAtomIndexAtPoint" playername=""/>
						<string name="getAtomTextBlockBeginIndex" object="[flash.text.engine.TextLine]" text=".getAtomTextBlockBeginIndex(%原子索引:int%):int" tiptext="获取指定索引处原子的文本块开始索引。" version="4" helpurl="flash.text.engine:TextLine:getAtomTextBlockBeginIndex" playername=""/>
						<string name="getAtomTextBlockEndIndex" object="[flash.text.engine.TextLine]" text=".getAtomTextBlockEndIndex(%原子索引:int%):int" tiptext="获取指定索引处原子的文本块结束索引。" version="4" helpurl="flash.text.engine:TextLine:getAtomTextBlockEndIndex" playername=""/>
						<string name="getAtomTextRotation" object="[flash.text.engine.TextLine]" text=".getAtomTextRotation(%原子索引:int%):String" tiptext="获取指定索引处原子的旋转。" version="4" helpurl="flash.text.engine:TextLine:getAtomTextRotation" playername=""/>
						<string name="getAtomWordBoundaryOnLeft" object="[flash.text.engine.TextLine]" text=".getAtomWordBoundaryOnLeft(%原子索引:int%):Boolean" tiptext="指示文字边界是否在指定索引处原子的左侧出现。" version="4" helpurl="flash.text.engine:TextLine:getAtomWordBoundaryOnLeft" playername=""/>
						<string name="getBaselinePosition" object="[flash.text.engine.TextLine]" text=".getBaselinePosition(%基线:String%):Number" tiptext="获取相对于 TextBlock.baselineZero 的指定基线的位置。" version="4" helpurl="flash.text.engine:TextLine:getBaselinePosition" playername=""/>
						<string name="getMirrorRegion" object="[flash.text.engine.TextLine]" text=".getMirrorRegion(%镜像:flash.events:EventDispatcher%):flash.text.engine:TextLineMirrorRegion" tiptext="返回行上其 mirror 属性与 mirror 参数指定的属性相匹配的第一个 TextLineMirrorRegion；如果没有匹配项，则为 null。" version="4" helpurl="flash.text.engine:TextLine:getMirrorRegion" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextLine 类的属性" helpurl="flash.text.engine:TextLine">
						<string name="MAX_LINE_WIDTH" object="[flash.text.engine.TextLine]" text="TextLine.MAX_LINE_WIDTH" constant="true" tiptext="文本行的最大请求宽度（以像素为单位）。" version="" helpurl="flash.text.engine:TextLine:MAX_LINE_WIDTH" playername=""/>
						<string name="userData" object="[flash.text.engine.TextLine]" text=".userData" tiptext="为应用程序提供了一种将任意数据与文本行相关联的途径。" version="" helpurl="flash.text.engine:TextLine:userData" playername=""/>
						<string name="ascent" object="[flash.text.engine.TextLine]" text=".ascent" tiptext="指定从基线到行中最高字符顶部的像素数。" version="" helpurl="flash.text.engine:TextLine:ascent:get" playername=""/>
						<string name="atomCount" object="[flash.text.engine.TextLine]" text=".atomCount" tiptext="行中的原子数，即不可分割的元素数，其中包括空格和图形元素。" version="" helpurl="flash.text.engine:TextLine:atomCount:get" playername=""/>
						<string name="descent" object="[flash.text.engine.TextLine]" text=".descent" tiptext="指定从基线到行中最低字符底部的像素数。" version="" helpurl="flash.text.engine:TextLine:descent:get" playername=""/>
						<string name="hasGraphicElement" object="[flash.text.engine.TextLine]" text=".hasGraphicElement" tiptext="指示文本行是否包含任何图形元素。" version="" helpurl="flash.text.engine:TextLine:hasGraphicElement:get" playername=""/>
						<string name="hasTabs" object="[flash.text.engine.TextLine]" text=".hasTabs" tiptext="指示文本行是否包含任何选项卡。" version="" helpurl="flash.text.engine:TextLine:hasTabs:get" playername=""/>
						<string name="mirrorRegions" object="[flash.text.engine.TextLine]" text=".mirrorRegions" tiptext="包含与行相关联的 TextLineMirrorRegion 对象的矢量；如果没有这样的对象，则为 null。" version="" helpurl="flash.text.engine:TextLine:mirrorRegions:get" playername=""/>
						<string name="nextLine" object="[flash.text.engine.TextLine]" text=".nextLine" tiptext="TextBlock 中的下一个 TextLine；如果当前行是块中的最后一行或者此行的 validity 为 TextLineValidity.STATIC，则为 null。" version="" helpurl="flash.text.engine:TextLine:nextLine:get" playername=""/>
						<string name="previousLine" object="[flash.text.engine.TextLine]" text=".previousLine" tiptext="TextBlock 中的上一个 TextLine；如果行是块中的第一行或行的 validity 为 TextLineValidity.STATIC，则为 null。" version="" helpurl="flash.text.engine:TextLine:previousLine:get" playername=""/>
						<string name="rawTextLength" object="[flash.text.engine.TextLine]" text=".rawTextLength" tiptext="文本块中成为行的原始文本的长度，包括表示图形元素的 U+FDEF 字符和构成该行但不会显示出来的任何尾随空格。" version="" helpurl="flash.text.engine:TextLine:rawTextLength:get" playername=""/>
						<string name="specifiedWidth" object="[flash.text.engine.TextLine]" text=".specifiedWidth" tiptext="使用 TextBlock.createTextLine() 方法创建行时为该方法指定的宽度。" version="" helpurl="flash.text.engine:TextLine:specifiedWidth:get" playername=""/>
						<string name="textBlockBeginIndex" object="[flash.text.engine.TextLine]" text=".textBlockBeginIndex" tiptext="文本块原始文本中行的第一个字符的索引。" version="" helpurl="flash.text.engine:TextLine:textBlockBeginIndex:get" playername=""/>
						<string name="textBlock" object="[flash.text.engine.TextLine]" text=".textBlock" tiptext="包含此文本行的 TextBlock；如果该行的 validity 为 TextLineValidity.STATIC，则为 null，表示已切断行与文本块之间的连接。" version="" helpurl="flash.text.engine:TextLine:textBlock:get" playername=""/>
						<string name="textHeight" object="[flash.text.engine.TextLine]" text=".textHeight" tiptext="文本行的逻辑高度，即 ascent + descent。" version="" helpurl="flash.text.engine:TextLine:textHeight:get" playername=""/>
						<string name="textWidth" object="[flash.text.engine.TextLine]" text=".textWidth" tiptext="文本行的逻辑宽度，即文本引擎用于设置行布局的宽度。" version="" helpurl="flash.text.engine:TextLine:textWidth:get" playername=""/>
						<string name="totalAscent" object="[flash.text.engine.TextLine]" text=".totalAscent" tiptext="指定从基线到行中最高字符或图形顶部的像素数。" version="" helpurl="flash.text.engine:TextLine:totalAscent:get" playername=""/>
						<string name="totalDescent" object="[flash.text.engine.TextLine]" text=".totalDescent" tiptext="指定从基线到行中最低字符或图形底部的像素数。" version="" helpurl="flash.text.engine:TextLine:totalDescent:get" playername=""/>
						<string name="totalHeight" object="[flash.text.engine.TextLine]" text=".totalHeight" tiptext="文本行的总逻辑高度，即 totalAscent + totalDescent。" version="" helpurl="flash.text.engine:TextLine:totalHeight:get" playername=""/>
						<string name="unjustifiedTextWidth" object="[flash.text.engine.TextLine]" text=".unjustifiedTextWidth" tiptext="没有对齐的行的宽度。" version="" helpurl="flash.text.engine:TextLine:unjustifiedTextWidth:get" playername=""/>
						<string name="validity" object="[flash.text.engine.TextLine]" text=".validity" tiptext="指定文本行的当前有效性。" version="" helpurl="flash.text.engine:TextLine:validity:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineCreationResult" id="[flash.text.engine.TextLineCreationResult]" sort="true" index="true" asAncestors="Object" tiptext="TextLineCreationResult 类是与 TextBlock.textLineCreationResult 一起使用的常数值的枚举。" helpurl="flash.text.engine:TextLineCreationResult">
					<folder name="属性" id="Properties" tiptext="TextLineCreationResult 类的属性" helpurl="flash.text.engine:TextLineCreationResult">
						<string name="COMPLETE" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.COMPLETE" constant="true" tiptext="指示因为块中的所有文本均已断开，所以没有创建任何一行。" version="" helpurl="flash.text.engine:TextLineCreationResult:COMPLETE" playername=""/>
						<string name="EMERGENCY" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.EMERGENCY" constant="true" tiptext="指示因为在指定宽度中不可换行，所以通过备用换行符创建行。" version="" helpurl="flash.text.engine:TextLineCreationResult:EMERGENCY" playername=""/>
						<string name="INSUFFICIENT_WIDTH" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.INSUFFICIENT_WIDTH" constant="true" tiptext="指定因为文本无法适合指定的宽度，而且在对 createTextLine() 的调用中没有指定 fitSomething，所以没有创建任何一行。" version="" helpurl="flash.text.engine:TextLineCreationResult:INSUFFICIENT_WIDTH" playername=""/>
						<string name="SUCCESS" object="[flash.text.engine.TextLineCreationResult]" text="TextLineCreationResult.SUCCESS" constant="true" tiptext="指示此行已经成功断开。" version="" helpurl="flash.text.engine:TextLineCreationResult:SUCCESS" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineMirrorRegion" id="[flash.text.engine.TextLineMirrorRegion]" sort="true" index="true" asAncestors="Object" tiptext="TextLineMirrorRegion 类表示其中的事件镜像到另一个事件调度程序的文本行部分。" helpurl="flash.text.engine:TextLineMirrorRegion">
					<folder name="属性" id="Properties" tiptext="TextLineMirrorRegion 类的属性" helpurl="flash.text.engine:TextLineMirrorRegion">
						<string name="bounds" object="[flash.text.engine.TextLineMirrorRegion]" text=".bounds" tiptext="相对文本行的镜像区域范围。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:bounds:get" playername=""/>
						<string name="element" object="[flash.text.engine.TextLineMirrorRegion]" text=".element" tiptext="从中派生该镜像区域的 ContentElement 对象。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:element:get" playername=""/>
						<string name="mirror" object="[flash.text.engine.TextLineMirrorRegion]" text=".mirror" tiptext="向其镜像影响镜像区域的事件的 EventDispatcher 对象。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:mirror:get" playername=""/>
						<string name="nextRegion" object="[flash.text.engine.TextLineMirrorRegion]" text=".nextRegion" tiptext="集合中从文本元素派生的下一个 TextLineMirrorRegion，如果当前区域是集合中的最后一个镜像区域，则为 null。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:nextRegion:get" playername=""/>
						<string name="previousRegion" object="[flash.text.engine.TextLineMirrorRegion]" text=".previousRegion" tiptext="集合中从文本元素派生的上一个 TextLineMirrorRegion，如果当前区域是集合中的第一个镜像区域，则为 null。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:previousRegion:get" playername=""/>
						<string name="textLine" object="[flash.text.engine.TextLineMirrorRegion]" text=".textLine" tiptext="包含此镜像区域的 TextLine。" version="" helpurl="flash.text.engine:TextLineMirrorRegion:textLine:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineValidity" id="[flash.text.engine.TextLineValidity]" sort="true" index="true" asAncestors="Object" tiptext="TextLineValidity 类是用于设置 TextLine 类的 validity 属性的常数值的枚举。" helpurl="flash.text.engine:TextLineValidity">
					<folder name="属性" id="Properties" tiptext="TextLineValidity 类的属性" helpurl="flash.text.engine:TextLineValidity">
						<string name="INVALID" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.INVALID" constant="true" tiptext="指定行无效。" version="" helpurl="flash.text.engine:TextLineValidity:INVALID" playername=""/>
						<string name="POSSIBLY_INVALID" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.POSSIBLY_INVALID" constant="true" tiptext="指定文本行可能无效。" version="" helpurl="flash.text.engine:TextLineValidity:POSSIBLY_INVALID" playername=""/>
						<string name="STATIC" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.STATIC" constant="true" tiptext="指定行为静态行，已切断行与文本块之间的连接。" version="" helpurl="flash.text.engine:TextLineValidity:STATIC" playername=""/>
						<string name="VALID" object="[flash.text.engine.TextLineValidity]" text="TextLineValidity.VALID" constant="true" tiptext="指定文本行有效。" version="" helpurl="flash.text.engine:TextLineValidity:VALID" playername=""/>
					</folder>
				</folder>
				<folder name="TextRotation" id="[flash.text.engine.TextRotation]" sort="true" index="true" asAncestors="Object" tiptext="TextRotation 类是与以下属性一起使用的常数值的枚举：ElementFormat.textRotation、ContentElement.textRotation、TextBlock.lineRotation 和 TextLine.getAtomTextRotation()。" helpurl="flash.text.engine:TextRotation">
					<folder name="属性" id="Properties" tiptext="TextRotation 类的属性" helpurl="flash.text.engine:TextRotation">
						<string name="AUTO" object="[flash.text.engine.TextRotation]" text="TextRotation.AUTO" constant="true" tiptext="根据字型的 Unicode 属性，仅为全角字型和宽字型指定 90 度逆时针旋转。" version="" helpurl="flash.text.engine:TextRotation:AUTO" playername=""/>
						<string name="ROTATE_0" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_0" constant="true" tiptext="指定不进行旋转。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_0" playername=""/>
						<string name="ROTATE_180" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_180" constant="true" tiptext="指定 180 度旋转。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_180" playername=""/>
						<string name="ROTATE_270" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_270" constant="true" tiptext="指定 270 度顺时针旋转。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_270" playername=""/>
						<string name="ROTATE_90" object="[flash.text.engine.TextRotation]" text="TextRotation.ROTATE_90" constant="true" tiptext="指定 90 度顺时针旋转。" version="" helpurl="flash.text.engine:TextRotation:ROTATE_90" playername=""/>
					</folder>
				</folder>
				<folder name="TypographicCase" id="[flash.text.engine.TypographicCase]" sort="true" index="true" asAncestors="Object" tiptext="TypographicCase 类是用于设置 ElementFormat 类的 typographicCase 属性的常数值的枚举。" helpurl="flash.text.engine:TypographicCase">
					<folder name="属性" id="Properties" tiptext="TypographicCase 类的属性" helpurl="flash.text.engine:TypographicCase">
						<string name="CAPS_AND_SMALL_CAPS" object="[flash.text.engine.TypographicCase]" text="TypographicCase.CAPS_AND_SMALL_CAPS" constant="true" tiptext="指定所有小写字符在输出时都使用小型大写字母字型。" version="" helpurl="flash.text.engine:TypographicCase:CAPS_AND_SMALL_CAPS" playername=""/>
						<string name="CAPS" object="[flash.text.engine.TypographicCase]" text="TypographicCase.CAPS" constant="true" tiptext="指定在输出时调整大写字符的间距。" version="" helpurl="flash.text.engine:TypographicCase:CAPS" playername=""/>
						<string name="DEFAULT" object="[flash.text.engine.TypographicCase]" text="TypographicCase.DEFAULT" constant="true" tiptext="指定默认的印刷大小写。" version="" helpurl="flash.text.engine:TypographicCase:DEFAULT" playername=""/>
						<string name="LOWERCASE" object="[flash.text.engine.TypographicCase]" text="TypographicCase.LOWERCASE" constant="true" tiptext="指定所有字符在输出时都使用小写字型。" version="" helpurl="flash.text.engine:TypographicCase:LOWERCASE" playername=""/>
						<string name="SMALL_CAPS" object="[flash.text.engine.TypographicCase]" text="TypographicCase.SMALL_CAPS" constant="true" tiptext="指定大写字符在输出时使用小型大写字母字型。" version="" helpurl="flash.text.engine:TypographicCase:SMALL_CAPS" playername=""/>
						<string name="TITLE" object="[flash.text.engine.TypographicCase]" text="TypographicCase.TITLE" constant="true" tiptext="指定大写字符在输出时使用标题字型。" version="" helpurl="flash.text.engine:TypographicCase:TITLE" playername=""/>
						<string name="UPPERCASE" object="[flash.text.engine.TypographicCase]" text="TypographicCase.UPPERCASE" constant="true" tiptext="指定所有字符在输出时都使用大写字型。" version="" helpurl="flash.text.engine:TypographicCase:UPPERCASE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.text.ime" id="flash.text.ime" sort="true" tiptext="flash.text.ime 包的类" helpurl="flash.text.ime">
				<folder name="CompositionAttributeRange" id="[flash.text.ime.CompositionAttributeRange]" sort="true" index="true" asAncestors="Object" tiptext="CompositionAttributeRange 类表示一系列与 IME（输入法编辑器）事件配合使用的合成属性。" helpurl="flash.text.ime:CompositionAttributeRange">
					<folder name="方法" id="Methods" tiptext="CompositionAttributeRange 类的方法" helpurl="flash.text.ime:CompositionAttributeRange">
						<string name="CompositionAttributeRange" object="[flash.text.ime.CompositionAttributeRange]" text="new CompositionAttributeRange(%相对于起始位置:int,相对于结束位置:int,已选取:Boolean,已转换:Boolean%):void" constructor="true" tiptext="CompositionAttributeRange 对象的构造函数。" version="2" helpurl="flash.text.ime:CompositionAttributeRange:CompositionAttributeRange" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CompositionAttributeRange 类的属性" helpurl="flash.text.ime:CompositionAttributeRange">
						<string name="converted" object="[flash.text.ime.CompositionAttributeRange]" text=".converted" tiptext="定义当前子句的属性已由 IME 处理，并且该子句正在等待用户接收或确认。" version="" helpurl="flash.text.ime:CompositionAttributeRange:converted" playername=""/>
						<string name="relativeEnd" object="[flash.text.ime.CompositionAttributeRange]" text=".relativeEnd" tiptext="合成子句的结束位置（相对于内联编辑会话的起始处）。" version="" helpurl="flash.text.ime:CompositionAttributeRange:relativeEnd" playername=""/>
						<string name="relativeStart" object="[flash.text.ime.CompositionAttributeRange]" text=".relativeStart" tiptext="以当前内联编辑会话的起始处为参照的相对开始位置。" version="" helpurl="flash.text.ime:CompositionAttributeRange:relativeStart" playername=""/>
						<string name="selected" object="[flash.text.ime.CompositionAttributeRange]" text=".selected" tiptext="定义当前合成子句的属性是活动的，使用 IME 对其进行延长、缩短或编辑时，相邻子句不会发生任何更改。" version="" helpurl="flash.text.ime:CompositionAttributeRange:selected" playername=""/>
					</folder>
				</folder>
				<folder name="IIMEClient" id="[flash.text.ime.IIMEClient]" sort="true" index="true" tiptext="IME（输入法编辑器）客户端的接口。" helpurl="flash.text.ime:IIMEClient">
					<folder name="方法" id="Methods" tiptext="IIMEClient 类的方法" helpurl="flash.text.ime:IIMEClient">
						<string name="confirmComposition" object="[flash.text.ime.IIMEClient]" text=".confirmComposition(%[文本:String=null,保留选择:Boolean=false]%):void" tiptext="使用此回调结束内联编辑会话并确认此文本。" version="2" helpurl="flash.text.ime:IIMEClient:confirmComposition" playername=""/>
						<string name="getTextBounds" object="[flash.text.ime.IIMEClient]" text=".getTextBounds(%起始索引:int,结束索引:int%):flash.geom:Rectangle" tiptext="IME 使用此方法查询当前使用 IME 客户端编辑的文本的边框。" version="2" helpurl="flash.text.ime:IIMEClient:getTextBounds" playername=""/>
						<string name="getTextInRange" object="[flash.text.ime.IIMEClient]" text=".getTextInRange(%起始索引:int,结束索引:int%):String" tiptext="从组件获取指定的文本范围。" version="2" helpurl="flash.text.ime:IIMEClient:getTextInRange" playername=""/>
						<string name="selectRange" object="[flash.text.ime.IIMEClient]" text=".selectRange(%锚点索引:int,活动索引:int%):void" tiptext="设置所选文本在组件中的范围。" version="2" helpurl="flash.text.ime:IIMEClient:selectRange" playername=""/>
						<string name="updateComposition" object="[flash.text.ime.IIMEClient]" text=".updateComposition(%文本:String,属性:Vector$flash.text.ime:CompositionAttributeRange,复合起始索引:int,复合结束索引:int%):void" tiptext="回调以更新内联编辑会话的内容。" version="2" helpurl="flash.text.ime:IIMEClient:updateComposition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IIMEClient 类的属性" helpurl="flash.text.ime:IIMEClient">
						<string name="compositionEndIndex" object="[flash.text.ime.IIMEClient]" text=".compositionEndIndex" tiptext="当前编辑会话文本（例如，未确认到文档中的内联会话中的所有文本）结尾的基于零的字符索引值。" version="" helpurl="flash.text.ime:IIMEClient:compositionEndIndex:get" playername=""/>
						<string name="compositionStartIndex" object="[flash.text.ime.IIMEClient]" text=".compositionStartIndex" tiptext="当前编辑会话文本（例如，未确认到文档中的内联会话中的所有文本）开头的基于零的字符索引值。" version="" helpurl="flash.text.ime:IIMEClient:compositionStartIndex:get" playername=""/>
						<string name="selectionActiveIndex" object="[flash.text.ime.IIMEClient]" text=".selectionActiveIndex" tiptext="当前所选内容中最后一个字符从零开始的字符索引值。" version="" helpurl="flash.text.ime:IIMEClient:selectionActiveIndex:get" playername=""/>
						<string name="selectionAnchorIndex" object="[flash.text.ime.IIMEClient]" text=".selectionAnchorIndex" tiptext="当前所选内容中第一个字符从零开始的字符索引值。" version="" helpurl="flash.text.ime:IIMEClient:selectionAnchorIndex:get" playername=""/>
						<string name="verticalTextLayout" object="[flash.text.ime.IIMEClient]" text=".verticalTextLayout" tiptext="指示组件中的文本是否为垂直方向。" version="" helpurl="flash.text.ime:IIMEClient:verticalTextLayout:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="IIMEClient 类的事件" helpurl="flash.text.ime:IIMEClient">
						<string name="textInput" object="[flash.text.ime.IIMEClient]" text=".addEventListener(%类型:String=TextEvent.TEXT_INPUT{TextEvent.TEXT_INPUT,IMEEvent.IME_START_COMPOSITION},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户输入文本时调度。" version="" helpurl="flash.text.ime:IIMEClient_flash.events.TextEvent.TEXT_INPUT_textInput" playername=""/>
						<string name="imeStartComposition" object="[flash.text.ime.IIMEClient]" text=".addEventListener(%类型:String=IMEEvent.IME_START_COMPOSITION{TextEvent.TEXT_INPUT,IMEEvent.IME_START_COMPOSITION},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当用户开始使用 IME（输入法编辑器）时调度。" version="" helpurl="flash.text.ime:IIMEClient_flash.events.IMEEvent.IME_START_COMPOSITION_imeStartComposition" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.ui" id="flash.ui" sort="true" tiptext="flash.ui 包的类" helpurl="flash.ui">
				<folder name="ContextMenu" id="[flash.ui.ContextMenu]" sort="true" index="true" asAncestors="flash.display:NativeMenu,flash.events:EventDispatcher,Object" tiptext="ContextMenu 类控制在上下文菜单中显示的项目。" helpurl="flash.ui:ContextMenu">
					<folder name="方法" id="Methods" tiptext="ContextMenu 类的方法" helpurl="flash.ui:ContextMenu">
						<string name="ContextMenu" object="[flash.ui.ContextMenu]" text="new ContextMenu(%%)" constructor="true" tiptext="创建 ContextMenu 对象。" version="9" helpurl="flash.ui:ContextMenu:ContextMenu" playername=""/>
						<string name="addItemAt" object="[flash.ui.ContextMenu]" text=".addItemAt(%项目:flash.display:NativeMenuItem,索引:int%):flash.display:NativeMenuItem" tiptext="在菜单底部添加一个菜单项。" version="1.0" helpurl="flash.ui:ContextMenu:addItemAt" playername="AIR"/>
						<string name="clone" object="[flash.ui.ContextMenu]" text=".clone(%%):flash.display:NativeMenu" tiptext="创建菜单和所有项目的副本。" version="1.0" helpurl="flash.ui:ContextMenu:clone" playername="AIR"/>
						<string name="containsItem" object="[flash.ui.ContextMenu]" text=".containsItem(%项目:flash.display:NativeMenuItem%):Boolean" tiptext="报告此菜单是否包含指定的菜单项。" version="1.0" helpurl="flash.ui:ContextMenu:containsItem" playername="AIR"/>
						<string name="display" object="[flash.ui.ContextMenu]" text=".display(%舞台:flash.display:Stage,stageX:Number,stageY:Number%):void" tiptext="在指定位置弹出此菜单。" version="1.0" helpurl="flash.ui:ContextMenu:display" playername="AIR"/>
						<string name="getItemAt" object="[flash.ui.ContextMenu]" text=".getItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="获取指定索引处的菜单项。" version="1.0" helpurl="flash.ui:ContextMenu:getItemAt" playername="AIR"/>
						<string name="getItemIndex" object="[flash.ui.ContextMenu]" text=".getItemIndex(%项目:flash.display:NativeMenuItem%):int" tiptext="获取指定项目的位置。" version="1.0" helpurl="flash.ui:ContextMenu:getItemIndex" playername="AIR"/>
						<string name="hideBuiltInItems" object="[flash.ui.ContextMenu]" text=".hideBuiltInItems(%%):void" tiptext="隐藏指定的 ContextMenu 对象中的所有内置菜单项(&quot;设置&quot;除外)。" version="9" helpurl="flash.ui:ContextMenu:hideBuiltInItems" playername=""/>
						<string name="removeAllItems" object="[flash.ui.ContextMenu]" text=".removeAllItems(%%):void" tiptext="删除菜单中的所有项目。" version="1.0" helpurl="flash.ui:ContextMenu:removeAllItems" playername="AIR"/>
						<string name="removeItemAt" object="[flash.ui.ContextMenu]" text=".removeItemAt(%索引:int%):flash.display:NativeMenuItem" tiptext="删除并返回指定索引处的菜单项。" version="1.0" helpurl="flash.ui:ContextMenu:removeItemAt" playername="AIR"/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContextMenu 类的属性" helpurl="flash.ui:ContextMenu">
						<string name="builtInItems" object="[flash.ui.ContextMenu]" text=".builtInItems" tiptext="ContextMenuBuiltInItems 类的一个实例，它包含以下属性: forwardAndBack、loop、play、print、quality、rewind、save 和 zoom。" version="" helpurl="flash.ui:ContextMenu:builtInItems:get" playername=""/>
						<string name="clipboardItems" object="[flash.ui.ContextMenu]" text=".clipboardItems" tiptext="ContextMenuClipboardItems 类的一个实例，它包含的属性有 cut、copy、paste、delete 和 selectAll。" version="" helpurl="flash.ui:ContextMenu:clipboardItems:get" playername=""/>
						<string name="clipboardMenu" object="[flash.ui.ContextMenu]" text=".clipboardMenu" tiptext="指定是否应使用剪贴板菜单。" version="" helpurl="flash.ui:ContextMenu:clipboardMenu:get" playername=""/>
						<string name="customItems" object="[flash.ui.ContextMenu]" text=".customItems" tiptext="ContextMenuItem 对象的数组。" version="" helpurl="flash.ui:ContextMenu:customItems:get" playername=""/>
						<string name="isSupported" object="[flash.ui.ContextMenu]" text=".isSupported" tiptext="如果当前平台支持 ContextMenu 类，则 isSupported 属性设置为 true，否则，设置为 false。" version="" helpurl="flash.ui:ContextMenu:isSupported:get" playername=""/>
						<string name="items" object="[flash.ui.ContextMenu]" text=".items" tiptext="此菜单中自定义项目的数组。" version="" helpurl="flash.ui:ContextMenu:items:get" playername="AIR"/>
						<string name="link" object="[flash.ui.ContextMenu]" text=".link" tiptext="链接的 URLRequest。" version="" helpurl="flash.ui:ContextMenu:link:get" playername=""/>
						<string name="numItems" object="[flash.ui.ContextMenu]" text=".numItems" tiptext="此菜单中的项目数。" version="" helpurl="flash.ui:ContextMenu:numItems:get" playername="AIR"/>
					</folder>
					<folder name="事件" id="Events" tiptext="ContextMenu 类的事件" helpurl="flash.ui:ContextMenu">
						<string name="menuSelect" object="[flash.ui.ContextMenu]" text=".addEventListener(%类型:String=ContextMenuEvent.MENU_SELECT{ContextMenuEvent.MENU_SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在用户首次生成上下文菜单但尚未显示上下文菜单内容时调度。" version="" helpurl="flash.ui:ContextMenu_flash.events.ContextMenuEvent.MENU_SELECT_menuSelect" playername=""/>
					</folder>
				</folder>
				<folder name="ContextMenuBuiltInItems" id="[flash.ui.ContextMenuBuiltInItems]" sort="true" index="true" asAncestors="Object" tiptext="ContextMenuBuiltInItems 类描述内置于上下文菜单中的项。" helpurl="flash.ui:ContextMenuBuiltInItems">
					<folder name="方法" id="Methods" tiptext="ContextMenuBuiltInItems 类的方法" helpurl="flash.ui:ContextMenuBuiltInItems">
						<string name="ContextMenuBuiltInItems" object="[flash.ui.ContextMenuBuiltInItems]" text="new ContextMenuBuiltInItems(%%)" constructor="true" tiptext="创建新的 ContextMenuBuiltInItems 对象，以便设置属性使 Flash Player 显示或隐藏每个菜单项。" version="9" helpurl="flash.ui:ContextMenuBuiltInItems:ContextMenuBuiltInItems" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContextMenuBuiltInItems 类的属性" helpurl="flash.ui:ContextMenuBuiltInItems">
						<string name="forwardAndBack" object="[flash.ui.ContextMenuBuiltInItems]" text=".forwardAndBack" tiptext="允许用户在运行时在 SWF 文件中前进或后退一帧(单帧 SWF 文件不显示此属性)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:forwardAndBack:get" playername=""/>
						<string name="loop" object="[flash.ui.ContextMenuBuiltInItems]" text=".loop" tiptext="允许用户将 SWF 文件设置为在到达最后一帧后自动重新开始(单帧 SWF 文件不显示此属性)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:loop:get" playername=""/>
						<string name="play" object="[flash.ui.ContextMenuBuiltInItems]" text=".play" tiptext="允许用户启动暂停的 SWF 文件(单帧 SWF 文件不显示此属性)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:play:get" playername=""/>
						<string name="print" object="[flash.ui.ContextMenuBuiltInItems]" text=".print" tiptext="允许用户将显示的帧图像发送至打印机。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:print:get" playername=""/>
						<string name="quality" object="[flash.ui.ContextMenuBuiltInItems]" text=".quality" tiptext="允许用户在运行时设置 SWF 文件的分辨率。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:quality:get" playername=""/>
						<string name="rewind" object="[flash.ui.ContextMenuBuiltInItems]" text=".rewind" tiptext="允许用户将 SWF 文件设置为随时从选定的第一帧开始播放(单帧 SWF 文件不显示此属性)。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:rewind:get" playername=""/>
						<string name="save" object="[flash.ui.ContextMenuBuiltInItems]" text=".save" tiptext="允许安装了 Shockmachine 的用户保存 SWF 文件。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:save:get" playername=""/>
						<string name="zoom" object="[flash.ui.ContextMenuBuiltInItems]" text=".zoom" tiptext="允许用户在运行时放大和缩小 SWF 文件。" version="" helpurl="flash.ui:ContextMenuBuiltInItems:zoom:get" playername=""/>
					</folder>
				</folder>
				<folder name="ContextMenuClipboardItems" id="[flash.ui.ContextMenuClipboardItems]" sort="true" index="true" asAncestors="Object" tiptext="使用 ContextMenuClipboardItems 类，您可在剪贴板上下文菜单中启用或禁用命令。" helpurl="flash.ui:ContextMenuClipboardItems">
					<folder name="方法" id="Methods" tiptext="ContextMenuClipboardItems 类的方法" helpurl="flash.ui:ContextMenuClipboardItems">
						<string name="ContextMenuClipboardItems" object="[flash.ui.ContextMenuClipboardItems]" text="new ContextMenuClipboardItems(%%)" constructor="true" tiptext="创建一个新的 ContextMenuClipboardItems 对象。" version="1.5" helpurl="flash.ui:ContextMenuClipboardItems:ContextMenuClipboardItems" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContextMenuClipboardItems 类的属性" helpurl="flash.ui:ContextMenuClipboardItems">
						<string name="clear" object="[flash.ui.ContextMenuClipboardItems]" text=".clear" tiptext="启用或禁用剪贴板菜单上的&apos;删除&apos;或&apos;清除&apos;项。" version="" helpurl="flash.ui:ContextMenuClipboardItems:clear:get" playername=""/>
						<string name="copy" object="[flash.ui.ContextMenuClipboardItems]" text=".copy" tiptext="启用或禁用剪贴板菜单上的&quot;复制&quot;项。" version="" helpurl="flash.ui:ContextMenuClipboardItems:copy:get" playername=""/>
						<string name="cut" object="[flash.ui.ContextMenuClipboardItems]" text=".cut" tiptext="启用或禁用剪贴板菜单上的&quot;剪切&quot;项。" version="" helpurl="flash.ui:ContextMenuClipboardItems:cut:get" playername=""/>
						<string name="paste" object="[flash.ui.ContextMenuClipboardItems]" text=".paste" tiptext="启用或禁用剪贴板菜单上的&quot;粘贴&quot;项。" version="" helpurl="flash.ui:ContextMenuClipboardItems:paste:get" playername=""/>
						<string name="selectAll" object="[flash.ui.ContextMenuClipboardItems]" text=".selectAll" tiptext="启用或禁用剪贴板菜单上的&quot;全选&quot;项。" version="" helpurl="flash.ui:ContextMenuClipboardItems:selectAll:get" playername=""/>
					</folder>
				</folder>
				<folder name="ContextMenuItem" id="[flash.ui.ContextMenuItem]" sort="true" index="true" asAncestors="flash.display:NativeMenuItem,flash.events:EventDispatcher,Object" tiptext="ContextMenuItem 类表示上下文菜单中的项目。" helpurl="flash.ui:ContextMenuItem">
					<folder name="方法" id="Methods" tiptext="ContextMenuItem 类的方法" helpurl="flash.ui:ContextMenuItem">
						<string name="ContextMenuItem" object="[flash.ui.ContextMenuItem]" text="new ContextMenuItem(%题注:String[,分隔符之前:Boolean=false,启用:Boolean=true,可见:Boolean=true]%)" constructor="true" tiptext="创建一个可添加到 ContextMenu.customItems 数组的新 ContextMenuItem 对象。" version="9" helpurl="flash.ui:ContextMenuItem:ContextMenuItem" playername=""/>
						<string name="clone" object="[flash.ui.ContextMenuItem]" text=".clone(%%):flash.display:NativeMenuItem" tiptext="创建 NativeMenuItem 对象的副本。" version="" helpurl="flash.ui:ContextMenuItem:clone" playername=""/>
						<string name="systemClearMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemClearMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemClearMenuItem" playername=""/>
						<string name="systemCopyLinkMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemCopyLinkMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemCopyLinkMenuItem" playername=""/>
						<string name="systemCopyMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemCopyMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemCopyMenuItem" playername=""/>
						<string name="systemCutMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemCutMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemCutMenuItem" playername=""/>
						<string name="systemOpenLinkMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemOpenLinkMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemOpenLinkMenuItem" playername=""/>
						<string name="systemPasteMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemPasteMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemPasteMenuItem" playername=""/>
						<string name="systemSelectAllMenuItem" object="[flash.ui.ContextMenuItem]" text="ContextMenuItem.systemSelectAllMenuItem(%%):flash.ui:ContextMenuItem" static="true" tiptext="" version="" helpurl="flash.ui:ContextMenuItem:systemSelectAllMenuItem" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContextMenuItem 类的属性" helpurl="flash.ui:ContextMenuItem">
						<string name="caption" object="[flash.ui.ContextMenuItem]" text=".caption" tiptext="指定上下文菜单中显示的菜单项标题(文本)。" version="" helpurl="flash.ui:ContextMenuItem:caption:get" playername=""/>
						<string name="separatorBefore" object="[flash.ui.ContextMenuItem]" text=".separatorBefore" tiptext="指示指定的菜单项上方是否显示分隔条。" version="" helpurl="flash.ui:ContextMenuItem:separatorBefore:get" playername=""/>
						<string name="visible" object="[flash.ui.ContextMenuItem]" text=".visible" tiptext="指示在显示 Flash Player 上下文菜单时指定菜单项是否可见。" version="" helpurl="flash.ui:ContextMenuItem:visible:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="ContextMenuItem 类的事件" helpurl="flash.ui:ContextMenuItem">
						<string name="menuItemSelect" object="[flash.ui.ContextMenuItem]" text=".addEventListener(%类型:String=ContextMenuEvent.MENU_ITEM_SELECT{ContextMenuEvent.MENU_ITEM_SELECT},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="用户从上下文菜单中选择某一项时调度。" version="" helpurl="flash.ui:ContextMenuItem_flash.events.ContextMenuEvent.MENU_ITEM_SELECT_menuItemSelect" playername=""/>
					</folder>
				</folder>
				<folder name="Keyboard" id="[flash.ui.Keyboard]" sort="true" index="true" asAncestors="Object" tiptext="Keyboard 类用于构建用户可使用标准键盘控制的界面。" helpurl="flash.ui:Keyboard">
					<folder name="方法" id="Methods" tiptext="Keyboard 类的方法" helpurl="flash.ui:Keyboard">
						<string name="isAccessible" object="[flash.ui.Keyboard]" text="Keyboard.isAccessible(%%):Boolean" static="true" tiptext="指定其它 SWF 文件能否访问最后按下的键。" version="9" helpurl="flash.ui:Keyboard:isAccessible" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Keyboard 类的属性" helpurl="flash.ui:Keyboard">
						<string name="ALTERNATE" object="[flash.ui.Keyboard]" text="Keyboard.ALTERNATE" constant="true" tiptext="与 Alternate (Option) 键的键控代码值 (18) 关联的常数。" version="" helpurl="flash.ui:Keyboard:ALTERNATE" playername="AIR"/>
						<string name="AUDIO" object="[flash.ui.Keyboard]" text="Keyboard.AUDIO" constant="true" tiptext="选择音频模式" version="" helpurl="flash.ui:Keyboard:AUDIO" playername="AIR"/>
						<string name="A" object="[flash.ui.Keyboard]" text="Keyboard.A" constant="true" tiptext="与 A 键的键控代码值 (65) 关联的常数。" version="" helpurl="flash.ui:Keyboard:A" playername="AIR"/>
						<string name="BACKQUOTE" object="[flash.ui.Keyboard]" text="Keyboard.BACKQUOTE" constant="true" tiptext="与 ` 键的键控代码值 (192) 关联的常数。" version="" helpurl="flash.ui:Keyboard:BACKQUOTE" playername="AIR"/>
						<string name="BACKSLASH" object="[flash.ui.Keyboard]" text="Keyboard.BACKSLASH" constant="true" tiptext="与 \ 键的键控代码值 (220) 关联的常数。" version="" helpurl="flash.ui:Keyboard:BACKSLASH" playername="AIR"/>
						<string name="BACKSPACE" object="[flash.ui.Keyboard]" text="Keyboard.BACKSPACE" constant="true" tiptext="与 Backspace 键的键控代码值(8)关联的常数。" version="" helpurl="flash.ui:Keyboard:BACKSPACE" playername=""/>
						<string name="BACK" object="[flash.ui.Keyboard]" text="Keyboard.BACK" constant="true" tiptext="返回应用程序中的上一个页面" version="" helpurl="flash.ui:Keyboard:BACK" playername="AIR"/>
						<string name="BLUE" object="[flash.ui.Keyboard]" text="Keyboard.BLUE" constant="true" tiptext="蓝色功能键按钮" version="" helpurl="flash.ui:Keyboard:BLUE" playername="AIR"/>
						<string name="B" object="[flash.ui.Keyboard]" text="Keyboard.B" constant="true" tiptext="与 B 键的键控代码值 (66) 关联的常数。" version="" helpurl="flash.ui:Keyboard:B" playername="AIR"/>
						<string name="CAPS_LOCK" object="[flash.ui.Keyboard]" text="Keyboard.CAPS_LOCK" constant="true" tiptext="与 Caps Lock 键的键控代码值(20)关联的常数。" version="" helpurl="flash.ui:Keyboard:CAPS_LOCK" playername=""/>
						<string name="CHANNEL_DOWN" object="[flash.ui.Keyboard]" text="Keyboard.CHANNEL_DOWN" constant="true" tiptext="通道下移" version="" helpurl="flash.ui:Keyboard:CHANNEL_DOWN" playername="AIR"/>
						<string name="CHANNEL_UP" object="[flash.ui.Keyboard]" text="Keyboard.CHANNEL_UP" constant="true" tiptext="通道上移" version="" helpurl="flash.ui:Keyboard:CHANNEL_UP" playername="AIR"/>
						<string name="COMMAND" object="[flash.ui.Keyboard]" text="Keyboard.COMMAND" constant="true" tiptext="与 Mac Command 键 (15) 关联的常数。" version="" helpurl="flash.ui:Keyboard:COMMAND" playername="AIR"/>
						<string name="COMMA" object="[flash.ui.Keyboard]" text="Keyboard.COMMA" constant="true" tiptext="与 , 键的键控代码值 (188) 关联的常数。" version="" helpurl="flash.ui:Keyboard:COMMA" playername="AIR"/>
						<string name="CONTROL" object="[flash.ui.Keyboard]" text="Keyboard.CONTROL" constant="true" tiptext="与 Ctrl 键的键控代码值(17)关联的常数。" version="" helpurl="flash.ui:Keyboard:CONTROL" playername=""/>
						<string name="CharCodeStrings" object="[flash.ui.Keyboard]" text="Keyboard.CharCodeStrings" constant="true" tiptext="包含所有已定义键名常量的数组。" version="" helpurl="flash.ui:Keyboard:CharCodeStrings" playername="AIR"/>
						<string name="C" object="[flash.ui.Keyboard]" text="Keyboard.C" constant="true" tiptext="与 C 键的键控代码值 (67) 关联的常数。" version="" helpurl="flash.ui:Keyboard:C" playername="AIR"/>
						<string name="DELETE" object="[flash.ui.Keyboard]" text="Keyboard.DELETE" constant="true" tiptext="与 Delete 键的键控代码值(46)关联的常数。" version="" helpurl="flash.ui:Keyboard:DELETE" playername=""/>
						<string name="DOWN" object="[flash.ui.Keyboard]" text="Keyboard.DOWN" constant="true" tiptext="与向下键的键控代码值(40)关联的常数。" version="" helpurl="flash.ui:Keyboard:DOWN" playername=""/>
						<string name="DVR" object="[flash.ui.Keyboard]" text="Keyboard.DVR" constant="true" tiptext="使用 DVR 应用程序模式" version="" helpurl="flash.ui:Keyboard:DVR" playername="AIR"/>
						<string name="D" object="[flash.ui.Keyboard]" text="Keyboard.D" constant="true" tiptext="与 D 键的键控代码值 (68) 关联的常数。" version="" helpurl="flash.ui:Keyboard:D" playername="AIR"/>
						<string name="END" object="[flash.ui.Keyboard]" text="Keyboard.END" constant="true" tiptext="与 End 键的键控代码值(35)关联的常数。" version="" helpurl="flash.ui:Keyboard:END" playername=""/>
						<string name="ENTER" object="[flash.ui.Keyboard]" text="Keyboard.ENTER" constant="true" tiptext="与 Enter 键的键控代码值(13)关联的常数。" version="" helpurl="flash.ui:Keyboard:ENTER" playername=""/>
						<string name="EQUAL" object="[flash.ui.Keyboard]" text="Keyboard.EQUAL" constant="true" tiptext="与 = 键的键控代码值 (187) 关联的常数。" version="" helpurl="flash.ui:Keyboard:EQUAL" playername="AIR"/>
						<string name="ESCAPE" object="[flash.ui.Keyboard]" text="Keyboard.ESCAPE" constant="true" tiptext="与 Esc 键的键控代码值(27)关联的常数。" version="" helpurl="flash.ui:Keyboard:ESCAPE" playername=""/>
						<string name="EXIT" object="[flash.ui.Keyboard]" text="Keyboard.EXIT" constant="true" tiptext="退出当前应用程序模式" version="" helpurl="flash.ui:Keyboard:EXIT" playername="AIR"/>
						<string name="E" object="[flash.ui.Keyboard]" text="Keyboard.E" constant="true" tiptext="与 E 键的键控代码值 (69) 关联的常数。" version="" helpurl="flash.ui:Keyboard:E" playername="AIR"/>
						<string name="F10" object="[flash.ui.Keyboard]" text="Keyboard.F10" constant="true" tiptext="与 F10 键的键控代码值(121)关联的常数。" version="" helpurl="flash.ui:Keyboard:F10" playername=""/>
						<string name="F11" object="[flash.ui.Keyboard]" text="Keyboard.F11" constant="true" tiptext="与 F11 键的键控代码值(122)关联的常数。" version="" helpurl="flash.ui:Keyboard:F11" playername=""/>
						<string name="F12" object="[flash.ui.Keyboard]" text="Keyboard.F12" constant="true" tiptext="与 F12 键的键控代码值(123)关联的常数。" version="" helpurl="flash.ui:Keyboard:F12" playername=""/>
						<string name="F13" object="[flash.ui.Keyboard]" text="Keyboard.F13" constant="true" tiptext="与 F13 键的键控代码值(124)关联的常数。" version="" helpurl="flash.ui:Keyboard:F13" playername=""/>
						<string name="F14" object="[flash.ui.Keyboard]" text="Keyboard.F14" constant="true" tiptext="与 F14 键的键控代码值(125)关联的常数。" version="" helpurl="flash.ui:Keyboard:F14" playername=""/>
						<string name="F15" object="[flash.ui.Keyboard]" text="Keyboard.F15" constant="true" tiptext="与 F15 键的键控代码值(126)关联的常数。" version="" helpurl="flash.ui:Keyboard:F15" playername=""/>
						<string name="F1" object="[flash.ui.Keyboard]" text="Keyboard.F1" constant="true" tiptext="与 F1 键的键控代码值(112)关联的常数。" version="" helpurl="flash.ui:Keyboard:F1" playername=""/>
						<string name="F2" object="[flash.ui.Keyboard]" text="Keyboard.F2" constant="true" tiptext="与 F2 键的键控代码值(113)关联的常数。" version="" helpurl="flash.ui:Keyboard:F2" playername=""/>
						<string name="F3" object="[flash.ui.Keyboard]" text="Keyboard.F3" constant="true" tiptext="与 F3 键的键控代码值(114)关联的常数。" version="" helpurl="flash.ui:Keyboard:F3" playername=""/>
						<string name="F4" object="[flash.ui.Keyboard]" text="Keyboard.F4" constant="true" tiptext="与 F4 键的键控代码值(115)关联的常数。" version="" helpurl="flash.ui:Keyboard:F4" playername=""/>
						<string name="F5" object="[flash.ui.Keyboard]" text="Keyboard.F5" constant="true" tiptext="与 F5 键的键控代码值(116)关联的常数。" version="" helpurl="flash.ui:Keyboard:F5" playername=""/>
						<string name="F6" object="[flash.ui.Keyboard]" text="Keyboard.F6" constant="true" tiptext="与 F6 键的键控代码值(117)关联的常数。" version="" helpurl="flash.ui:Keyboard:F6" playername=""/>
						<string name="F7" object="[flash.ui.Keyboard]" text="Keyboard.F7" constant="true" tiptext="与 F7 键的键控代码值(118)关联的常数。" version="" helpurl="flash.ui:Keyboard:F7" playername=""/>
						<string name="F8" object="[flash.ui.Keyboard]" text="Keyboard.F8" constant="true" tiptext="与 F8 键的键控代码值(119)关联的常数。" version="" helpurl="flash.ui:Keyboard:F8" playername=""/>
						<string name="F9" object="[flash.ui.Keyboard]" text="Keyboard.F9" constant="true" tiptext="与 F9 键的键控代码值(120)关联的常数。" version="" helpurl="flash.ui:Keyboard:F9" playername=""/>
						<string name="FAST_FORWARD" object="[flash.ui.Keyboard]" text="Keyboard.FAST_FORWARD" constant="true" tiptext="使用快进传输模式" version="" helpurl="flash.ui:Keyboard:FAST_FORWARD" playername="AIR"/>
						<string name="F" object="[flash.ui.Keyboard]" text="Keyboard.F" constant="true" tiptext="与 F 键的键控代码值 (70) 关联的常数。" version="" helpurl="flash.ui:Keyboard:F" playername="AIR"/>
						<string name="GREEN" object="[flash.ui.Keyboard]" text="Keyboard.GREEN" constant="true" tiptext="绿色功能键按钮" version="" helpurl="flash.ui:Keyboard:GREEN" playername="AIR"/>
						<string name="GUIDE" object="[flash.ui.Keyboard]" text="Keyboard.GUIDE" constant="true" tiptext="使用程序指南" version="" helpurl="flash.ui:Keyboard:GUIDE" playername="AIR"/>
						<string name="G" object="[flash.ui.Keyboard]" text="Keyboard.G" constant="true" tiptext="与 G 键的键控代码值 (71) 关联的常数。" version="" helpurl="flash.ui:Keyboard:G" playername=""/>
						<string name="HELP" object="[flash.ui.Keyboard]" text="Keyboard.HELP" constant="true" tiptext="使用帮助应用程序或上下文相关帮助" version="" helpurl="flash.ui:Keyboard:HELP" playername="AIR"/>
						<string name="HOME" object="[flash.ui.Keyboard]" text="Keyboard.HOME" constant="true" tiptext="与 Home 键的键控代码值(36)关联的常数。" version="" helpurl="flash.ui:Keyboard:HOME" playername=""/>
						<string name="H" object="[flash.ui.Keyboard]" text="Keyboard.H" constant="true" tiptext="与 H 键的键控代码值 (72) 关联的常数。" version="" helpurl="flash.ui:Keyboard:H" playername="AIR"/>
						<string name="INFO" object="[flash.ui.Keyboard]" text="Keyboard.INFO" constant="true" tiptext="信息按钮" version="" helpurl="flash.ui:Keyboard:INFO" playername="AIR"/>
						<string name="INPUT" object="[flash.ui.Keyboard]" text="Keyboard.INPUT" constant="true" tiptext="输入键" version="" helpurl="flash.ui:Keyboard:INPUT" playername="AIR"/>
						<string name="INSERT" object="[flash.ui.Keyboard]" text="Keyboard.INSERT" constant="true" tiptext="与 Insert 键的键控代码值(45)关联的常数。" version="" helpurl="flash.ui:Keyboard:INSERT" playername=""/>
						<string name="I" object="[flash.ui.Keyboard]" text="Keyboard.I" constant="true" tiptext="与 I 键的键控代码值 (73) 关联的常数。" version="" helpurl="flash.ui:Keyboard:I" playername="AIR"/>
						<string name="J" object="[flash.ui.Keyboard]" text="Keyboard.J" constant="true" tiptext="与 J 键的键控代码值 (74) 关联的常数。" version="" helpurl="flash.ui:Keyboard:J" playername="AIR"/>
						<string name="KEYNAME_BEGIN" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_BEGIN" constant="true" tiptext="开始键" version="" helpurl="flash.ui:Keyboard:KEYNAME_BEGIN" playername="AIR"/>
						<string name="KEYNAME_BREAK" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_BREAK" constant="true" tiptext="中断键" version="" helpurl="flash.ui:Keyboard:KEYNAME_BREAK" playername="AIR"/>
						<string name="KEYNAME_CLEARDISPLAY" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_CLEARDISPLAY" constant="true" tiptext="清除显示键" version="" helpurl="flash.ui:Keyboard:KEYNAME_CLEARDISPLAY" playername="AIR"/>
						<string name="KEYNAME_CLEARLINE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_CLEARLINE" constant="true" tiptext="清除行键" version="" helpurl="flash.ui:Keyboard:KEYNAME_CLEARLINE" playername="AIR"/>
						<string name="KEYNAME_DELETECHAR" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DELETECHAR" constant="true" tiptext="删除字符键" version="" helpurl="flash.ui:Keyboard:KEYNAME_DELETECHAR" playername="AIR"/>
						<string name="KEYNAME_DELETELINE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DELETELINE" constant="true" tiptext="删除行键" version="" helpurl="flash.ui:Keyboard:KEYNAME_DELETELINE" playername="AIR"/>
						<string name="KEYNAME_DELETE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DELETE" constant="true" tiptext="删除键" version="" helpurl="flash.ui:Keyboard:KEYNAME_DELETE" playername="AIR"/>
						<string name="KEYNAME_DOWNARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_DOWNARROW" constant="true" tiptext="向下箭头键" version="" helpurl="flash.ui:Keyboard:KEYNAME_DOWNARROW" playername="AIR"/>
						<string name="KEYNAME_END" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_END" constant="true" tiptext="结束键" version="" helpurl="flash.ui:Keyboard:KEYNAME_END" playername="AIR"/>
						<string name="KEYNAME_EXECUTE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_EXECUTE" constant="true" tiptext="执行键" version="" helpurl="flash.ui:Keyboard:KEYNAME_EXECUTE" playername="AIR"/>
						<string name="KEYNAME_F10" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F10" constant="true" tiptext="F10 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F10" playername="AIR"/>
						<string name="KEYNAME_F11" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F11" constant="true" tiptext="F11 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F11" playername="AIR"/>
						<string name="KEYNAME_F12" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F12" constant="true" tiptext="F12 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F12" playername="AIR"/>
						<string name="KEYNAME_F13" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F13" constant="true" tiptext="F13 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F13" playername="AIR"/>
						<string name="KEYNAME_F14" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F14" constant="true" tiptext="F14 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F14" playername="AIR"/>
						<string name="KEYNAME_F15" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F15" constant="true" tiptext="F15 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F15" playername="AIR"/>
						<string name="KEYNAME_F16" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F16" constant="true" tiptext="F16 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F16" playername="AIR"/>
						<string name="KEYNAME_F17" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F17" constant="true" tiptext="F17 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F17" playername="AIR"/>
						<string name="KEYNAME_F18" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F18" constant="true" tiptext="F18 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F18" playername="AIR"/>
						<string name="KEYNAME_F19" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F19" constant="true" tiptext="F19 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F19" playername="AIR"/>
						<string name="KEYNAME_F1" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F1" constant="true" tiptext="F1 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F1" playername="AIR"/>
						<string name="KEYNAME_F20" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F20" constant="true" tiptext="F20 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F20" playername="AIR"/>
						<string name="KEYNAME_F21" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F21" constant="true" tiptext="F21 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F21" playername="AIR"/>
						<string name="KEYNAME_F22" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F22" constant="true" tiptext="F22 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F22" playername="AIR"/>
						<string name="KEYNAME_F23" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F23" constant="true" tiptext="F23 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F23" playername="AIR"/>
						<string name="KEYNAME_F24" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F24" constant="true" tiptext="F24 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F24" playername="AIR"/>
						<string name="KEYNAME_F25" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F25" constant="true" tiptext="F25 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F25" playername="AIR"/>
						<string name="KEYNAME_F26" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F26" constant="true" tiptext="F26 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F26" playername="AIR"/>
						<string name="KEYNAME_F27" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F27" constant="true" tiptext="F27 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F27" playername="AIR"/>
						<string name="KEYNAME_F28" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F28" constant="true" tiptext="F28 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F28" playername="AIR"/>
						<string name="KEYNAME_F29" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F29" constant="true" tiptext="F29 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F29" playername="AIR"/>
						<string name="KEYNAME_F2" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F2" constant="true" tiptext="F2 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F2" playername="AIR"/>
						<string name="KEYNAME_F30" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F30" constant="true" tiptext="F30 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F30" playername="AIR"/>
						<string name="KEYNAME_F31" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F31" constant="true" tiptext="F31 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F31" playername="AIR"/>
						<string name="KEYNAME_F32" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F32" constant="true" tiptext="F32 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F32" playername="AIR"/>
						<string name="KEYNAME_F33" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F33" constant="true" tiptext="F33 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F33" playername="AIR"/>
						<string name="KEYNAME_F34" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F34" constant="true" tiptext="F34 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F34" playername="AIR"/>
						<string name="KEYNAME_F35" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F35" constant="true" tiptext="F35 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F35" playername="AIR"/>
						<string name="KEYNAME_F3" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F3" constant="true" tiptext="F3 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F3" playername="AIR"/>
						<string name="KEYNAME_F4" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F4" constant="true" tiptext="F4 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F4" playername="AIR"/>
						<string name="KEYNAME_F5" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F5" constant="true" tiptext="F5 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F5" playername="AIR"/>
						<string name="KEYNAME_F6" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F6" constant="true" tiptext="F6 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F6" playername="AIR"/>
						<string name="KEYNAME_F7" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F7" constant="true" tiptext="F7 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F7" playername="AIR"/>
						<string name="KEYNAME_F8" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F8" constant="true" tiptext="F8 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F8" playername="AIR"/>
						<string name="KEYNAME_F9" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_F9" constant="true" tiptext="F9 键" version="" helpurl="flash.ui:Keyboard:KEYNAME_F9" playername="AIR"/>
						<string name="KEYNAME_FIND" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_FIND" constant="true" tiptext="查找键" version="" helpurl="flash.ui:Keyboard:KEYNAME_FIND" playername="AIR"/>
						<string name="KEYNAME_HELP" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_HELP" constant="true" tiptext="帮助键" version="" helpurl="flash.ui:Keyboard:KEYNAME_HELP" playername="AIR"/>
						<string name="KEYNAME_HOME" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_HOME" constant="true" tiptext="起始键" version="" helpurl="flash.ui:Keyboard:KEYNAME_HOME" playername="AIR"/>
						<string name="KEYNAME_INSERTCHAR" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_INSERTCHAR" constant="true" tiptext="插入字符键" version="" helpurl="flash.ui:Keyboard:KEYNAME_INSERTCHAR" playername="AIR"/>
						<string name="KEYNAME_INSERTLINE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_INSERTLINE" constant="true" tiptext="插入行键" version="" helpurl="flash.ui:Keyboard:KEYNAME_INSERTLINE" playername="AIR"/>
						<string name="KEYNAME_INSERT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_INSERT" constant="true" tiptext="插入键" version="" helpurl="flash.ui:Keyboard:KEYNAME_INSERT" playername="AIR"/>
						<string name="KEYNAME_LEFTARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_LEFTARROW" constant="true" tiptext="向左箭头键" version="" helpurl="flash.ui:Keyboard:KEYNAME_LEFTARROW" playername="AIR"/>
						<string name="KEYNAME_MENU" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_MENU" constant="true" tiptext="菜单键" version="" helpurl="flash.ui:Keyboard:KEYNAME_MENU" playername="AIR"/>
						<string name="KEYNAME_MODESWITCH" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_MODESWITCH" constant="true" tiptext="模式切换键" version="" helpurl="flash.ui:Keyboard:KEYNAME_MODESWITCH" playername="AIR"/>
						<string name="KEYNAME_NEXT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_NEXT" constant="true" tiptext="下一个键" version="" helpurl="flash.ui:Keyboard:KEYNAME_NEXT" playername="AIR"/>
						<string name="KEYNAME_PAGEDOWN" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PAGEDOWN" constant="true" tiptext="下一页键" version="" helpurl="flash.ui:Keyboard:KEYNAME_PAGEDOWN" playername="AIR"/>
						<string name="KEYNAME_PAGEUP" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PAGEUP" constant="true" tiptext="上一页键" version="" helpurl="flash.ui:Keyboard:KEYNAME_PAGEUP" playername="AIR"/>
						<string name="KEYNAME_PAUSE" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PAUSE" constant="true" tiptext="暂停键" version="" helpurl="flash.ui:Keyboard:KEYNAME_PAUSE" playername="AIR"/>
						<string name="KEYNAME_PREV" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PREV" constant="true" tiptext="上一个键" version="" helpurl="flash.ui:Keyboard:KEYNAME_PREV" playername="AIR"/>
						<string name="KEYNAME_PRINTSCREEN" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PRINTSCREEN" constant="true" tiptext="打印屏幕键" version="" helpurl="flash.ui:Keyboard:KEYNAME_PRINTSCREEN" playername="AIR"/>
						<string name="KEYNAME_PRINT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_PRINT" constant="true" tiptext="打印键" version="" helpurl="flash.ui:Keyboard:KEYNAME_PRINT" playername="AIR"/>
						<string name="KEYNAME_REDO" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_REDO" constant="true" tiptext="重做键" version="" helpurl="flash.ui:Keyboard:KEYNAME_REDO" playername="AIR"/>
						<string name="KEYNAME_RESET" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_RESET" constant="true" tiptext="重置键" version="" helpurl="flash.ui:Keyboard:KEYNAME_RESET" playername="AIR"/>
						<string name="KEYNAME_RIGHTARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_RIGHTARROW" constant="true" tiptext="向右箭头键" version="" helpurl="flash.ui:Keyboard:KEYNAME_RIGHTARROW" playername="AIR"/>
						<string name="KEYNAME_SCROLLLOCK" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SCROLLLOCK" constant="true" tiptext="滚动锁定键" version="" helpurl="flash.ui:Keyboard:KEYNAME_SCROLLLOCK" playername="AIR"/>
						<string name="KEYNAME_SELECT" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SELECT" constant="true" tiptext="选择键" version="" helpurl="flash.ui:Keyboard:KEYNAME_SELECT" playername="AIR"/>
						<string name="KEYNAME_STOP" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_STOP" constant="true" tiptext="停止键" version="" helpurl="flash.ui:Keyboard:KEYNAME_STOP" playername="AIR"/>
						<string name="KEYNAME_SYSREQ" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SYSREQ" constant="true" tiptext="系统请求键" version="" helpurl="flash.ui:Keyboard:KEYNAME_SYSREQ" playername="AIR"/>
						<string name="KEYNAME_SYSTEM" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_SYSTEM" constant="true" tiptext="系统键" version="" helpurl="flash.ui:Keyboard:KEYNAME_SYSTEM" playername="AIR"/>
						<string name="KEYNAME_UNDO" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_UNDO" constant="true" tiptext="撤消键" version="" helpurl="flash.ui:Keyboard:KEYNAME_UNDO" playername="AIR"/>
						<string name="KEYNAME_UPARROW" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_UPARROW" constant="true" tiptext="向上箭头键" version="" helpurl="flash.ui:Keyboard:KEYNAME_UPARROW" playername="AIR"/>
						<string name="KEYNAME_USER" object="[flash.ui.Keyboard]" text="Keyboard.KEYNAME_USER" constant="true" tiptext="用户键" version="" helpurl="flash.ui:Keyboard:KEYNAME_USER" playername="AIR"/>
						<string name="K" object="[flash.ui.Keyboard]" text="Keyboard.K" constant="true" tiptext="与 K 键的键控代码值 (75) 关联的常数。" version="" helpurl="flash.ui:Keyboard:K" playername="AIR"/>
						<string name="LAST" object="[flash.ui.Keyboard]" text="Keyboard.LAST" constant="true" tiptext="注意最后一个通道或显示注意的通道" version="" helpurl="flash.ui:Keyboard:LAST" playername="AIR"/>
						<string name="LEFTBRACKET" object="[flash.ui.Keyboard]" text="Keyboard.LEFTBRACKET" constant="true" tiptext="与 [ 键的键控代码值 (219) 关联的常数。" version="" helpurl="flash.ui:Keyboard:LEFTBRACKET" playername="AIR"/>
						<string name="LEFT" object="[flash.ui.Keyboard]" text="Keyboard.LEFT" constant="true" tiptext="与向左键的键控代码值(37)关联的常数。" version="" helpurl="flash.ui:Keyboard:LEFT" playername=""/>
						<string name="LIVE" object="[flash.ui.Keyboard]" text="Keyboard.LIVE" constant="true" tiptext="返回到实时[广播中的位置]" version="" helpurl="flash.ui:Keyboard:LIVE" playername="AIR"/>
						<string name="L" object="[flash.ui.Keyboard]" text="Keyboard.L" constant="true" tiptext="与 L 键的键控代码值 (76) 关联的常数。" version="" helpurl="flash.ui:Keyboard:L" playername="AIR"/>
						<string name="MASTER_SHELL" object="[flash.ui.Keyboard]" text="Keyboard.MASTER_SHELL" constant="true" tiptext="使用&quot;主壳&quot;，例如" version="" helpurl="flash.ui:Keyboard:MASTER_SHELL" playername="AIR"/>
						<string name="MENU" object="[flash.ui.Keyboard]" text="Keyboard.MENU" constant="true" tiptext="使用菜单" version="" helpurl="flash.ui:Keyboard:MENU" playername="AIR"/>
						<string name="MINUS" object="[flash.ui.Keyboard]" text="Keyboard.MINUS" constant="true" tiptext="与 - 键的键控代码值 (189) 关联的常数。" version="" helpurl="flash.ui:Keyboard:MINUS" playername="AIR"/>
						<string name="M" object="[flash.ui.Keyboard]" text="Keyboard.M" constant="true" tiptext="与 M 键的键控代码值 (77) 关联的常数。" version="" helpurl="flash.ui:Keyboard:M" playername="AIR"/>
						<string name="NEXT" object="[flash.ui.Keyboard]" text="Keyboard.NEXT" constant="true" tiptext="跳到下一曲目或章节" version="" helpurl="flash.ui:Keyboard:NEXT" playername="AIR"/>
						<string name="NUMBER_0" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_0" constant="true" tiptext="与 0 键的键控代码值 (48) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_0" playername="AIR"/>
						<string name="NUMBER_1" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_1" constant="true" tiptext="与 1 键的键控代码值 (49) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_1" playername="AIR"/>
						<string name="NUMBER_2" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_2" constant="true" tiptext="与 2 键的键控代码值 (50) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_2" playername="AIR"/>
						<string name="NUMBER_3" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_3" constant="true" tiptext="与 3 键的键控代码值 (51) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_3" playername="AIR"/>
						<string name="NUMBER_4" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_4" constant="true" tiptext="与 4 键的键控代码值 (52) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_4" playername="AIR"/>
						<string name="NUMBER_5" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_5" constant="true" tiptext="与 5 键的键控代码值 (53) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_5" playername="AIR"/>
						<string name="NUMBER_6" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_6" constant="true" tiptext="与 6 键的键控代码值 (54) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_6" playername="AIR"/>
						<string name="NUMBER_7" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_7" constant="true" tiptext="与 7 键的键控代码值 (55) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_7" playername="AIR"/>
						<string name="NUMBER_8" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_8" constant="true" tiptext="与 8 键的键控代码值 (56) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_8" playername="AIR"/>
						<string name="NUMBER_9" object="[flash.ui.Keyboard]" text="Keyboard.NUMBER_9" constant="true" tiptext="与 9 键的键控代码值 (57) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMBER_9" playername="AIR"/>
						<string name="NUMPAD_0" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_0" constant="true" tiptext="与数字键盘上的数字 0 键的键控代码值(96)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_0" playername=""/>
						<string name="NUMPAD_1" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_1" constant="true" tiptext="与数字键盘上的数字 1 键的键控代码值(97)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_1" playername=""/>
						<string name="NUMPAD_2" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_2" constant="true" tiptext="与数字键盘上的数字 2 键的键控代码值(98)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_2" playername=""/>
						<string name="NUMPAD_3" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_3" constant="true" tiptext="与数字键盘上的数字 3 键的键控代码值(99)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_3" playername=""/>
						<string name="NUMPAD_4" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_4" constant="true" tiptext="与数字键盘上的数字 4 键的键控代码值(100)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_4" playername=""/>
						<string name="NUMPAD_5" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_5" constant="true" tiptext="与数字键盘上的数字 5 键的键控代码值(101)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_5" playername=""/>
						<string name="NUMPAD_6" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_6" constant="true" tiptext="与数字键盘上的数字 6 键的键控代码值(102)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_6" playername=""/>
						<string name="NUMPAD_7" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_7" constant="true" tiptext="与数字键盘上的数字 7 键的键控代码值(103)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_7" playername=""/>
						<string name="NUMPAD_8" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_8" constant="true" tiptext="与数字键盘上的数字 8 键的键控代码值(104)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_8" playername=""/>
						<string name="NUMPAD_9" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_9" constant="true" tiptext="与数字键盘上的数字 9 键的键控代码值(105)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_9" playername=""/>
						<string name="NUMPAD_ADD" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_ADD" constant="true" tiptext="与数字键盘上的加号键(+)的键控代码值(107)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_ADD" playername=""/>
						<string name="NUMPAD_DECIMAL" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_DECIMAL" constant="true" tiptext="与数字键盘上的小数点键(.)的键控代码值(110)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_DECIMAL" playername=""/>
						<string name="NUMPAD_DIVIDE" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_DIVIDE" constant="true" tiptext="与数字键盘上的除号键(/)的键控代码值(111)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_DIVIDE" playername=""/>
						<string name="NUMPAD_ENTER" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_ENTER" constant="true" tiptext="与数字键盘上的 Enter 键的键控代码值(108)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_ENTER" playername=""/>
						<string name="NUMPAD_MULTIPLY" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_MULTIPLY" constant="true" tiptext="与数字键盘上的乘号键(*)的键控代码值(106)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_MULTIPLY" playername=""/>
						<string name="NUMPAD_SUBTRACT" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD_SUBTRACT" constant="true" tiptext="与数字键盘上的减号键(-)的键控代码值(109)关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD_SUBTRACT" playername=""/>
						<string name="NUMPAD" object="[flash.ui.Keyboard]" text="Keyboard.NUMPAD" constant="true" tiptext="与数字键盘的伪键控代码 (21) 关联的常数。" version="" helpurl="flash.ui:Keyboard:NUMPAD" playername="AIR"/>
						<string name="N" object="[flash.ui.Keyboard]" text="Keyboard.N" constant="true" tiptext="与 N 键的键控代码值 (78) 关联的常数。" version="" helpurl="flash.ui:Keyboard:N" playername="AIR"/>
						<string name="O" object="[flash.ui.Keyboard]" text="Keyboard.O" constant="true" tiptext="与 O 键的键控代码值 (79) 关联的常数。" version="" helpurl="flash.ui:Keyboard:O" playername="AIR"/>
						<string name="PAGE_DOWN" object="[flash.ui.Keyboard]" text="Keyboard.PAGE_DOWN" constant="true" tiptext="与 Page Down 键的键控代码值(34)关联的常数。" version="" helpurl="flash.ui:Keyboard:PAGE_DOWN" playername=""/>
						<string name="PAGE_UP" object="[flash.ui.Keyboard]" text="Keyboard.PAGE_UP" constant="true" tiptext="与 Page Up 键的键控代码值(33)关联的常数。" version="" helpurl="flash.ui:Keyboard:PAGE_UP" playername=""/>
						<string name="PAUSE" object="[flash.ui.Keyboard]" text="Keyboard.PAUSE" constant="true" tiptext="使用暂停传输模式" version="" helpurl="flash.ui:Keyboard:PAUSE" playername="AIR"/>
						<string name="PERIOD" object="[flash.ui.Keyboard]" text="Keyboard.PERIOD" constant="true" tiptext="与 键的键控代码值关联的常数。" version="" helpurl="flash.ui:Keyboard:PERIOD" playername="AIR"/>
						<string name="PLAY" object="[flash.ui.Keyboard]" text="Keyboard.PLAY" constant="true" tiptext="使用播放传输模式" version="" helpurl="flash.ui:Keyboard:PLAY" playername="AIR"/>
						<string name="PREVIOUS" object="[flash.ui.Keyboard]" text="Keyboard.PREVIOUS" constant="true" tiptext="跳到上一曲目或章节" version="" helpurl="flash.ui:Keyboard:PREVIOUS" playername="AIR"/>
						<string name="P" object="[flash.ui.Keyboard]" text="Keyboard.P" constant="true" tiptext="与 P 键的键控代码值 (80) 关联的常数。" version="" helpurl="flash.ui:Keyboard:P" playername="AIR"/>
						<string name="QUOTE" object="[flash.ui.Keyboard]" text="Keyboard.QUOTE" constant="true" tiptext="与 &apos; 键的键控代码值 (222) 关联的常数。" version="" helpurl="flash.ui:Keyboard:QUOTE" playername="AIR"/>
						<string name="Q" object="[flash.ui.Keyboard]" text="Keyboard.Q" constant="true" tiptext="与 Q 键的键控代码值 (81) 关联的常数。" version="" helpurl="flash.ui:Keyboard:Q" playername="AIR"/>
						<string name="RECORD" object="[flash.ui.Keyboard]" text="Keyboard.RECORD" constant="true" tiptext="录制项目或使用录制传输模式" version="" helpurl="flash.ui:Keyboard:RECORD" playername="AIR"/>
						<string name="RED" object="[flash.ui.Keyboard]" text="Keyboard.RED" constant="true" tiptext="红色功能键按钮" version="" helpurl="flash.ui:Keyboard:RED" playername="AIR"/>
						<string name="REWIND" object="[flash.ui.Keyboard]" text="Keyboard.REWIND" constant="true" tiptext="使用后退传输模式" version="" helpurl="flash.ui:Keyboard:REWIND" playername="AIR"/>
						<string name="RIGHTBRACKET" object="[flash.ui.Keyboard]" text="Keyboard.RIGHTBRACKET" constant="true" tiptext="与 ] 键的键控代码值 (221) 关联的常数。" version="" helpurl="flash.ui:Keyboard:RIGHTBRACKET" playername="AIR"/>
						<string name="RIGHT" object="[flash.ui.Keyboard]" text="Keyboard.RIGHT" constant="true" tiptext="与向右键的键控代码值(39)关联的常数。" version="" helpurl="flash.ui:Keyboard:RIGHT" playername=""/>
						<string name="R" object="[flash.ui.Keyboard]" text="Keyboard.R" constant="true" tiptext="与 R 键的键控代码值 (82) 关联的常数。" version="" helpurl="flash.ui:Keyboard:R" playername="AIR"/>
						<string name="SEARCH" object="[flash.ui.Keyboard]" text="Keyboard.SEARCH" constant="true" tiptext="搜索按钮" version="" helpurl="flash.ui:Keyboard:SEARCH" playername="AIR"/>
						<string name="SEMICOLON" object="[flash.ui.Keyboard]" text="Keyboard.SEMICOLON" constant="true" tiptext="与 ; 键的键控代码值 (186) 关联的常数。" version="" helpurl="flash.ui:Keyboard:SEMICOLON" playername="AIR"/>
						<string name="SETUP" object="[flash.ui.Keyboard]" text="Keyboard.SETUP" constant="true" tiptext="使用设置应用程序或菜单" version="" helpurl="flash.ui:Keyboard:SETUP" playername="AIR"/>
						<string name="SHIFT" object="[flash.ui.Keyboard]" text="Keyboard.SHIFT" constant="true" tiptext="与 Shift 键的键控代码值(16)关联的常数。" version="" helpurl="flash.ui:Keyboard:SHIFT" playername=""/>
						<string name="SKIP_BACKWARD" object="[flash.ui.Keyboard]" text="Keyboard.SKIP_BACKWARD" constant="true" tiptext="快速后跳（通常 7-10 秒）" version="" helpurl="flash.ui:Keyboard:SKIP_BACKWARD" playername="AIR"/>
						<string name="SKIP_FORWARD" object="[flash.ui.Keyboard]" text="Keyboard.SKIP_FORWARD" constant="true" tiptext="快速前跳（通常 30 秒）" version="" helpurl="flash.ui:Keyboard:SKIP_FORWARD" playername="AIR"/>
						<string name="SLASH" object="[flash.ui.Keyboard]" text="Keyboard.SLASH" constant="true" tiptext="与 / 键的键控代码值 (191) 关联的常数。" version="" helpurl="flash.ui:Keyboard:SLASH" playername="AIR"/>
						<string name="SPACE" object="[flash.ui.Keyboard]" text="Keyboard.SPACE" constant="true" tiptext="与空格键的键控代码值(32)关联的常数。" version="" helpurl="flash.ui:Keyboard:SPACE" playername=""/>
						<string name="STOP" object="[flash.ui.Keyboard]" text="Keyboard.STOP" constant="true" tiptext="使用停止传输模式" version="" helpurl="flash.ui:Keyboard:STOP" playername="AIR"/>
						<string name="STRING_BEGIN" object="[flash.ui.Keyboard]" text="Keyboard.STRING_BEGIN" constant="true" tiptext="OS X Unicode 开始常量" version="" helpurl="flash.ui:Keyboard:STRING_BEGIN" playername="AIR"/>
						<string name="STRING_BREAK" object="[flash.ui.Keyboard]" text="Keyboard.STRING_BREAK" constant="true" tiptext="OS X Unicode 中断常量" version="" helpurl="flash.ui:Keyboard:STRING_BREAK" playername="AIR"/>
						<string name="STRING_CLEARDISPLAY" object="[flash.ui.Keyboard]" text="Keyboard.STRING_CLEARDISPLAY" constant="true" tiptext="OS X Unicode 清除显示常量" version="" helpurl="flash.ui:Keyboard:STRING_CLEARDISPLAY" playername="AIR"/>
						<string name="STRING_CLEARLINE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_CLEARLINE" constant="true" tiptext="OS X Unicode 清除行常量" version="" helpurl="flash.ui:Keyboard:STRING_CLEARLINE" playername="AIR"/>
						<string name="STRING_DELETECHAR" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DELETECHAR" constant="true" tiptext="OS X Unicode 删除字符常量" version="" helpurl="flash.ui:Keyboard:STRING_DELETECHAR" playername="AIR"/>
						<string name="STRING_DELETELINE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DELETELINE" constant="true" tiptext="OS X Unicode 删除行常量" version="" helpurl="flash.ui:Keyboard:STRING_DELETELINE" playername="AIR"/>
						<string name="STRING_DELETE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DELETE" constant="true" tiptext="OS X Unicode 删除常量" version="" helpurl="flash.ui:Keyboard:STRING_DELETE" playername="AIR"/>
						<string name="STRING_DOWNARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_DOWNARROW" constant="true" tiptext="OS X Unicode 向下箭头常量" version="" helpurl="flash.ui:Keyboard:STRING_DOWNARROW" playername="AIR"/>
						<string name="STRING_END" object="[flash.ui.Keyboard]" text="Keyboard.STRING_END" constant="true" tiptext="OS X Unicode 结束常量" version="" helpurl="flash.ui:Keyboard:STRING_END" playername="AIR"/>
						<string name="STRING_EXECUTE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_EXECUTE" constant="true" tiptext="OS X Unicode 执行常量" version="" helpurl="flash.ui:Keyboard:STRING_EXECUTE" playername="AIR"/>
						<string name="STRING_F10" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F10" constant="true" tiptext="OS X Unicode F10 常量" version="" helpurl="flash.ui:Keyboard:STRING_F10" playername="AIR"/>
						<string name="STRING_F11" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F11" constant="true" tiptext="OS X Unicode F11 常量" version="" helpurl="flash.ui:Keyboard:STRING_F11" playername="AIR"/>
						<string name="STRING_F12" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F12" constant="true" tiptext="OS X Unicode F12 常量" version="" helpurl="flash.ui:Keyboard:STRING_F12" playername="AIR"/>
						<string name="STRING_F13" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F13" constant="true" tiptext="OS X Unicode F13 常量" version="" helpurl="flash.ui:Keyboard:STRING_F13" playername="AIR"/>
						<string name="STRING_F14" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F14" constant="true" tiptext="OS X Unicode F14 常量" version="" helpurl="flash.ui:Keyboard:STRING_F14" playername="AIR"/>
						<string name="STRING_F15" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F15" constant="true" tiptext="OS X Unicode F15 常量" version="" helpurl="flash.ui:Keyboard:STRING_F15" playername="AIR"/>
						<string name="STRING_F16" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F16" constant="true" tiptext="OS X Unicode F16 常量" version="" helpurl="flash.ui:Keyboard:STRING_F16" playername="AIR"/>
						<string name="STRING_F17" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F17" constant="true" tiptext="OS X Unicode F17 常量" version="" helpurl="flash.ui:Keyboard:STRING_F17" playername="AIR"/>
						<string name="STRING_F18" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F18" constant="true" tiptext="OS X Unicode F18 常量" version="" helpurl="flash.ui:Keyboard:STRING_F18" playername="AIR"/>
						<string name="STRING_F19" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F19" constant="true" tiptext="OS X Unicode F19 常量" version="" helpurl="flash.ui:Keyboard:STRING_F19" playername="AIR"/>
						<string name="STRING_F1" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F1" constant="true" tiptext="OS X Unicode F1 常量" version="" helpurl="flash.ui:Keyboard:STRING_F1" playername="AIR"/>
						<string name="STRING_F20" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F20" constant="true" tiptext="OS X Unicode F20 常量" version="" helpurl="flash.ui:Keyboard:STRING_F20" playername="AIR"/>
						<string name="STRING_F21" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F21" constant="true" tiptext="OS X Unicode F21 常量" version="" helpurl="flash.ui:Keyboard:STRING_F21" playername="AIR"/>
						<string name="STRING_F22" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F22" constant="true" tiptext="OS X Unicode F22 常量" version="" helpurl="flash.ui:Keyboard:STRING_F22" playername="AIR"/>
						<string name="STRING_F23" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F23" constant="true" tiptext="OS X Unicode F23 常量" version="" helpurl="flash.ui:Keyboard:STRING_F23" playername="AIR"/>
						<string name="STRING_F24" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F24" constant="true" tiptext="OS X Unicode F24 常量" version="" helpurl="flash.ui:Keyboard:STRING_F24" playername="AIR"/>
						<string name="STRING_F25" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F25" constant="true" tiptext="OS X Unicode F25 常量" version="" helpurl="flash.ui:Keyboard:STRING_F25" playername="AIR"/>
						<string name="STRING_F26" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F26" constant="true" tiptext="OS X Unicode F26 常量" version="" helpurl="flash.ui:Keyboard:STRING_F26" playername="AIR"/>
						<string name="STRING_F27" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F27" constant="true" tiptext="OS X Unicode F27 常量" version="" helpurl="flash.ui:Keyboard:STRING_F27" playername="AIR"/>
						<string name="STRING_F28" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F28" constant="true" tiptext="OS X Unicode F28 常量" version="" helpurl="flash.ui:Keyboard:STRING_F28" playername="AIR"/>
						<string name="STRING_F29" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F29" constant="true" tiptext="OS X Unicode F29 常量" version="" helpurl="flash.ui:Keyboard:STRING_F29" playername="AIR"/>
						<string name="STRING_F2" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F2" constant="true" tiptext="OS X Unicode F2 常量" version="" helpurl="flash.ui:Keyboard:STRING_F2" playername="AIR"/>
						<string name="STRING_F30" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F30" constant="true" tiptext="OS X Unicode F30 常量" version="" helpurl="flash.ui:Keyboard:STRING_F30" playername="AIR"/>
						<string name="STRING_F31" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F31" constant="true" tiptext="OS X Unicode F31 常量" version="" helpurl="flash.ui:Keyboard:STRING_F31" playername="AIR"/>
						<string name="STRING_F32" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F32" constant="true" tiptext="OS X Unicode F32 常量" version="" helpurl="flash.ui:Keyboard:STRING_F32" playername="AIR"/>
						<string name="STRING_F33" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F33" constant="true" tiptext="OS X Unicode F33 常量" version="" helpurl="flash.ui:Keyboard:STRING_F33" playername="AIR"/>
						<string name="STRING_F34" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F34" constant="true" tiptext="OS X Unicode F34 常量" version="" helpurl="flash.ui:Keyboard:STRING_F34" playername="AIR"/>
						<string name="STRING_F35" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F35" constant="true" tiptext="OS X Unicode F35 常量" version="" helpurl="flash.ui:Keyboard:STRING_F35" playername="AIR"/>
						<string name="STRING_F3" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F3" constant="true" tiptext="OS X Unicode F3 常量" version="" helpurl="flash.ui:Keyboard:STRING_F3" playername="AIR"/>
						<string name="STRING_F4" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F4" constant="true" tiptext="OS X Unicode F4 常量" version="" helpurl="flash.ui:Keyboard:STRING_F4" playername="AIR"/>
						<string name="STRING_F5" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F5" constant="true" tiptext="OS X Unicode F5 常量" version="" helpurl="flash.ui:Keyboard:STRING_F5" playername="AIR"/>
						<string name="STRING_F6" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F6" constant="true" tiptext="OS X Unicode F6 常量" version="" helpurl="flash.ui:Keyboard:STRING_F6" playername="AIR"/>
						<string name="STRING_F7" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F7" constant="true" tiptext="OS X Unicode F7 常量" version="" helpurl="flash.ui:Keyboard:STRING_F7" playername="AIR"/>
						<string name="STRING_F8" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F8" constant="true" tiptext="OS X Unicode F8 常量" version="" helpurl="flash.ui:Keyboard:STRING_F8" playername="AIR"/>
						<string name="STRING_F9" object="[flash.ui.Keyboard]" text="Keyboard.STRING_F9" constant="true" tiptext="OS X Unicode F9 常量" version="" helpurl="flash.ui:Keyboard:STRING_F9" playername="AIR"/>
						<string name="STRING_FIND" object="[flash.ui.Keyboard]" text="Keyboard.STRING_FIND" constant="true" tiptext="OS X Unicode 查找常量" version="" helpurl="flash.ui:Keyboard:STRING_FIND" playername="AIR"/>
						<string name="STRING_HELP" object="[flash.ui.Keyboard]" text="Keyboard.STRING_HELP" constant="true" tiptext="OS X Unicode 帮助常量" version="" helpurl="flash.ui:Keyboard:STRING_HELP" playername="AIR"/>
						<string name="STRING_HOME" object="[flash.ui.Keyboard]" text="Keyboard.STRING_HOME" constant="true" tiptext="OS X Unicode 起始常量" version="" helpurl="flash.ui:Keyboard:STRING_HOME" playername="AIR"/>
						<string name="STRING_INSERTCHAR" object="[flash.ui.Keyboard]" text="Keyboard.STRING_INSERTCHAR" constant="true" tiptext="OS X Unicode 插入字符常量" version="" helpurl="flash.ui:Keyboard:STRING_INSERTCHAR" playername="AIR"/>
						<string name="STRING_INSERTLINE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_INSERTLINE" constant="true" tiptext="OS X Unicode 插入行常量" version="" helpurl="flash.ui:Keyboard:STRING_INSERTLINE" playername="AIR"/>
						<string name="STRING_INSERT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_INSERT" constant="true" tiptext="OS X Unicode 插入常量" version="" helpurl="flash.ui:Keyboard:STRING_INSERT" playername="AIR"/>
						<string name="STRING_LEFTARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_LEFTARROW" constant="true" tiptext="OS X Unicode 向左箭头常量" version="" helpurl="flash.ui:Keyboard:STRING_LEFTARROW" playername="AIR"/>
						<string name="STRING_MENU" object="[flash.ui.Keyboard]" text="Keyboard.STRING_MENU" constant="true" tiptext="OS X Unicode 菜单常量" version="" helpurl="flash.ui:Keyboard:STRING_MENU" playername="AIR"/>
						<string name="STRING_MODESWITCH" object="[flash.ui.Keyboard]" text="Keyboard.STRING_MODESWITCH" constant="true" tiptext="OS X Unicode 模式切换常量" version="" helpurl="flash.ui:Keyboard:STRING_MODESWITCH" playername="AIR"/>
						<string name="STRING_NEXT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_NEXT" constant="true" tiptext="OS X Unicode 下一个常量" version="" helpurl="flash.ui:Keyboard:STRING_NEXT" playername="AIR"/>
						<string name="STRING_PAGEDOWN" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PAGEDOWN" constant="true" tiptext="The OS X Unicode 下一页常量" version="" helpurl="flash.ui:Keyboard:STRING_PAGEDOWN" playername="AIR"/>
						<string name="STRING_PAGEUP" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PAGEUP" constant="true" tiptext="OS X Unicode 上一页常量" version="" helpurl="flash.ui:Keyboard:STRING_PAGEUP" playername="AIR"/>
						<string name="STRING_PAUSE" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PAUSE" constant="true" tiptext="OS X Unicode 暂停常量" version="" helpurl="flash.ui:Keyboard:STRING_PAUSE" playername="AIR"/>
						<string name="STRING_PREV" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PREV" constant="true" tiptext="OS X Unicode 上一个常量" version="" helpurl="flash.ui:Keyboard:STRING_PREV" playername="AIR"/>
						<string name="STRING_PRINTSCREEN" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PRINTSCREEN" constant="true" tiptext="OS X Unicode 打印屏幕常量" version="" helpurl="flash.ui:Keyboard:STRING_PRINTSCREEN" playername="AIR"/>
						<string name="STRING_PRINT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_PRINT" constant="true" tiptext="OS X Unicode 打印常量" version="" helpurl="flash.ui:Keyboard:STRING_PRINT" playername="AIR"/>
						<string name="STRING_REDO" object="[flash.ui.Keyboard]" text="Keyboard.STRING_REDO" constant="true" tiptext="OS X Unicode 重做常量" version="" helpurl="flash.ui:Keyboard:STRING_REDO" playername="AIR"/>
						<string name="STRING_RESET" object="[flash.ui.Keyboard]" text="Keyboard.STRING_RESET" constant="true" tiptext="OS X Unicode 重置常量" version="" helpurl="flash.ui:Keyboard:STRING_RESET" playername="AIR"/>
						<string name="STRING_RIGHTARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_RIGHTARROW" constant="true" tiptext="OS X Unicode 向右箭头常量" version="" helpurl="flash.ui:Keyboard:STRING_RIGHTARROW" playername="AIR"/>
						<string name="STRING_SCROLLLOCK" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SCROLLLOCK" constant="true" tiptext="OS X Unicode 滚动锁定常量" version="" helpurl="flash.ui:Keyboard:STRING_SCROLLLOCK" playername="AIR"/>
						<string name="STRING_SELECT" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SELECT" constant="true" tiptext="OS X Unicode 选择常量" version="" helpurl="flash.ui:Keyboard:STRING_SELECT" playername="AIR"/>
						<string name="STRING_STOP" object="[flash.ui.Keyboard]" text="Keyboard.STRING_STOP" constant="true" tiptext="OS X Unicode 停止常量" version="" helpurl="flash.ui:Keyboard:STRING_STOP" playername="AIR"/>
						<string name="STRING_SYSREQ" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SYSREQ" constant="true" tiptext="OS X Unicode 系统请求常量" version="" helpurl="flash.ui:Keyboard:STRING_SYSREQ" playername="AIR"/>
						<string name="STRING_SYSTEM" object="[flash.ui.Keyboard]" text="Keyboard.STRING_SYSTEM" constant="true" tiptext="OS X Unicode 系统常量" version="" helpurl="flash.ui:Keyboard:STRING_SYSTEM" playername="AIR"/>
						<string name="STRING_UNDO" object="[flash.ui.Keyboard]" text="Keyboard.STRING_UNDO" constant="true" tiptext="OS X Unicode 撤消常量" version="" helpurl="flash.ui:Keyboard:STRING_UNDO" playername="AIR"/>
						<string name="STRING_UPARROW" object="[flash.ui.Keyboard]" text="Keyboard.STRING_UPARROW" constant="true" tiptext="OS X Unicode 向上箭头常量" version="" helpurl="flash.ui:Keyboard:STRING_UPARROW" playername="AIR"/>
						<string name="STRING_USER" object="[flash.ui.Keyboard]" text="Keyboard.STRING_USER" constant="true" tiptext="OS X Unicode 用户常量" version="" helpurl="flash.ui:Keyboard:STRING_USER" playername="AIR"/>
						<string name="SUBTITLE" object="[flash.ui.Keyboard]" text="Keyboard.SUBTITLE" constant="true" tiptext="切换副标题" version="" helpurl="flash.ui:Keyboard:SUBTITLE" playername="AIR"/>
						<string name="S" object="[flash.ui.Keyboard]" text="Keyboard.S" constant="true" tiptext="与 S 键的键控代码值 (83) 关联的常数。" version="" helpurl="flash.ui:Keyboard:S" playername="AIR"/>
						<string name="TAB" object="[flash.ui.Keyboard]" text="Keyboard.TAB" constant="true" tiptext="与 Tab 键的键控代码值(9)关联的常数。" version="" helpurl="flash.ui:Keyboard:TAB" playername=""/>
						<string name="T" object="[flash.ui.Keyboard]" text="Keyboard.T" constant="true" tiptext="与 T 键的键控代码值 (84) 关联的常数。" version="" helpurl="flash.ui:Keyboard:T" playername="AIR"/>
						<string name="UP" object="[flash.ui.Keyboard]" text="Keyboard.UP" constant="true" tiptext="与向上键的键控代码值(38)关联的常数。" version="" helpurl="flash.ui:Keyboard:UP" playername=""/>
						<string name="U" object="[flash.ui.Keyboard]" text="Keyboard.U" constant="true" tiptext="与 U 键的键控代码值 (85) 关联的常数。" version="" helpurl="flash.ui:Keyboard:U" playername="AIR"/>
						<string name="VOD" object="[flash.ui.Keyboard]" text="Keyboard.VOD" constant="true" tiptext="使用视频点播" version="" helpurl="flash.ui:Keyboard:VOD" playername="AIR"/>
						<string name="V" object="[flash.ui.Keyboard]" text="Keyboard.V" constant="true" tiptext="与 V 键的键控代码值 (86) 关联的常数。" version="" helpurl="flash.ui:Keyboard:V" playername="AIR"/>
						<string name="W" object="[flash.ui.Keyboard]" text="Keyboard.W" constant="true" tiptext="与 W 键的键控代码值 (87) 关联的常数。" version="" helpurl="flash.ui:Keyboard:W" playername="AIR"/>
						<string name="X" object="[flash.ui.Keyboard]" text="Keyboard.X" constant="true" tiptext="与 X 键的键控代码值 (88) 关联的常数。" version="" helpurl="flash.ui:Keyboard:X" playername="AIR"/>
						<string name="YELLOW" object="[flash.ui.Keyboard]" text="Keyboard.YELLOW" constant="true" tiptext="黄色功能键按钮" version="" helpurl="flash.ui:Keyboard:YELLOW" playername="AIR"/>
						<string name="Y" object="[flash.ui.Keyboard]" text="Keyboard.Y" constant="true" tiptext="与 Y 键的键控代码值 (89) 关联的常数。" version="" helpurl="flash.ui:Keyboard:Y" playername="AIR"/>
						<string name="Z" object="[flash.ui.Keyboard]" text="Keyboard.Z" constant="true" tiptext="与 Z 键的键控代码值 (90) 关联的常数。" version="" helpurl="flash.ui:Keyboard:Z" playername="AIR"/>
						<string name="capsLock" object="[flash.ui.Keyboard]" text=".capsLock" tiptext="指定激活(true)或不激活(false) Caps Lock 键。" version="" helpurl="flash.ui:Keyboard:capsLock:get" playername=""/>
						<string name="hasVirtualKeyboard" object="[flash.ui.Keyboard]" text=".hasVirtualKeyboard" tiptext="指示计算机或设备是否提供虚拟键盘。" version="" helpurl="flash.ui:Keyboard:hasVirtualKeyboard:get" playername=""/>
						<string name="numLock" object="[flash.ui.Keyboard]" text=".numLock" tiptext="指定激活(true)或不激活(false) Num Lock 键。" version="" helpurl="flash.ui:Keyboard:numLock:get" playername=""/>
						<string name="physicalKeyboardType" object="[flash.ui.Keyboard]" text=".physicalKeyboardType" tiptext="指示计算机或设备提供的物理键盘类型，如果有。" version="" helpurl="flash.ui:Keyboard:physicalKeyboardType:get" playername=""/>
					</folder>
				</folder>
				<folder name="KeyboardType" id="[flash.ui.KeyboardType]" sort="true" index="true" asAncestors="Object" tiptext="KeyboardType 类是枚举类，为不同类别的物理计算机或设备键盘提供值。" helpurl="flash.ui:KeyboardType">
					<folder name="属性" id="Properties" tiptext="KeyboardType 类的属性" helpurl="flash.ui:KeyboardType">
						<string name="ALPHANUMERIC" object="[flash.ui.KeyboardType]" text="KeyboardType.ALPHANUMERIC" constant="true" tiptext="配有全套数字和字母的标准键盘。" version="" helpurl="flash.ui:KeyboardType:ALPHANUMERIC" playername=""/>
						<string name="KEYPAD" object="[flash.ui.KeyboardType]" text="KeyboardType.KEYPAD" constant="true" tiptext="配有 12 个按钮的话机样式的小键盘。" version="" helpurl="flash.ui:KeyboardType:KEYPAD" playername=""/>
						<string name="NONE" object="[flash.ui.KeyboardType]" text="KeyboardType.NONE" constant="true" tiptext="不支持使用物理键盘。" version="" helpurl="flash.ui:KeyboardType:NONE" playername=""/>
					</folder>
				</folder>
				<folder name="KeyLocation" id="[flash.ui.KeyLocation]" sort="true" index="true" asAncestors="Object" tiptext="KeyLocation 类包含指示在键盘或类似键盘的输入设备上按键位置的常量。" helpurl="flash.ui:KeyLocation">
					<folder name="属性" id="Properties" tiptext="KeyLocation 类的属性" helpurl="flash.ui:KeyLocation">
						<string name="D_PAD" object="[flash.ui.KeyLocation]" text="KeyLocation.D_PAD" constant="true" tiptext="指示在输入设备的方向板上产生的键激活。" version="" helpurl="flash.ui:KeyLocation:D_PAD" playername="AIR"/>
						<string name="LEFT" object="[flash.ui.KeyLocation]" text="KeyLocation.LEFT" constant="true" tiptext="指示激活的键在左侧键位置(此键有多个可能的位置)。" version="" helpurl="flash.ui:KeyLocation:LEFT" playername=""/>
						<string name="NUM_PAD" object="[flash.ui.KeyLocation]" text="KeyLocation.NUM_PAD" constant="true" tiptext="指示激活的键位于数字键盘或者是使用对应于数字键盘的虚拟键激活的。" version="" helpurl="flash.ui:KeyLocation:NUM_PAD" playername=""/>
						<string name="RIGHT" object="[flash.ui.KeyLocation]" text="KeyLocation.RIGHT" constant="true" tiptext="指示激活的键在右侧键位置(此键有多个可能的位置)。" version="" helpurl="flash.ui:KeyLocation:RIGHT" playername=""/>
						<string name="STANDARD" object="[flash.ui.KeyLocation]" text="KeyLocation.STANDARD" constant="true" tiptext="指示激活的键不区分位于左侧还是右侧，也不区分是否位于数字键盘(或者是使用对应于数字键盘的虚拟键激活的)。" version="" helpurl="flash.ui:KeyLocation:STANDARD" playername=""/>
					</folder>
				</folder>
				<folder name="Mouse" id="[flash.ui.Mouse]" sort="true" index="true" asAncestors="Object" tiptext="" helpurl="flash.ui:Mouse">
					<folder name="方法" id="Methods" tiptext="Mouse 类的方法" helpurl="flash.ui:Mouse">
						<string name="hide" object="[flash.ui.Mouse]" text="Mouse.hide(%%):void" static="true" tiptext="隐藏鼠标。" version="9" helpurl="flash.ui:Mouse:hide" playername=""/>
						<string name="registerCursor" object="[flash.ui.Mouse]" text="Mouse.registerCursor(%名称:String,光标:flash.ui:MouseCursorData%):void" static="true" tiptext="使用指定名称和指定数据注册本地光标。" version="1.5" helpurl="flash.ui:Mouse:registerCursor" playername=""/>
						<string name="show" object="[flash.ui.Mouse]" text="Mouse.show(%%):void" static="true" tiptext="显示鼠标。" version="9" helpurl="flash.ui:Mouse:show" playername=""/>
						<string name="unregisterCursor" object="[flash.ui.Mouse]" text="Mouse.unregisterCursor(%名称:String%):void" static="true" tiptext="取消注册使用指定名称进行的本地光标。" version="1.5" helpurl="flash.ui:Mouse:unregisterCursor" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Mouse 类的属性" helpurl="flash.ui:Mouse">
						<string name="cursor" object="[flash.ui.Mouse]" text=".cursor" tiptext="光标类型，或者，对本机光标而言的光标名称。" version="" helpurl="flash.ui:Mouse:cursor:get" playername=""/>
						<string name="supportsCursor" object="[flash.ui.Mouse]" text=".supportsCursor" tiptext="指示计算机或设备是否显示永久性光标。" version="" helpurl="flash.ui:Mouse:supportsCursor:get" playername=""/>
						<string name="supportsNativeCursor" object="[flash.ui.Mouse]" text=".supportsNativeCursor" tiptext="指示当前配置是否支持本机光标。" version="" helpurl="flash.ui:Mouse:supportsNativeCursor:get" playername=""/>
					</folder>
				</folder>
				<folder name="MouseCursor" id="[flash.ui.MouseCursor]" sort="true" index="true" asAncestors="Object" tiptext="MouseCursor 类是在设置 Mouse 类的 cursor 属性时使用的常数值的枚举。" helpurl="flash.ui:MouseCursor">
					<folder name="属性" id="Properties" tiptext="MouseCursor 类的属性" helpurl="flash.ui:MouseCursor">
						<string name="ARROW" object="[flash.ui.MouseCursor]" text="MouseCursor.ARROW" constant="true" tiptext="用于指定应使用箭头光标。" version="" helpurl="flash.ui:MouseCursor:ARROW" playername=""/>
						<string name="AUTO" object="[flash.ui.MouseCursor]" text="MouseCursor.AUTO" constant="true" tiptext="用于指定应根据鼠标下的对象自动选择光标。" version="" helpurl="flash.ui:MouseCursor:AUTO" playername=""/>
						<string name="BUTTON" object="[flash.ui.MouseCursor]" text="MouseCursor.BUTTON" constant="true" tiptext="用于指定应使用按压按钮的手形光标。" version="" helpurl="flash.ui:MouseCursor:BUTTON" playername=""/>
						<string name="HAND" object="[flash.ui.MouseCursor]" text="MouseCursor.HAND" constant="true" tiptext="用于指定应使用拖动手形光标。" version="" helpurl="flash.ui:MouseCursor:HAND" playername=""/>
						<string name="IBEAM" object="[flash.ui.MouseCursor]" text="MouseCursor.IBEAM" constant="true" tiptext="用于指定应使用工字形光标。" version="" helpurl="flash.ui:MouseCursor:IBEAM" playername=""/>
					</folder>
				</folder>
				<folder name="MouseCursorData" id="[flash.ui.MouseCursorData]" sort="true" index="true" asAncestors="Object" tiptext="MouseCursorData 类提供定义本机鼠标光标外观、其当前热点及其显示帧速率的数据的访问器。" helpurl="flash.ui:MouseCursorData">
					<folder name="方法" id="Methods" tiptext="MouseCursorData 类的方法" helpurl="flash.ui:MouseCursorData">
						<string name="MouseCursorData" object="[flash.ui.MouseCursorData]" text="new MouseCursorData(%%)" constructor="true" tiptext="构造函数。" version="2.6" helpurl="flash.ui:MouseCursorData:MouseCursorData" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="MouseCursorData 类的属性" helpurl="flash.ui:MouseCursorData">
						<string name="data" object="[flash.ui.MouseCursorData]" text=".data" tiptext="设置或获取鼠标图标位图。" version="" helpurl="flash.ui:MouseCursorData:data:get" playername=""/>
						<string name="frameRate" object="[flash.ui.MouseCursorData]" text=".frameRate" tiptext="设置或获取鼠标帧速率。" version="" helpurl="flash.ui:MouseCursorData:frameRate:get" playername=""/>
						<string name="hotSpot" object="[flash.ui.MouseCursorData]" text=".hotSpot" tiptext="设置或获取代表当前鼠标选择的点或热点。" version="" helpurl="flash.ui:MouseCursorData:hotSpot:get" playername=""/>
					</folder>
				</folder>
				<folder name="Multitouch" id="[flash.ui.Multitouch]" sort="true" index="true" asAncestors="Object" tiptext="Multitouch 类管理并提供有关当前环境支持处理来自用户输入设备的接触的信息，包括那些有两个或多个触点的接触（例如，用户放在触摸屏上的手指）的设备。" helpurl="flash.ui:Multitouch">
					<folder name="属性" id="Properties" tiptext="Multitouch 类的属性" helpurl="flash.ui:Multitouch">
						<string name="inputMode" object="[flash.ui.Multitouch]" text=".inputMode" tiptext="标识触摸和笔势事件处理的多点触控模式。" version="" helpurl="flash.ui:Multitouch:inputMode:get" playername=""/>
						<string name="maxTouchPoints" object="[flash.ui.Multitouch]" text=".maxTouchPoints" tiptext="当前环境支持的并发接触点的最大数量。" version="" helpurl="flash.ui:Multitouch:maxTouchPoints:get" playername=""/>
						<string name="supportedGestures" object="[flash.ui.Multitouch]" text=".supportedGestures" tiptext="当前环境中支持的多点触控接触类型的矢量数组（指定类型的字符串值数组）。" version="" helpurl="flash.ui:Multitouch:supportedGestures:get" playername=""/>
						<string name="supportsGestureEvents" object="[flash.ui.Multitouch]" text=".supportsGestureEvents" tiptext="指示当前环境是否支持手势输入，例如绕触摸屏旋转两个手指。" version="" helpurl="flash.ui:Multitouch:supportsGestureEvents:get" playername=""/>
						<string name="supportsTouchEvents" object="[flash.ui.Multitouch]" text=".supportsTouchEvents" tiptext="指示当前环境是否支持基本触摸输入，如单指点击。" version="" helpurl="flash.ui:Multitouch:supportsTouchEvents:get" playername=""/>
					</folder>
				</folder>
				<folder name="MultitouchInputMode" id="[flash.ui.MultitouchInputMode]" sort="true" index="true" asAncestors="Object" tiptext="MultitouchInputMode 类提供 flash.ui.Multitouch 类中的 inputMode 属性的值。" helpurl="flash.ui:MultitouchInputMode">
					<folder name="属性" id="Properties" tiptext="MultitouchInputMode 类的属性" helpurl="flash.ui:MultitouchInputMode">
						<string name="GESTURE" object="[flash.ui.MultitouchInputMode]" text="MultitouchInputMode.GESTURE" constant="true" tiptext="指定为当前环境支持的相关用户交互调度 TransformGestureEvent、PressAndTapGestureEvent 和 GestureEvent 事件并将其他触摸事件（例如，轻敲）解释为鼠标事件。" version="" helpurl="flash.ui:MultitouchInputMode:GESTURE" playername=""/>
						<string name="NONE" object="[flash.ui.MultitouchInputMode]" text="MultitouchInputMode.NONE" constant="true" tiptext="指定将用户与启用触摸的设备接触的所有事件都解释为鼠标事件类型。" version="" helpurl="flash.ui:MultitouchInputMode:NONE" playername=""/>
						<string name="TOUCH_POINT" object="[flash.ui.MultitouchInputMode]" text="MultitouchInputMode.TOUCH_POINT" constant="true" tiptext="指定仅为基本触摸事件（例如，手指单击）调度事件。" version="" helpurl="flash.ui:MultitouchInputMode:TOUCH_POINT" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.utils" id="flash.utils" sort="true" tiptext="flash.utils 包的类" helpurl="flash.utils">
				<folder name="ByteArray" id="[flash.utils.ByteArray]" sort="true" index="true" asAncestors="Object" tiptext="ByteArray 类提供用于优化读取、写入以及处理二进制数据的方法和属性。" helpurl="flash.utils:ByteArray">
					<folder name="方法" id="Methods" tiptext="ByteArray 类的方法" helpurl="flash.utils:ByteArray">
						<string name="ByteArray" object="[flash.utils.ByteArray]" text="new ByteArray(%%)" constructor="true" tiptext="创建一个表示填充的字节数组的 ByteArray 实例，以便使用此类中的方法和属性来优化数据存储和数据流。" version="4" helpurl="flash.utils:ByteArray:ByteArray" playername=""/>
						<string name="clear" object="[flash.utils.ByteArray]" text=".clear(%%):void" tiptext="清除字节数组的内容，并将 length 和 position 属性重置为 0。" version="4" helpurl="flash.utils:ByteArray:clear" playername=""/>
						<string name="compress" object="[flash.utils.ByteArray]" text=".compress(%[算法:String=unknown]%):void" tiptext="压缩字节数组。" version="9" helpurl="flash.utils:ByteArray:compress" playername=""/>
						<string name="deflate" object="[flash.utils.ByteArray]" text=".deflate(%%):void" tiptext="使用 DEFLATE 压缩算法压缩字节数组。" version="4" helpurl="flash.utils:ByteArray:deflate" playername=""/>
						<string name="inflate" object="[flash.utils.ByteArray]" text=".inflate(%%):void" tiptext="使用 DEFLATE 压缩算法解压缩字节数组。" version="10" helpurl="flash.utils:ByteArray:inflate" playername=""/>
						<string name="readBoolean" object="[flash.utils.ByteArray]" text=".readBoolean(%%):Boolean" tiptext="从字节流中读取布尔值。" version="4" helpurl="flash.utils:ByteArray:readBoolean" playername=""/>
						<string name="readByte" object="[flash.utils.ByteArray]" text=".readByte(%%):int" tiptext="从字节流中读取带符号的字节。" version="4" helpurl="flash.utils:ByteArray:readByte" playername=""/>
						<string name="readBytes" object="[flash.utils.ByteArray]" text=".readBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="从字节流中读取长度参数指定的数据字节数。" version="4" helpurl="flash.utils:ByteArray:readBytes" playername=""/>
						<string name="readDouble" object="[flash.utils.ByteArray]" text=".readDouble(%%):Number" tiptext="从字节流中读取一个 IEEE 754 双精度(64 位)浮点数。" version="4" helpurl="flash.utils:ByteArray:readDouble" playername=""/>
						<string name="readFloat" object="[flash.utils.ByteArray]" text=".readFloat(%%):Number" tiptext="从字节流中读取一个 IEEE 754 单精度(32 位)浮点数。" version="4" helpurl="flash.utils:ByteArray:readFloat" playername=""/>
						<string name="readInt" object="[flash.utils.ByteArray]" text=".readInt(%%):int" tiptext="从字节流中读取一个带符号的 32 位整数。" version="4" helpurl="flash.utils:ByteArray:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.utils.ByteArray]" text=".readMultiByte(%长度:uint,字符集:String%):String" tiptext="使用指定的字符集从字节流中读取指定长度的多字节字符串。" version="4" helpurl="flash.utils:ByteArray:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.utils.ByteArray]" text=".readObject(%%)" tiptext="从字节数组中读取一个以 AMF 序列化格式进行编码的对象。" version="4" helpurl="flash.utils:ByteArray:readObject" playername=""/>
						<string name="readShort" object="[flash.utils.ByteArray]" text=".readShort(%%):int" tiptext="从字节流中读取一个带符号的 16 位整数。" version="4" helpurl="flash.utils:ByteArray:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.utils.ByteArray]" text=".readUTFBytes(%长度:uint%):String" tiptext="从字节流中读取一个由长度参数指定的 UTF-8 字节序列，并返回一个字符串。" version="4" helpurl="flash.utils:ByteArray:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.utils.ByteArray]" text=".readUTF(%%):String" tiptext="从字节流中读取一个 UTF-8 字符串。" version="4" helpurl="flash.utils:ByteArray:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.utils.ByteArray]" text=".readUnsignedByte(%%):uint" tiptext="从字节流中读取无符号的字节。" version="4" helpurl="flash.utils:ByteArray:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.utils.ByteArray]" text=".readUnsignedInt(%%):uint" tiptext="从字节流中读取一个无符号的 32 位整数。" version="4" helpurl="flash.utils:ByteArray:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.utils.ByteArray]" text=".readUnsignedShort(%%):uint" tiptext="从字节流中读取一个无符号的 16 位整数。" version="4" helpurl="flash.utils:ByteArray:readUnsignedShort" playername=""/>
						<string name="toString" object="[flash.utils.ByteArray]" text=".toString(%%):String" tiptext="将字节数组转换为字符串。" version="4" helpurl="flash.utils:ByteArray:toString" playername=""/>
						<string name="uncompress" object="[flash.utils.ByteArray]" text=".uncompress(%[算法:String=unknown]%):void" tiptext="解压缩字节数组。" version="4" helpurl="flash.utils:ByteArray:uncompress" playername=""/>
						<string name="writeBoolean" object="[flash.utils.ByteArray]" text=".writeBoolean(%值:Boolean%):void" tiptext="写入布尔值。" version="4" helpurl="flash.utils:ByteArray:writeBoolean" playername=""/>
						<string name="writeByte" object="[flash.utils.ByteArray]" text=".writeByte(%值:int%):void" tiptext="在字节流中写入一个字节。" version="4" helpurl="flash.utils:ByteArray:writeByte" playername=""/>
						<string name="writeBytes" object="[flash.utils.ByteArray]" text=".writeBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="将来自指定字节数组、字节数、起始偏移（基于零的索引）字节的长度字节数序列写入字节流。" version="4" helpurl="flash.utils:ByteArray:writeBytes" playername=""/>
						<string name="writeDouble" object="[flash.utils.ByteArray]" text=".writeDouble(%值:Number%):void" tiptext="在字节流中写入一个 IEEE 754 双精度(64 位)浮点数。" version="4" helpurl="flash.utils:ByteArray:writeDouble" playername=""/>
						<string name="writeFloat" object="[flash.utils.ByteArray]" text=".writeFloat(%值:Number%):void" tiptext="在字节流中写入一个 IEEE 754 单精度(32 位)浮点数。" version="4" helpurl="flash.utils:ByteArray:writeFloat" playername=""/>
						<string name="writeInt" object="[flash.utils.ByteArray]" text=".writeInt(%值:int%):void" tiptext="在字节流中写入一个带符号的 32 位整数。" version="4" helpurl="flash.utils:ByteArray:writeInt" playername=""/>
						<string name="writeMultiByte" object="[flash.utils.ByteArray]" text=".writeMultiByte(%值:String,字符集:String%):void" tiptext="使用指定的字符集将多字节字符串写入字节流。" version="4" helpurl="flash.utils:ByteArray:writeMultiByte" playername=""/>
						<string name="writeObject" object="[flash.utils.ByteArray]" text=".writeObject(%对象:*%):void" tiptext="将对象以 AMF 序列化格式写入字节数组。" version="4" helpurl="flash.utils:ByteArray:writeObject" playername=""/>
						<string name="writeShort" object="[flash.utils.ByteArray]" text=".writeShort(%值:int%):void" tiptext="在字节流中写入一个 16 位整数。" version="4" helpurl="flash.utils:ByteArray:writeShort" playername=""/>
						<string name="writeUTFBytes" object="[flash.utils.ByteArray]" text=".writeUTFBytes(%值:String%):void" tiptext="将 UTF-8 字符串写入字节流。" version="4" helpurl="flash.utils:ByteArray:writeUTFBytes" playername=""/>
						<string name="writeUTF" object="[flash.utils.ByteArray]" text=".writeUTF(%值:String%):void" tiptext="将 UTF-8 字符串写入字节流。" version="4" helpurl="flash.utils:ByteArray:writeUTF" playername=""/>
						<string name="writeUnsignedInt" object="[flash.utils.ByteArray]" text=".writeUnsignedInt(%值:uint%):void" tiptext="在字节流中写入一个无符号的 32 位整数。" version="4" helpurl="flash.utils:ByteArray:writeUnsignedInt" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ByteArray 类的属性" helpurl="flash.utils:ByteArray">
						<string name="bytesAvailable" object="[flash.utils.ByteArray]" text=".bytesAvailable" tiptext="可从字节数组的当前位置到数组末尾读取的数据的字节数。" version="" helpurl="flash.utils:ByteArray:bytesAvailable:get" playername=""/>
						<string name="defaultObjectEncoding" object="[flash.utils.ByteArray]" text=".defaultObjectEncoding" tiptext="指示用于新 ByteArray 实例的 ByteArray 类的默认对象编码。" version="" helpurl="flash.utils:ByteArray:defaultObjectEncoding:get" playername=""/>
						<string name="endian" object="[flash.utils.ByteArray]" text=".endian" tiptext="更改或读取数据的字节顺序；Endian.BIG_ENDIAN 或 Endian.LITTLE_ENDIAN。" version="" helpurl="flash.utils:ByteArray:endian:get" playername=""/>
						<string name="length" object="[flash.utils.ByteArray]" text=".length" tiptext="ByteArray 对象的长度(以字节为单位)。" version="" helpurl="flash.utils:ByteArray:length:get" playername=""/>
						<string name="objectEncoding" object="[flash.utils.ByteArray]" text=".objectEncoding" tiptext="用于确定在写入或读取 ByteArray 实例时应使用 ActionScript 3.0、ActionScript 2.0 还是 ActionScript 1.0 格式。" version="" helpurl="flash.utils:ByteArray:objectEncoding:get" playername=""/>
						<string name="position" object="[flash.utils.ByteArray]" text=".position" tiptext="将文件指针的当前位置(以字节为单位)移动或返回到 ByteArray 对象中。" version="" helpurl="flash.utils:ByteArray:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="CompressionAlgorithm" id="[flash.utils.CompressionAlgorithm]" sort="true" index="true" asAncestors="Object" tiptext="CompressionAlgorithm 类为压缩和解压缩选项的名称定义字符串常量。" helpurl="flash.utils:CompressionAlgorithm">
					<folder name="属性" id="Properties" tiptext="CompressionAlgorithm 类的属性" helpurl="flash.utils:CompressionAlgorithm">
						<string name="DEFLATE" object="[flash.utils.CompressionAlgorithm]" text="CompressionAlgorithm.DEFLATE" constant="true" tiptext="定义用于 deflate 压缩算法的字符串。" version="" helpurl="flash.utils:CompressionAlgorithm:DEFLATE" playername="AIR"/>
						<string name="ZLIB" object="[flash.utils.CompressionAlgorithm]" text="CompressionAlgorithm.ZLIB" constant="true" tiptext="定义用于 zlib 压缩算法的字符串。" version="" helpurl="flash.utils:CompressionAlgorithm:ZLIB" playername="AIR"/>
					</folder>
				</folder>
				<folder name="Dictionary" id="[flash.utils.Dictionary]" sort="true" index="true" asAncestors="Object" tiptext="Dictionary 类用于创建属性的动态集合，该集合使用全等运算符 (===) 进行键比较。" helpurl="flash.utils:Dictionary">
					<folder name="方法" id="Methods" tiptext="Dictionary 类的方法" helpurl="flash.utils:Dictionary">
						<string name="Dictionary" object="[flash.utils.Dictionary]" text="new Dictionary(%[弱键:Boolean=false]%)" constructor="true" tiptext="创建新的 Dictionary 对象。" version="4" helpurl="flash.utils:Dictionary:Dictionary" playername=""/>
					</folder>
				</folder>
				<folder name="Endian" id="[flash.utils.Endian]" sort="true" index="true" asAncestors="Object" tiptext="Endian 类中包含一些值，它们指示用于表示多字节数字的字节顺序。" helpurl="flash.utils:Endian">
					<folder name="属性" id="Properties" tiptext="Endian 类的属性" helpurl="flash.utils:Endian">
						<string name="BIG_ENDIAN" object="[flash.utils.Endian]" text="Endian.BIG_ENDIAN" constant="true" tiptext="指示多字节数字的最高有效字节位于字节序列的最前面。" version="" helpurl="flash.utils:Endian:BIG_ENDIAN" playername=""/>
						<string name="LITTLE_ENDIAN" object="[flash.utils.Endian]" text="Endian.LITTLE_ENDIAN" constant="true" tiptext="指示多字节数字的最低有效字节位于字节序列的最前面。" version="" helpurl="flash.utils:Endian:LITTLE_ENDIAN" playername=""/>
					</folder>
				</folder>
				<folder name="IDataInput" id="[flash.utils.IDataInput]" sort="true" index="true" tiptext="IDataInput 接口提供一组用于读取二进制数据的方法。" helpurl="flash.utils:IDataInput">
					<folder name="方法" id="Methods" tiptext="IDataInput 类的方法" helpurl="flash.utils:IDataInput">
						<string name="readBoolean" object="[flash.utils.IDataInput]" text=".readBoolean(%%):Boolean" tiptext="从文件流、字节流或字节数组中读取布尔值。" version="4" helpurl="flash.utils:IDataInput:readBoolean" playername=""/>
						<string name="readByte" object="[flash.utils.IDataInput]" text=".readByte(%%):int" tiptext="从文件流、字节流或字节数组中读取带符号的字节。" version="4" helpurl="flash.utils:IDataInput:readByte" playername=""/>
						<string name="readBytes" object="[flash.utils.IDataInput]" text=".readBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="从文件流、字节流或字节数组中读取长度参数所指定的数据的字节数。" version="4" helpurl="flash.utils:IDataInput:readBytes" playername=""/>
						<string name="readDouble" object="[flash.utils.IDataInput]" text=".readDouble(%%):Number" tiptext="从文件流、字节流或字节数组中读取 IEEE 754 双精度浮点数。" version="4" helpurl="flash.utils:IDataInput:readDouble" playername=""/>
						<string name="readFloat" object="[flash.utils.IDataInput]" text=".readFloat(%%):Number" tiptext="从文件流、字节流或字节数组中读取 IEEE 754 单精度浮点数。" version="4" helpurl="flash.utils:IDataInput:readFloat" playername=""/>
						<string name="readInt" object="[flash.utils.IDataInput]" text=".readInt(%%):int" tiptext="从文件流、字节流或字节数组中读取带符号的 32 位整数。" version="4" helpurl="flash.utils:IDataInput:readInt" playername=""/>
						<string name="readMultiByte" object="[flash.utils.IDataInput]" text=".readMultiByte(%长度:uint,字符集:String%):String" tiptext="使用指定的字符集从文件流、字节流或字节数组中读取指定长度的多字节字符串。" version="4" helpurl="flash.utils:IDataInput:readMultiByte" playername=""/>
						<string name="readObject" object="[flash.utils.IDataInput]" text=".readObject(%%)" tiptext="从文件流、字节流或字节数组中读取以 AMF 序列化格式进行编码的对象。" version="4" helpurl="flash.utils:IDataInput:readObject" playername=""/>
						<string name="readShort" object="[flash.utils.IDataInput]" text=".readShort(%%):int" tiptext="从文件流、字节流或字节数组中读取带符号的 16 位整数。" version="4" helpurl="flash.utils:IDataInput:readShort" playername=""/>
						<string name="readUTFBytes" object="[flash.utils.IDataInput]" text=".readUTFBytes(%长度:uint%):String" tiptext="从字节流或字节数组中读取 UTF-8 字节序列，并返回一个字符串。" version="4" helpurl="flash.utils:IDataInput:readUTFBytes" playername=""/>
						<string name="readUTF" object="[flash.utils.IDataInput]" text=".readUTF(%%):String" tiptext="从文件流、字节流或字节数组中读取 UTF-8 字符串。" version="4" helpurl="flash.utils:IDataInput:readUTF" playername=""/>
						<string name="readUnsignedByte" object="[flash.utils.IDataInput]" text=".readUnsignedByte(%%):uint" tiptext="从文件流、字节流或字节数组中读取无符号的字节。" version="4" helpurl="flash.utils:IDataInput:readUnsignedByte" playername=""/>
						<string name="readUnsignedInt" object="[flash.utils.IDataInput]" text=".readUnsignedInt(%%):uint" tiptext="从文件流、字节流或字节数组中读取无符号 32 位整数。" version="4" helpurl="flash.utils:IDataInput:readUnsignedInt" playername=""/>
						<string name="readUnsignedShort" object="[flash.utils.IDataInput]" text=".readUnsignedShort(%%):uint" tiptext="从文件流、字节流或字节数组中读取无符号 16 位整数。" version="4" helpurl="flash.utils:IDataInput:readUnsignedShort" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IDataInput 类的属性" helpurl="flash.utils:IDataInput">
						<string name="bytesAvailable" object="[flash.utils.IDataInput]" text=".bytesAvailable" tiptext="返回可在输入缓冲区中读取的数据的字节数。" version="" helpurl="flash.utils:IDataInput:bytesAvailable:get" playername=""/>
						<string name="endian" object="[flash.utils.IDataInput]" text=".endian" tiptext="数据的字节顺序为 Endian 类中的 BIG_ENDIAN 或 LITTLE_ENDIAN 常量。" version="" helpurl="flash.utils:IDataInput:endian:get" playername=""/>
						<string name="objectEncoding" object="[flash.utils.IDataInput]" text=".objectEncoding" tiptext="用于确定在使用 readObject() 方法写入或读取二进制数据时是使用 AMF3 格式还是 AMF0 格式。" version="" helpurl="flash.utils:IDataInput:objectEncoding:get" playername=""/>
					</folder>
				</folder>
				<folder name="IDataOutput" id="[flash.utils.IDataOutput]" sort="true" index="true" tiptext="IDataOutput 接口提供一组用于写入二进制数据的方法。" helpurl="flash.utils:IDataOutput">
					<folder name="方法" id="Methods" tiptext="IDataOutput 类的方法" helpurl="flash.utils:IDataOutput">
						<string name="writeBoolean" object="[flash.utils.IDataOutput]" text=".writeBoolean(%值:Boolean%):void" tiptext="写入布尔值。" version="4" helpurl="flash.utils:IDataOutput:writeBoolean" playername=""/>
						<string name="writeByte" object="[flash.utils.IDataOutput]" text=".writeByte(%值:int%):void" tiptext="写入一个字节。" version="4" helpurl="flash.utils:IDataOutput:writeByte" playername=""/>
						<string name="writeBytes" object="[flash.utils.IDataOutput]" text=".writeBytes(%字节数:flash.utils:ByteArray[,偏移:uint=0,长度:uint=0]%):void" tiptext="将指定字节数组、字节数、字节起始偏移量（使用从零开始的索引）中包含指定字节长度的字节序列写入文件流、字节流或字节数组中。" version="4" helpurl="flash.utils:IDataOutput:writeBytes" playername=""/>
						<string name="writeDouble" object="[flash.utils.IDataOutput]" text=".writeDouble(%值:Number%):void" tiptext="写入 IEEE 754 双精度(64 位)浮点数。" version="4" helpurl="flash.utils:IDataOutput:writeDouble" playername=""/>
						<string name="writeFloat" object="[flash.utils.IDataOutput]" text=".writeFloat(%值:Number%):void" tiptext="写入 IEEE 754 单精度(32 位)浮点数。" version="4" helpurl="flash.utils:IDataOutput:writeFloat" playername=""/>
						<string name="writeInt" object="[flash.utils.IDataOutput]" text=".writeInt(%值:int%):void" tiptext="写入一个带符号的 32 位整数。" version="4" helpurl="flash.utils:IDataOutput:writeInt" playername=""/>
						<string name="writeMultiByte" object="[flash.utils.IDataOutput]" text=".writeMultiByte(%值:String,字符集:String%):void" tiptext="使用指定的字符集将多字节字符串写入文件流、字节流或字节数组中。" version="4" helpurl="flash.utils:IDataOutput:writeMultiByte" playername=""/>
						<string name="writeObject" object="[flash.utils.IDataOutput]" text=".writeObject(%对象:*%):void" tiptext="以 AMF 序列化格式将对象写入文件流、字节流或字节数组中。" version="4" helpurl="flash.utils:IDataOutput:writeObject" playername=""/>
						<string name="writeShort" object="[flash.utils.IDataOutput]" text=".writeShort(%值:int%):void" tiptext="写入一个 16 位整数。" version="4" helpurl="flash.utils:IDataOutput:writeShort" playername=""/>
						<string name="writeUTFBytes" object="[flash.utils.IDataOutput]" text=".writeUTFBytes(%值:String%):void" tiptext="写入一个 UTF-8 字符串。" version="4" helpurl="flash.utils:IDataOutput:writeUTFBytes" playername=""/>
						<string name="writeUTF" object="[flash.utils.IDataOutput]" text=".writeUTF(%值:String%):void" tiptext="将 UTF-8 字符串写入文件流、字节流或字节数组。" version="4" helpurl="flash.utils:IDataOutput:writeUTF" playername=""/>
						<string name="writeUnsignedInt" object="[flash.utils.IDataOutput]" text=".writeUnsignedInt(%值:uint%):void" tiptext="写入一个无符号的 32 位整数。" version="4" helpurl="flash.utils:IDataOutput:writeUnsignedInt" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IDataOutput 类的属性" helpurl="flash.utils:IDataOutput">
						<string name="endian" object="[flash.utils.IDataOutput]" text=".endian" tiptext="数据的字节顺序为 Endian 类中的 BIG_ENDIAN 或 LITTLE_ENDIAN 常量。" version="" helpurl="flash.utils:IDataOutput:endian:get" playername=""/>
						<string name="objectEncoding" object="[flash.utils.IDataOutput]" text=".objectEncoding" tiptext="用于确定在使用 writeObject() 方法写入或读取二进制数据时是使用 AMF3 格式还是 AMF0 格式。" version="" helpurl="flash.utils:IDataOutput:objectEncoding:get" playername=""/>
					</folder>
				</folder>
				<folder name="IExternalizable" id="[flash.utils.IExternalizable]" sort="true" index="true" tiptext="将类编码到数据流中时，IExternalizable 接口提供对其序列化的控制。" helpurl="flash.utils:IExternalizable">
					<folder name="方法" id="Methods" tiptext="IExternalizable 类的方法" helpurl="flash.utils:IExternalizable">
						<string name="readExternal" object="[flash.utils.IExternalizable]" text=".readExternal(%输入:flash.utils:IDataInput%):void" tiptext="类实现此方法，以便通过调用 IDataInput 接口的方法，将其自身从数据流中解码。" version="4" helpurl="flash.utils:IExternalizable:readExternal" playername=""/>
						<string name="writeExternal" object="[flash.utils.IExternalizable]" text=".writeExternal(%输出:flash.utils:IDataOutput%):void" tiptext="类实现此方法，以便通过调用 IDataOutput 接口的方法，将其自身编码到数据流中。" version="4" helpurl="flash.utils:IExternalizable:writeExternal" playername=""/>
					</folder>
				</folder>
				<folder name="方法" id="Methods" tiptext="flash.utils 包的方法" helpurl="flash.utils">
					<string name="describeType" text="describeType(%值:*%):XML" tiptext="生成描述 ActionScript 对象(命名为方法的参数)的 XML 对象。" version="4" helpurl="flash.utils:describeType" playername=""/>
					<string name="escapeMultiByte" text="escapeMultiByte(%值:String%):String" tiptext="返回编码为 UTF-8 或系统代码页的输入字符串的转义副本，具体取决于 System.useCodePage 的值。" version="4" helpurl="flash.utils:escapeMultiByte" playername=""/>
					<string name="getDefinitionByName" text="getDefinitionByName(%名称:String%):Object" tiptext="返回名称参数指定的类的类对象引用。" version="4" helpurl="flash.utils:getDefinitionByName" playername=""/>
					<string name="getQualifiedClassName" text="getQualifiedClassName(%值:*%):String" tiptext="返回对象的完全限定类名。" version="4" helpurl="flash.utils:getQualifiedClassName" playername=""/>
					<string name="getQualifiedSuperclassName" text="getQualifiedSuperclassName(%值:*%):String" tiptext="返回值参数指定的对象的基类的完全限定类名。" version="4" helpurl="flash.utils:getQualifiedSuperclassName" playername=""/>
					<string name="getTimer" text="getTimer(%%):int" tiptext="用于计算相对时间。" version="4" helpurl="flash.utils:getTimer" playername=""/>
					<string name="unescapeMultiByte" text="unescapeMultiByte(%值:String%):String" tiptext="返回依据系统代码页或 UTF-8 解码的输入字符串的反向转义副本，具体取决于 System.useCodePage 的值。" version="4" helpurl="flash.utils:unescapeMultiByte" playername=""/>
					<string name="clearInterval" text="clearInterval(%id:uint%):void" tiptext="取消指定的 setInterval() 调用。" version="9" helpurl="flash.utils:clearInterval" playername=""/>
					<string name="clearTimeout" text="clearTimeout(%id:uint%):void" tiptext="取消指定的 setTimeout() 调用。" version="9" helpurl="flash.utils:clearTimeout" playername=""/>
					<string name="setInterval" text="setInterval(%结束:Function,延迟:Number,参数:可变长度参数%):uint" tiptext="以指定的间隔(以毫秒为单位)运行函数。" version="9" helpurl="flash.utils:setInterval" playername=""/>
					<string name="setTimeout" text="setTimeout(%结束:Function,延迟:Number,参数:可变长度参数%):uint" tiptext="在指定的延迟(以毫秒为单位)后运行指定的函数。" version="9" helpurl="flash.utils:setTimeout" playername=""/>
				</folder>
				<folder name="Proxy" id="[flash.utils.Proxy]" sort="true" index="true" asAncestors="Object" tiptext="Proxy 类用于覆盖对象的 ActionScript 操作(如检索和修改属性)的默认行为。" helpurl="flash.utils:Proxy">
					<folder name="方法" id="Methods" tiptext="Proxy 类的方法" helpurl="flash.utils:Proxy">
						<string name="callProperty" object="[flash.utils.Proxy]" text=".callProperty(%名称:*,其余参数:可变长度参数%)" tiptext="覆盖可作为函数调用的对象属性的行为。" version="4" helpurl="flash.utils:Proxy:callProperty" playername=""/>
						<string name="deleteProperty" object="[flash.utils.Proxy]" text=".deleteProperty(%名称:*%):Boolean" tiptext="覆盖删除属性的请求。" version="4" helpurl="flash.utils:Proxy:deleteProperty" playername=""/>
						<string name="getDescendants" object="[flash.utils.Proxy]" text=".getDescendants(%名称:*%)" tiptext="覆盖 descendant 运算符的使用。" version="4" helpurl="flash.utils:Proxy:getDescendants" playername=""/>
						<string name="getProperty" object="[flash.utils.Proxy]" text=".getProperty(%名称:*%)" tiptext="覆盖对属性值的任何请求。" version="4" helpurl="flash.utils:Proxy:getProperty" playername=""/>
						<string name="hasProperty" object="[flash.utils.Proxy]" text=".hasProperty(%名称:*%):Boolean" tiptext="覆盖请求以按名称来检查对象是否具有特定属性。" version="4" helpurl="flash.utils:Proxy:hasProperty" playername=""/>
						<string name="isAttribute" object="[flash.utils.Proxy]" text=".isAttribute(%名称:*%):Boolean" tiptext="检查是否还将提供的 QName 标记为属性。" version="4" helpurl="flash.utils:Proxy:isAttribute" playername=""/>
						<string name="nextNameIndex" object="[flash.utils.Proxy]" text=".nextNameIndex(%索引:int%):int" tiptext="允许按索引编号枚举代理对象的属性。" version="4" helpurl="flash.utils:Proxy:nextNameIndex" playername=""/>
						<string name="nextName" object="[flash.utils.Proxy]" text=".nextName(%索引:int%):String" tiptext="允许按索引编号枚举代理对象的属性以检索属性名称。" version="4" helpurl="flash.utils:Proxy:nextName" playername=""/>
						<string name="nextValue" object="[flash.utils.Proxy]" text=".nextValue(%索引:int%)" tiptext="允许按索引编号枚举代理对象的属性以检索属性值。" version="4" helpurl="flash.utils:Proxy:nextValue" playername=""/>
						<string name="setProperty" object="[flash.utils.Proxy]" text=".setProperty(%名称:*,值:*%):void" tiptext="覆盖更改属性值的调用。" version="4" helpurl="flash.utils:Proxy:setProperty" playername=""/>
					</folder>
				</folder>
				<folder name="Timer" id="[flash.utils.Timer]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="Timer 类是计时器的接口，通过它可在指定的时间序列上运行代码。" helpurl="flash.utils:Timer">
					<folder name="方法" id="Methods" tiptext="Timer 类的方法" helpurl="flash.utils:Timer">
						<string name="Timer" object="[flash.utils.Timer]" text="new Timer(%延迟:Number[,重复计数:int=0]%)" constructor="true" tiptext="使用指定的 delay 和 repeatCount 状态构造新的 Timer 对象。" version="4" helpurl="flash.utils:Timer:Timer" playername=""/>
						<string name="reset" object="[flash.utils.Timer]" text=".reset(%%):void" tiptext="如果计时器正在运行，则停止计时器，并将 currentCount 属性设回为 0，这类似于秒表的重置按钮。" version="4" helpurl="flash.utils:Timer:reset" playername=""/>
						<string name="start" object="[flash.utils.Timer]" text=".start(%%):void" tiptext="如果计时器尚未运行，则启动计时器。" version="4" helpurl="flash.utils:Timer:start" playername=""/>
						<string name="stop" object="[flash.utils.Timer]" text=".stop(%%):void" tiptext="停止计时器。" version="4" helpurl="flash.utils:Timer:stop" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Timer 类的属性" helpurl="flash.utils:Timer">
						<string name="currentCount" object="[flash.utils.Timer]" text=".currentCount" tiptext="计时器从零开始后触发的总次数。" version="" helpurl="flash.utils:Timer:currentCount:get" playername=""/>
						<string name="delay" object="[flash.utils.Timer]" text=".delay" tiptext="计时器事件间的延迟(以毫秒为单位)。" version="" helpurl="flash.utils:Timer:delay:get" playername=""/>
						<string name="repeatCount" object="[flash.utils.Timer]" text=".repeatCount" tiptext="设置的计时器运行总次数。" version="" helpurl="flash.utils:Timer:repeatCount:get" playername=""/>
						<string name="running" object="[flash.utils.Timer]" text=".running" tiptext="计时器的当前状态；如果计时器正在运行，则为 true，否则为 false。" version="" helpurl="flash.utils:Timer:running:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="Timer 类的事件" helpurl="flash.utils:Timer">
						<string name="timerComplete" object="[flash.utils.Timer]" text=".addEventListener(%类型:String=TimerEvent.TIMER_COMPLETE{TimerEvent.TIMER_COMPLETE,TimerEvent.TIMER},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每当它完成 Timer.repeatCount 设置的请求数后调度。" version="" helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_COMPLETE_timerComplete" playername=""/>
						<string name="timer" object="[flash.utils.Timer]" text=".addEventListener(%类型:String=TimerEvent.TIMER{TimerEvent.TIMER_COMPLETE,TimerEvent.TIMER},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每当 Timer 对象达到根据 Timer.delay 属性指定的间隔时调度。" version="" helpurl="flash.utils:Timer_flash.events.TimerEvent.TIMER_timer" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flash.xml" id="flash.xml" sort="true" tiptext="flash.xml 包的类" helpurl="flash.xml">
				<folder name="XMLDocument" id="[flash.xml.XMLDocument]" sort="true" index="true" asAncestors="flash.xml:XMLNode,Object" tiptext="XMLDocument 类表示 ActionScript 2.0 中存在的旧 XML 对象。" helpurl="flash.xml:XMLDocument">
					<folder name="方法" id="Methods" tiptext="XMLDocument 类的方法" helpurl="flash.xml:XMLDocument">
						<string name="XMLDocument" object="[flash.xml.XMLDocument]" text="new XMLDocument(%[源:String=null]%)" constructor="true" tiptext="创建新的 XMLDocument 对象。" version="4" helpurl="flash.xml:XMLDocument:XMLDocument" playername=""/>
						<string name="createElement" object="[flash.xml.XMLDocument]" text=".createElement(%名称:String%):flash.xml:XMLNode" tiptext="使用参数中指定的名称来创建新的 XMLNode 对象。" version="4" helpurl="flash.xml:XMLDocument:createElement" playername=""/>
						<string name="createTextNode" object="[flash.xml.XMLDocument]" text=".createTextNode(%文本:String%):flash.xml:XMLNode" tiptext="使用指定的文本创建一个新的 XML 文本节点。" version="4" helpurl="flash.xml:XMLDocument:createTextNode" playername=""/>
						<string name="parseXML" object="[flash.xml.XMLDocument]" text=".parseXML(%源:String%):void" tiptext="分析值参数中指定的 XML 文本，并使用结果 XML 树填充指定的 XMLDocument 对象。" version="4" helpurl="flash.xml:XMLDocument:parseXML" playername=""/>
						<string name="toString" object="[flash.xml.XMLDocument]" text=".toString(%%):String" tiptext="返回 XML 对象的字符串表示形式。" version="4" helpurl="flash.xml:XMLDocument:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="XMLDocument 类的属性" helpurl="flash.xml:XMLDocument">
						<string name="docTypeDecl" object="[flash.xml.XMLDocument]" text=".docTypeDecl" tiptext="指定 XML 文档的 DOCTYPE 声明的相关信息。" version="" helpurl="flash.xml:XMLDocument:docTypeDecl" playername=""/>
						<string name="idMap" object="[flash.xml.XMLDocument]" text=".idMap" tiptext="包含指定了 id 属性的 XML 节点的对象" version="" helpurl="flash.xml:XMLDocument:idMap" playername=""/>
						<string name="ignoreWhite" object="[flash.xml.XMLDocument]" text=".ignoreWhite" tiptext="当设置为 true 时，在分析过程中将放弃仅包含空白的文本节点。" version="" helpurl="flash.xml:XMLDocument:ignoreWhite" playername=""/>
						<string name="xmlDecl" object="[flash.xml.XMLDocument]" text=".xmlDecl" tiptext="一个字符串，指定文档的 XML 声明的相关信息。" version="" helpurl="flash.xml:XMLDocument:xmlDecl" playername=""/>
					</folder>
				</folder>
				<folder name="XMLNode" id="[flash.xml.XMLNode]" sort="true" index="true" asAncestors="Object" tiptext="XMLNode 类表示存在于 ActionScript 2.0 中但在 ActionScript 3.0 中已重命名的旧 XML 对象。" helpurl="flash.xml:XMLNode">
					<folder name="方法" id="Methods" tiptext="XMLNode 类的方法" helpurl="flash.xml:XMLNode">
						<string name="XMLNode" object="[flash.xml.XMLNode]" text="new XMLNode(%类型:uint,值:String%)" constructor="true" tiptext="创建新的 XMLNode 对象。" version="4" helpurl="flash.xml:XMLNode:XMLNode" playername=""/>
						<string name="appendChild" object="[flash.xml.XMLNode]" text=".appendChild(%节点:flash.xml:XMLNode%):void" tiptext="将指定的节点追加到 XML 对象的子级列表中。" version="4" helpurl="flash.xml:XMLNode:appendChild" playername=""/>
						<string name="cloneNode" object="[flash.xml.XMLNode]" text=".cloneNode(%深度:Boolean%):flash.xml:XMLNode" tiptext="构造并返回一个类型、名称、值和属性与指定的 XML 对象均相同的新 XML 节点。" version="4" helpurl="flash.xml:XMLNode:cloneNode" playername=""/>
						<string name="getNamespaceForPrefix" object="[flash.xml.XMLNode]" text=".getNamespaceForPrefix(%前缀:String%):String" tiptext="返回与节点的指定前缀相关联的命名空间 URI。" version="4" helpurl="flash.xml:XMLNode:getNamespaceForPrefix" playername=""/>
						<string name="getPrefixForNamespace" object="[flash.xml.XMLNode]" text=".getPrefixForNamespace(%命名空间:String%):String" tiptext="返回与节点的指定命名空间 URI 相关联的前缀。" version="4" helpurl="flash.xml:XMLNode:getPrefixForNamespace" playername=""/>
						<string name="hasChildNodes" object="[flash.xml.XMLNode]" text=".hasChildNodes(%%):Boolean" tiptext="指示指定的 XMLNode 对象是否具有子节点。" version="4" helpurl="flash.xml:XMLNode:hasChildNodes" playername=""/>
						<string name="insertBefore" object="[flash.xml.XMLNode]" text=".insertBefore(%节点:flash.xml:XMLNode,之前:flash.xml:XMLNode%):void" tiptext="将新的子节点插入到 XML 对象的子级列表中，且在 beforeNode 节点之前。" version="4" helpurl="flash.xml:XMLNode:insertBefore" playername=""/>
						<string name="removeNode" object="[flash.xml.XMLNode]" text=".removeNode(%%):void" tiptext="从指定 XML 对象的父级中删除该对象。" version="4" helpurl="flash.xml:XMLNode:removeNode" playername=""/>
						<string name="toString" object="[flash.xml.XMLNode]" text=".toString(%%):String" tiptext="计算指定的 XMLNode 对象，构造一个包括节点、子级和属性的 XML 结构的文本表示形式，并以字符串形式返回结果。" version="4" helpurl="flash.xml:XMLNode:toString" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="XMLNode 类的属性" helpurl="flash.xml:XMLNode">
						<string name="firstChild" object="[flash.xml.XMLNode]" text=".firstChild" tiptext="计算指定的 XMLDocument 对象，并引用父节点的子级列表中的第一个子级。" version="" helpurl="flash.xml:XMLNode:firstChild" playername=""/>
						<string name="lastChild" object="[flash.xml.XMLNode]" text=".lastChild" tiptext="一个 XMLNode 值，它引用节点的子级列表中的最后一个子级。" version="" helpurl="flash.xml:XMLNode:lastChild" playername=""/>
						<string name="nextSibling" object="[flash.xml.XMLNode]" text=".nextSibling" tiptext="一个 XMLNode 值，它引用父级节点的子级列表中的下一个同级。" version="" helpurl="flash.xml:XMLNode:nextSibling" playername=""/>
						<string name="nodeName" object="[flash.xml.XMLNode]" text=".nodeName" tiptext="一个字符串，表示 XMLNode 对象的节点名称。" version="" helpurl="flash.xml:XMLNode:nodeName" playername=""/>
						<string name="nodeType" object="[flash.xml.XMLNode]" text=".nodeType" tiptext="一个 nodeType 常量值 XMLNodeType.ELEMENT_NODE (适用于 XML 元素)或 XMLNodeType.TEXT_NODE (适用于文本节点)。" version="" helpurl="flash.xml:XMLNode:nodeType" playername=""/>
						<string name="nodeValue" object="[flash.xml.XMLNode]" text=".nodeValue" tiptext="XMLDocument 对象的节点值。" version="" helpurl="flash.xml:XMLNode:nodeValue" playername=""/>
						<string name="parentNode" object="[flash.xml.XMLNode]" text=".parentNode" tiptext="一个 XMLNode 值，它引用指定 XML 对象的父级节点；如果该节点没有父级，则返回 null。" version="" helpurl="flash.xml:XMLNode:parentNode" playername=""/>
						<string name="previousSibling" object="[flash.xml.XMLNode]" text=".previousSibling" tiptext="一个 XMLNode 值，它引用父级节点的子级列表中的前一个同级。" version="" helpurl="flash.xml:XMLNode:previousSibling" playername=""/>
						<string name="attributes" object="[flash.xml.XMLNode]" text=".attributes" tiptext="一个对象，其中包含指定的 XMLNode 实例的所有属性。" version="" helpurl="flash.xml:XMLNode:attributes:get" playername=""/>
						<string name="childNodes" object="[flash.xml.XMLNode]" text=".childNodes" tiptext="指定 XMLNode 对象的子级的数组。" version="" helpurl="flash.xml:XMLNode:childNodes:get" playername=""/>
						<string name="localName" object="[flash.xml.XMLNode]" text=".localName" tiptext="XML 节点名称的本地名称部分。" version="" helpurl="flash.xml:XMLNode:localName:get" playername=""/>
						<string name="namespaceURI" object="[flash.xml.XMLNode]" text=".namespaceURI" tiptext="如果 XML 节点具有前缀，则 namespaceURI 为该前缀(URI)的 xmlns 声明的值，通常称为命名空间 URI。" version="" helpurl="flash.xml:XMLNode:namespaceURI:get" playername=""/>
						<string name="prefix" object="[flash.xml.XMLNode]" text=".prefix" tiptext="XML 节点名称的前缀部分。" version="" helpurl="flash.xml:XMLNode:prefix:get" playername=""/>
					</folder>
				</folder>
				<folder name="XMLNodeType" id="[flash.xml.XMLNodeType]" sort="true" index="true" asAncestors="Object" tiptext="XMLNodeType 类包含与 XMLNode.nodeType 一起使用的常数。" helpurl="flash.xml:XMLNodeType">
					<folder name="属性" id="Properties" tiptext="XMLNodeType 类的属性" helpurl="flash.xml:XMLNodeType">
						<string name="ELEMENT_NODE" object="[flash.xml.XMLNodeType]" text="XMLNodeType.ELEMENT_NODE" constant="true" tiptext="指定该节点是一个元素。" version="" helpurl="flash.xml:XMLNodeType:ELEMENT_NODE" playername=""/>
						<string name="TEXT_NODE" object="[flash.xml.XMLNodeType]" text="XMLNodeType.TEXT_NODE" constant="true" tiptext="指定该节点是一个文本节点。" version="" helpurl="flash.xml:XMLNodeType:TEXT_NODE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.compose" id="flashx.textLayout.compose" sort="true" tiptext="flashx.textLayout.compose 包的类" helpurl="flashx.textLayout.compose">
				<folder name="FlowComposerBase" id="[flashx.textLayout.compose.FlowComposerBase]" sort="true" index="true" asAncestors="Object" tiptext="FlowComposerBase 类是文本布局框架流合成器类的基类，用于控制 ContainerController 对象中文本行的合成。" helpurl="flashx.textLayout.compose:FlowComposerBase">
					<folder name="方法" id="Methods" tiptext="FlowComposerBase 类的方法" helpurl="flashx.textLayout.compose:FlowComposerBase">
						<string name="FlowComposerBase" object="[flashx.textLayout.compose.FlowComposerBase]" text="new FlowComposerBase(%%):void" constructor="true" tiptext="构造函数。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:FlowComposerBase" playername=""/>
						<string name="damage" object="[flashx.textLayout.compose.FlowComposerBase]" text=".damage(%起始位置:int,受损部分的长度:int,损坏类型:String%):void" tiptext="将行标记为已损坏并需要重新合成。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:damage" playername=""/>
						<string name="findLineAtPosition" object="[flashx.textLayout.compose.FlowComposerBase]" text=".findLineAtPosition(%绝对位置:int[,首选上一个:Boolean=false]%):flashx.textLayout.compose:TextFlowLine" tiptext="返回包含指定位置处内容的 TextFlowLine 对象。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:findLineAtPosition" playername=""/>
						<string name="findLineIndexAtPosition" object="[flashx.textLayout.compose.FlowComposerBase]" text=".findLineIndexAtPosition(%绝对位置:int[,首选上一个:Boolean=false]%):int" tiptext="返回包含指定位置处内容的 TextFlowLine 对象的顺序行号。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:findLineIndexAtPosition" playername=""/>
						<string name="getLineAt" object="[flashx.textLayout.compose.FlowComposerBase]" text=".getLineAt(%索引:int%):flashx.textLayout.compose:TextFlowLine" tiptext="返回具有指定行号的行。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:getLineAt" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.compose.FlowComposerBase]" text=".isDamaged(%绝对位置:int%):Boolean" tiptext="指示在流起始位置与包含指定位置处内容的行之间，是否有任何 TextFlowLine 对象标记为受损。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:isDamaged" playername=""/>
						<string name="updateLengths" object="[flashx.textLayout.compose.FlowComposerBase]" text=".updateLengths(%起始位置:int,增量长度:int%):void" tiptext="更新行中的长度以维护到 TextFlow 的映射。" version="1.5" helpurl="flashx.textLayout.compose:FlowComposerBase:updateLengths" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowComposerBase 类的属性" helpurl="flashx.textLayout.compose:FlowComposerBase">
						<string name="damageAbsoluteStart" object="[flashx.textLayout.compose.FlowComposerBase]" text=".damageAbsoluteStart" tiptext="需要合成和更新的文本流中第一个元素之前的绝对位置。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:damageAbsoluteStart:get" playername=""/>
						<string name="numLines" object="[flashx.textLayout.compose.FlowComposerBase]" text=".numLines" tiptext="流中的文本行总数。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:numLines:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.compose.FlowComposerBase]" text=".swfContext" tiptext="用于根据需要进行 FTE 调用的 ISWFContext 实例。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:swfContext:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.compose.FlowComposerBase]" text=".textFlow" tiptext="此流合成器连接到的 TextFlow 对象。" version="" helpurl="flashx.textLayout.compose:FlowComposerBase:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowDamageType" id="[flashx.textLayout.compose.FlowDamageType]" sort="true" index="true" asAncestors="Object" tiptext="FlowDamageType 类是一种枚举类，用于为损坏方法和事件定义损坏类型。" helpurl="flashx.textLayout.compose:FlowDamageType">
					<folder name="属性" id="Properties" tiptext="FlowDamageType 类的属性" helpurl="flashx.textLayout.compose:FlowDamageType">
						<string name="GEOMETRY" object="[flashx.textLayout.compose.FlowDamageType]" text="FlowDamageType.GEOMETRY" constant="true" tiptext="如果该行由于移动其它行而无效，则该值用于设置 validity 属性。" version="" helpurl="flashx.textLayout.compose:FlowDamageType:GEOMETRY" playername=""/>
						<string name="INVALID" object="[flashx.textLayout.compose.FlowDamageType]" text="FlowDamageType.INVALID" constant="true" tiptext="如果文本内容在行最初创建之后已更改，该值用于设置validity 属性。" version="" helpurl="flashx.textLayout.compose:FlowDamageType:INVALID" playername=""/>
					</folder>
				</folder>
				<folder name="IFlowComposer" id="[flashx.textLayout.compose.IFlowComposer]" sort="true" index="true" tiptext="IFlowComposer 定义用于管理文本流布局和显示的接口。" helpurl="flashx.textLayout.compose:IFlowComposer">
					<folder name="方法" id="Methods" tiptext="IFlowComposer 类的方法" helpurl="flashx.textLayout.compose:IFlowComposer">
						<string name="addControllerAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".addControllerAt(%控制器:flashx.textLayout.container:ContainerController,索引:int%):void" tiptext="将控制器添加到该 IFlowComposer 实例的指定索引处。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:addControllerAt" playername=""/>
						<string name="addController" object="[flashx.textLayout.compose.IFlowComposer]" text=".addController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="将控制器添加到该 IFlowComposer 实例。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:addController" playername=""/>
						<string name="composeToController" object="[flashx.textLayout.compose.IFlowComposer]" text=".composeToController(%[索引:int=unknown]%):Boolean" tiptext="合成根元素的内容，包括位于指定索引处的容器及其之前的容器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:composeToController" playername=""/>
						<string name="composeToPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".composeToPosition(%[绝对位置:int=unknown]%):Boolean" tiptext="合成根元素内容，包括指定位置及其之前的内容。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:composeToPosition" playername=""/>
						<string name="compose" object="[flashx.textLayout.compose.IFlowComposer]" text=".compose(%%):Boolean" tiptext="计算要显示文本流根元素的内容所需的行数，并计算这些行在流显示容器中的位置。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:compose" playername=""/>
						<string name="damage" object="[flashx.textLayout.compose.IFlowComposer]" text=".damage(%起始位置:int,受损部分的长度:int,损坏类型:String%):void" tiptext="将行标记为已损坏并需要重新合成。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:damage" playername=""/>
						<string name="findControllerIndexAtPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".findControllerIndexAtPosition(%绝对位置:int[,首选上一个:Boolean=false]%):int" tiptext="返回包含指定位置处内容的控制器的索引。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:findControllerIndexAtPosition" playername=""/>
						<string name="findLineAtPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".findLineAtPosition(%绝对位置:int[,首选上一个:Boolean=false]%):flashx.textLayout.compose:TextFlowLine" tiptext="返回包含指定位置处内容的 TextFlowLine 对象。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:findLineAtPosition" playername=""/>
						<string name="findLineIndexAtPosition" object="[flashx.textLayout.compose.IFlowComposer]" text=".findLineIndexAtPosition(%绝对位置:int[,首选上一个:Boolean=false]%):int" tiptext="返回包含指定位置处内容的 TextFlowLine 对象的顺序行号。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:findLineIndexAtPosition" playername=""/>
						<string name="getControllerAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".getControllerAt(%索引:int%):flashx.textLayout.container:ContainerController" tiptext="返回位于指定索引处的 ContainerController 对象。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:getControllerAt" playername=""/>
						<string name="getControllerIndex" object="[flashx.textLayout.compose.IFlowComposer]" text=".getControllerIndex(%控制器:flashx.textLayout.container:ContainerController%):int" tiptext="返回指定 ContainerController 对象的索引。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:getControllerIndex" playername=""/>
						<string name="getLineAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".getLineAt(%索引:int%):flashx.textLayout.compose:TextFlowLine" tiptext="返回具有指定行号的行。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:getLineAt" playername=""/>
						<string name="interactionManagerChanged" object="[flashx.textLayout.compose.IFlowComposer]" text=".interactionManagerChanged(%新建交互管理器:flashx.textLayout.edit:ISelectionManager%):void" tiptext="交互管理器改变时由 TextFlow 调用。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:interactionManagerChanged" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.compose.IFlowComposer]" text=".isDamaged(%绝对位置:int%):Boolean" tiptext="指示在流起始位置与包含指定位置处内容的行之间，是否有任何 TextFlowLine 对象标记为受损。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:isDamaged" playername=""/>
						<string name="removeAllControllers" object="[flashx.textLayout.compose.IFlowComposer]" text=".removeAllControllers(%%):void" tiptext="从该 IFlowComposer 实例删除所有控制器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:removeAllControllers" playername=""/>
						<string name="removeControllerAt" object="[flashx.textLayout.compose.IFlowComposer]" text=".removeControllerAt(%索引:int%):void" tiptext="从该 IFlowComposer 实例删除位于指定索引处的控制器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:removeControllerAt" playername=""/>
						<string name="removeController" object="[flashx.textLayout.compose.IFlowComposer]" text=".removeController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="从该 IFlowComposer 实例删除一个控制器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:removeController" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.compose.IFlowComposer]" text=".setFocus(%绝对位置:int[,首选上一个:Boolean=false]%):void" tiptext="将焦点设置到包含由 absolutePosition 参数指定的位置的容器。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:setFocus" playername=""/>
						<string name="setRootElement" object="[flashx.textLayout.compose.IFlowComposer]" text=".setRootElement(%新建根元素:flashx.textLayout.elements:ContainerFormattedElement%):void" tiptext="" version="" helpurl="flashx.textLayout.compose:IFlowComposer:setRootElement" playername=""/>
						<string name="updateAllControllers" object="[flashx.textLayout.compose.IFlowComposer]" text=".updateAllControllers(%%):Boolean" tiptext="合成根元素的内容并更新显示。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:updateAllControllers" playername=""/>
						<string name="updateLengths" object="[flashx.textLayout.compose.IFlowComposer]" text=".updateLengths(%起始位置:int,增量长度:int%):void" tiptext="更新行中的长度以维护到 TextFlow 的映射。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:updateLengths" playername=""/>
						<string name="updateToController" object="[flashx.textLayout.compose.IFlowComposer]" text=".updateToController(%[索引:int=unknown]%):Boolean" tiptext="合成位于指定索引处的容器及其之前容器的内容，并更新显示。" version="1.5" helpurl="flashx.textLayout.compose:IFlowComposer:updateToController" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IFlowComposer 类的属性" helpurl="flashx.textLayout.compose:IFlowComposer">
						<string name="composing" object="[flashx.textLayout.compose.IFlowComposer]" text=".composing" tiptext="如果流合成器当前正在执行合成操作，则为 True。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:composing:get" playername=""/>
						<string name="damageAbsoluteStart" object="[flashx.textLayout.compose.IFlowComposer]" text=".damageAbsoluteStart" tiptext="根元素中第一个无效位置（从流起始位置开始的绝对位置）。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:damageAbsoluteStart:get" playername=""/>
						<string name="numControllers" object="[flashx.textLayout.compose.IFlowComposer]" text=".numControllers" tiptext="指定给该 IFlowComposer 实例的容器数。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:numControllers:get" playername=""/>
						<string name="numLines" object="[flashx.textLayout.compose.IFlowComposer]" text=".numLines" tiptext="流中的文本行总数。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:numLines:get" playername=""/>
						<string name="rootElement" object="[flashx.textLayout.compose.IFlowComposer]" text=".rootElement" tiptext="与该 IFlowComposer 实例关联的根元素。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:rootElement:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.compose.IFlowComposer]" text=".swfContext" tiptext="ISWFContext 实例，用于在特定 SWF 上下文中必须执行的调用。IFlowComposer 的实现应该允许设置此属性，以使该接口的用户可以在包含该实现的 SWF 上下文之外的其它 SWF 上下文中创建行。" version="" helpurl="flashx.textLayout.compose:IFlowComposer:swfContext:get" playername=""/>
					</folder>
				</folder>
				<folder name="ISWFContext" id="[flashx.textLayout.compose.ISWFContext]" sort="true" index="true" tiptext="ISWFContext 接口允许 SWF 文件与加载它的其他 SWF 文件共享其上下文。" helpurl="flashx.textLayout.compose:ISWFContext">
					<folder name="方法" id="Methods" tiptext="ISWFContext 类的方法" helpurl="flashx.textLayout.compose:ISWFContext">
						<string name="callInContext" object="[flashx.textLayout.compose.ISWFContext]" text=".callInContext(%函数:Function,this参数:Object,参数数组:Array[,返回:Boolean=true]%)" tiptext="在客户端控制的上下文中调用方法的方式。" version="1.5" helpurl="flashx.textLayout.compose:ISWFContext:callInContext" playername=""/>
					</folder>
				</folder>
				<folder name="ITextLineCreator" id="[flashx.textLayout.compose.ITextLineCreator]" sort="true" index="true" tiptext="ITextLineCreator 可定义一个用于为 IFlowComposer 实例创建 TextLine 对象的接口。" helpurl="flashx.textLayout.compose:ITextLineCreator">
					<folder name="方法" id="Methods" tiptext="ITextLineCreator 类的方法" helpurl="flashx.textLayout.compose:ITextLineCreator">
						<string name="createTextLine" object="[flashx.textLayout.compose.ITextLineCreator]" text=".createTextLine(%文本块:flash.text.engine:TextBlock[,上一行:flash.text.engine:TextLine=null,宽度:Number=1000000,行偏移量:Number=0.0,适合某些内容:Boolean=false]%):flash.text.engine:TextLine" tiptext="为流合成器创建 TextLine 对象。" version="1.5" helpurl="flashx.textLayout.compose:ITextLineCreator:createTextLine" playername=""/>
						<string name="recreateTextLine" object="[flashx.textLayout.compose.ITextLineCreator]" text=".recreateTextLine(%文本块:flash.text.engine:TextBlock,文本行:flash.text.engine:TextLine[,上一行:flash.text.engine:TextLine=null,宽度:Number=1000000,行偏移量:Number=0.0,适合某些内容:Boolean=false]%):flash.text.engine:TextLine" tiptext="为流合成器重新创建 TextLine 对象。" version="1.5" helpurl="flashx.textLayout.compose:ITextLineCreator:recreateTextLine" playername=""/>
					</folder>
				</folder>
				<folder name="IVerticalJustificationLine" id="[flashx.textLayout.compose.IVerticalJustificationLine]" sort="true" index="true" tiptext="IVerticalJustificationLine 接口定义允许文本行垂直两端对齐所需的方法和属性。" helpurl="flashx.textLayout.compose:IVerticalJustificationLine">
					<folder name="属性" id="Properties" tiptext="IVerticalJustificationLine 类的属性" helpurl="flashx.textLayout.compose:IVerticalJustificationLine">
						<string name="ascent" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".ascent" tiptext="指定从基线到行中最高字符顶部的像素数。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:ascent:get" playername=""/>
						<string name="descent" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".descent" tiptext="指定从基线到行中最低字符底部的像素数。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:descent:get" playername=""/>
						<string name="height" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".height" tiptext="行的高度（像素数）。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:height:get" playername=""/>
						<string name="x" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".x" tiptext="该行相对于其容器的水平位置，以距容器左侧的像素偏移表示。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:x:get" playername=""/>
						<string name="y" object="[flashx.textLayout.compose.IVerticalJustificationLine]" text=".y" tiptext="行相对于其容器的垂直位置，表达为距容器顶部的偏移（以像素为单位）。" version="" helpurl="flashx.textLayout.compose:IVerticalJustificationLine:y:get" playername=""/>
					</folder>
				</folder>
				<folder name="StandardFlowComposer" id="[flashx.textLayout.compose.StandardFlowComposer]" sort="true" index="true" asAncestors="flashx.textLayout.compose:FlowComposerBase,Object" tiptext="StandardFlowComposer 类提供标准的合成器和容器管理器。" helpurl="flashx.textLayout.compose:StandardFlowComposer">
					<folder name="方法" id="Methods" tiptext="StandardFlowComposer 类的方法" helpurl="flashx.textLayout.compose:StandardFlowComposer">
						<string name="StandardFlowComposer" object="[flashx.textLayout.compose.StandardFlowComposer]" text="new StandardFlowComposer(%%):void" constructor="true" tiptext="创建 StandardFlowComposer 对象。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:StandardFlowComposer" playername=""/>
						<string name="addControllerAt" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".addControllerAt(%控制器:flashx.textLayout.container:ContainerController,索引:int%):void" tiptext="将控制器添加到该 IFlowComposer 实例的指定索引处。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:addControllerAt" playername=""/>
						<string name="addController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".addController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="将控制器添加到该 IFlowComposer 实例。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:addController" playername=""/>
						<string name="composeToController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".composeToController(%[索引:int=unknown]%):Boolean" tiptext="合成根元素的内容，包括位于指定索引处的容器及其之前的容器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:composeToController" playername=""/>
						<string name="composeToPosition" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".composeToPosition(%[绝对位置:int=unknown]%):Boolean" tiptext="合成根元素内容，包括指定位置及其之前的内容。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:composeToPosition" playername=""/>
						<string name="compose" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".compose(%%):Boolean" tiptext="计算要显示文本流根元素的内容所需的行数，并计算这些行在流显示容器中的位置。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:compose" playername=""/>
						<string name="findControllerIndexAtPosition" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".findControllerIndexAtPosition(%绝对位置:int[,首选上一个:Boolean=false]%):int" tiptext="返回包含指定位置处内容的控制器的索引。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:findControllerIndexAtPosition" playername=""/>
						<string name="getAbsoluteStart" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".getAbsoluteStart(%控制器:flashx.textLayout.container:ContainerController%):int" tiptext="返回指定 ContainerController 对象中第一个内容元素的绝对位置。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:getAbsoluteStart" playername=""/>
						<string name="getControllerAt" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".getControllerAt(%索引:int%):flashx.textLayout.container:ContainerController" tiptext="返回位于指定索引处的 ContainerController 对象。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:getControllerAt" playername=""/>
						<string name="getControllerIndex" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".getControllerIndex(%控制器:flashx.textLayout.container:ContainerController%):int" tiptext="返回指定 ContainerController 对象的索引。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:getControllerIndex" playername=""/>
						<string name="interactionManagerChanged" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".interactionManagerChanged(%新建交互管理器:flashx.textLayout.edit:ISelectionManager%):void" tiptext="交互管理器改变时由 TextFlow 调用。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:interactionManagerChanged" playername=""/>
						<string name="preCompose" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".preCompose(%%):Boolean" tiptext="如果必须进行合成，则返回 true，否则返回 false" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:preCompose" playername=""/>
						<string name="removeAllControllers" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".removeAllControllers(%%):void" tiptext="从该 IFlowComposer 实例删除所有控制器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:removeAllControllers" playername=""/>
						<string name="removeControllerAt" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".removeControllerAt(%索引:int%):void" tiptext="从该 IFlowComposer 实例删除位于指定索引处的控制器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:removeControllerAt" playername=""/>
						<string name="removeController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".removeController(%控制器:flashx.textLayout.container:ContainerController%):void" tiptext="从该 IFlowComposer 实例删除一个控制器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:removeController" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".setFocus(%绝对位置:int[,左倾斜:Boolean=false]%):void" tiptext="将焦点设置到包含由 absolutePosition 参数指定的位置的容器。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:setFocus" playername=""/>
						<string name="setRootElement" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".setRootElement(%新建根元素:flashx.textLayout.elements:ContainerFormattedElement%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:setRootElement" playername=""/>
						<string name="updateAllControllers" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".updateAllControllers(%%):Boolean" tiptext="合成根元素的内容并更新显示。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:updateAllControllers" playername=""/>
						<string name="updateToController" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".updateToController(%[索引:int=unknown]%):Boolean" tiptext="合成位于指定索引处的容器及其之前容器的内容，并更新显示。" version="1.5" helpurl="flashx.textLayout.compose:StandardFlowComposer:updateToController" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StandardFlowComposer 类的属性" helpurl="flashx.textLayout.compose:StandardFlowComposer">
						<string name="composing" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".composing" tiptext="如果流合成器当前正在执行合成操作，则为 True。" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:composing:get" playername=""/>
						<string name="numControllers" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".numControllers" tiptext="指定给该 IFlowComposer 实例的容器数。" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:numControllers:get" playername=""/>
						<string name="rootElement" object="[flashx.textLayout.compose.StandardFlowComposer]" text=".rootElement" tiptext="与该 IFlowComposer 实例关联的根元素。" version="" helpurl="flashx.textLayout.compose:StandardFlowComposer:rootElement:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlowLine" id="[flashx.textLayout.compose.TextFlowLine]" sort="true" index="true" asAncestors="Object" tiptext="TextFlowLine 类表示文本流中的单个文本行。" helpurl="flashx.textLayout.compose:TextFlowLine">
					<folder name="方法" id="Methods" tiptext="TextFlowLine 类的方法" helpurl="flashx.textLayout.compose:TextFlowLine">
						<string name="TextFlowLine" object="[flashx.textLayout.compose.TextFlowLine]" text="new TextFlowLine(%文本行:flash.text.engine:TextLine,段落:flashx.textLayout.elements:ParagraphElement[,外侧目标宽度:Number=0,行偏移量:Number=0,绝对起始位置:int=0,数字字符:int=0]%)" constructor="true" tiptext="构造函数 - 创建新 TextFlowLine 实例。" version="1.5" helpurl="flashx.textLayout.compose:TextFlowLine:TextFlowLine" playername=""/>
						<string name="getBounds" object="[flashx.textLayout.compose.TextFlowLine]" text=".getBounds(%%):flash.geom:Rectangle" tiptext="将行边界范围返回为一个矩形。" version="1.5" helpurl="flashx.textLayout.compose:TextFlowLine:getBounds" playername=""/>
						<string name="getTextLine" object="[flashx.textLayout.compose.TextFlowLine]" text=".getTextLine(%[强制有效:Boolean=false]%):flash.text.engine:TextLine" tiptext="返回该行的 flash.text.engine.TextLine 对象，如果由于垃圾收集而使该对象不存在，则可能会重新创建。" version="1.5" helpurl="flashx.textLayout.compose:TextFlowLine:getTextLine" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextFlowLine 类的属性" helpurl="flashx.textLayout.compose:TextFlowLine">
						<string name="absoluteStart" object="[flashx.textLayout.compose.TextFlowLine]" text=".absoluteStart" tiptext="TextFlow 对象中行的位置，是绝对字符位置。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:absoluteStart:get" playername=""/>
						<string name="ascent" object="[flashx.textLayout.compose.TextFlowLine]" text=".ascent" tiptext="指定从基线到行中最高字符顶部的像素数。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:ascent:get" playername=""/>
						<string name="columnIndex" object="[flashx.textLayout.compose.TextFlowLine]" text=".columnIndex" tiptext="该行所在的列编号，第一列为 0。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:columnIndex:get" playername=""/>
						<string name="controller" object="[flashx.textLayout.compose.TextFlowLine]" text=".controller" tiptext="放置了该行的容器的控制器（ContainerController 对象）。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:controller:get" playername=""/>
						<string name="descent" object="[flashx.textLayout.compose.TextFlowLine]" text=".descent" tiptext="指定从基线到行中最低字符底部的像素数。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:descent:get" playername=""/>
						<string name="height" object="[flashx.textLayout.compose.TextFlowLine]" text=".height" tiptext="行的高度（像素数）。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:height:get" playername=""/>
						<string name="lineOffset" object="[flashx.textLayout.compose.TextFlowLine]" text=".lineOffset" tiptext="在对齐段落中的行之前，行与相应容器边界（由段落方向和容器块行进方向表示）之间的偏移（像素数）。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:lineOffset:get" playername=""/>
						<string name="location" object="[flashx.textLayout.compose.TextFlowLine]" text=".location" tiptext="来自 TextFlowLineLocation 的一个值，用于指定行在段落内的位置。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:location:get" playername=""/>
						<string name="paragraph" object="[flashx.textLayout.compose.TextFlowLine]" text=".paragraph" tiptext="行所在的段落 (ParagraphElement)。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:paragraph:get" playername=""/>
						<string name="spaceAfter" object="[flashx.textLayout.compose.TextFlowLine]" text=".spaceAfter" tiptext="行之后留出的空格数。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:spaceAfter:get" playername=""/>
						<string name="spaceBefore" object="[flashx.textLayout.compose.TextFlowLine]" text=".spaceBefore" tiptext="行之前留出的空格数。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:spaceBefore:get" playername=""/>
						<string name="textHeight" object="[flashx.textLayout.compose.TextFlowLine]" text=".textHeight" tiptext="文本行的高度，等于上缘 + 下缘。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:textHeight:get" playername=""/>
						<string name="textLength" object="[flashx.textLayout.compose.TextFlowLine]" text=".textLength" tiptext="下一行的字符数，包括末尾空格。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:textLength:get" playername=""/>
						<string name="textLineExists" object="[flashx.textLayout.compose.TextFlowLine]" text=".textLineExists" tiptext="指示该 TextFlowLine 是否具有 flash.text.engine.TextLine 对象。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:textLineExists:get" playername=""/>
						<string name="unjustifiedTextWidth" object="[flashx.textLayout.compose.TextFlowLine]" text=".unjustifiedTextWidth" tiptext="没有对齐的行的宽度。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:unjustifiedTextWidth:get" playername=""/>
						<string name="validity" object="[flashx.textLayout.compose.TextFlowLine]" text=".validity" tiptext="行的有效性。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:validity:get" playername=""/>
						<string name="x" object="[flashx.textLayout.compose.TextFlowLine]" text=".x" tiptext="该行相对于其容器的水平位置，以距容器左侧的像素偏移表示。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:x:get" playername=""/>
						<string name="y" object="[flashx.textLayout.compose.TextFlowLine]" text=".y" tiptext="行相对于其容器的垂直位置，表达为距容器顶部的偏移（以像素为单位）。" version="" helpurl="flashx.textLayout.compose:TextFlowLine:y:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlowLineLocation" id="[flashx.textLayout.compose.TextFlowLineLocation]" sort="true" index="true" asAncestors="Object" tiptext="TextFlowLineLocation 类是一个定义常量的枚举类，用于指定行在段落内所在位置。" helpurl="flashx.textLayout.compose:TextFlowLineLocation">
					<folder name="属性" id="Properties" tiptext="TextFlowLineLocation 类的属性" helpurl="flashx.textLayout.compose:TextFlowLineLocation">
						<string name="FIRST" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.FIRST" constant="true" tiptext="指定段落中的第一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:FIRST" playername=""/>
						<string name="LAST" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.LAST" constant="true" tiptext="指定段落中的最后一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:LAST" playername=""/>
						<string name="MIDDLE" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.MIDDLE" constant="true" tiptext="指定段落中的中间一行 - 既不是第一行也不是最后一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:MIDDLE" playername=""/>
						<string name="ONLY" object="[flashx.textLayout.compose.TextFlowLineLocation]" text="TextFlowLineLocation.ONLY" constant="true" tiptext="指定段落中的第一行及最后一行。" version="" helpurl="flashx.textLayout.compose:TextFlowLineLocation:ONLY" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineRecycler" id="[flashx.textLayout.compose.TextLineRecycler]" sort="true" index="true" asAncestors="Object" tiptext="TextLineRecycler 类为循环利用 TextLine 提供支持。" helpurl="flashx.textLayout.compose:TextLineRecycler">
					<folder name="方法" id="Methods" tiptext="TextLineRecycler 类的方法" helpurl="flashx.textLayout.compose:TextLineRecycler">
						<string name="addLineForReuse" object="[flashx.textLayout.compose.TextLineRecycler]" text="TextLineRecycler.addLineForReuse(%文本行:flash.text.engine:TextLine%):void" static="true" tiptext="向池中添加一个 TextLine 以便重用。" version="1.5" helpurl="flashx.textLayout.compose:TextLineRecycler:addLineForReuse" playername=""/>
						<string name="getLineForReuse" object="[flashx.textLayout.compose.TextLineRecycler]" text="TextLineRecycler.getLineForReuse(%%):flash.text.engine:TextLine" static="true" tiptext="从池中返回一个 TextLine 以便重用。" version="1.5" helpurl="flashx.textLayout.compose:TextLineRecycler:getLineForReuse" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextLineRecycler 类的属性" helpurl="flashx.textLayout.compose:TextLineRecycler">
						<string name="textLineRecyclerEnabled" object="[flashx.textLayout.compose.TextLineRecycler]" text=".textLineRecyclerEnabled" tiptext="控制是否启用 TLF 回收器。" version="" helpurl="flashx.textLayout.compose:TextLineRecycler:textLineRecyclerEnabled:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.container" id="flashx.textLayout.container" sort="true" tiptext="flashx.textLayout.container 包的类" helpurl="flashx.textLayout.container">
				<folder name="ColumnState" id="[flashx.textLayout.container.ColumnState]" sort="true" index="true" asAncestors="Object" tiptext="ColumnState 类可使用容器宽度和容器属性计算列的大小和位置。" helpurl="flashx.textLayout.container:ColumnState">
					<folder name="方法" id="Methods" tiptext="ColumnState 类的方法" helpurl="flashx.textLayout.container:ColumnState">
						<string name="ColumnState" object="[flashx.textLayout.container.ColumnState]" text="new ColumnState(%块行进方向:String,列方向:String,控制器:flashx.textLayout.container:ContainerController,合成宽度:Number,合成高度:Number%)" constructor="true" tiptext="构造函数 - 创建 ColumnState 对象。" version="1.5" helpurl="flashx.textLayout.container:ColumnState:ColumnState" playername=""/>
						<string name="getColumnAt" object="[flashx.textLayout.container.ColumnState]" text=".getColumnAt(%索引:int%):flash.geom:Rectangle" tiptext="返回一个列在容器内占据的区域。" version="1.5" helpurl="flashx.textLayout.container:ColumnState:getColumnAt" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ColumnState 类的属性" helpurl="flashx.textLayout.container:ColumnState">
						<string name="columnCount" object="[flashx.textLayout.container.ColumnState]" text=".columnCount" tiptext="容器中的列数。" version="" helpurl="flashx.textLayout.container:ColumnState:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.container.ColumnState]" text=".columnGap" tiptext="容器中列之间的间距（像素数）。" version="" helpurl="flashx.textLayout.container:ColumnState:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.container.ColumnState]" text=".columnWidth" tiptext="容器中列的宽度（像素数）。" version="" helpurl="flashx.textLayout.container:ColumnState:columnWidth:get" playername=""/>
					</folder>
				</folder>
				<folder name="ContainerController" id="[flashx.textLayout.container.ContainerController]" sort="true" index="true" asAncestors="Object" tiptext="ContainerController 类定义 TextFlow 对象与容器之间的关系。" helpurl="flashx.textLayout.container:ContainerController">
					<folder name="方法" id="Methods" tiptext="ContainerController 类的方法" helpurl="flashx.textLayout.container:ContainerController">
						<string name="ContainerController" object="[flashx.textLayout.container.ContainerController]" text="new ContainerController(%容器:flash.display:Sprite[,合成宽度:Number=100,合成高度:Number=100]%)" constructor="true" tiptext="构造函数 - 创建一个 ContainerController 实例。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:ContainerController" playername=""/>
						<string name="activateHandler" object="[flashx.textLayout.container.ContainerController]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="当客户端管理事件时处理 Event.ACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:activateHandler" playername=""/>
						<string name="addBackgroundShape" object="[flashx.textLayout.container.ContainerController]" text=".addBackgroundShape(%形状:flash.display:Shape%):void" tiptext="添加要在其上绘制背景形状（如背景颜色）的 flash.display.Shape 对象。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:addBackgroundShape" playername=""/>
						<string name="addSelectionContainer" object="[flashx.textLayout.container.ContainerController]" text=".addSelectionContainer(%选择容器:flash.display:DisplayObjectContainer%):void" tiptext="添加 flash.display.DisplayObjectContainer 对象（该对象已添加了选区形状，如块选区加亮、光标等）。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:addSelectionContainer" playername=""/>
						<string name="addTextLine" object="[flashx.textLayout.container.ContainerController]" text=".addTextLine(%文本行:flash.text.engine:TextLine,索引:int%):void" tiptext="将 flash.text.engine.TextLine 对象作为 container 的后代添加。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:addTextLine" playername=""/>
						<string name="autoScrollIfNecessary" object="[flashx.textLayout.container.ContainerController]" text=".autoScrollIfNecessary(%鼠标X:int,鼠标Y:int%):void" tiptext="在&quot;拖动&quot;选择期间处理滚动事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:autoScrollIfNecessary" playername=""/>
						<string name="beginMouseCapture" object="[flashx.textLayout.container.ContainerController]" text=".beginMouseCapture(%%):void" tiptext="请求客户端开始从安全沙箱外部转发 mouseup 和 mousemove 事件时调用。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:beginMouseCapture" playername=""/>
						<string name="clearStyle" object="[flashx.textLayout.container.ContainerController]" text=".clearStyle(%样式属性:String%):void" tiptext="从该 FlowElement 中清除由 styleProp 指定的样式。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:clearStyle" playername=""/>
						<string name="createContextMenu" object="[flashx.textLayout.container.ContainerController]" text=".createContextMenu(%%):flash.ui:ContextMenu" tiptext="为 ContainerController 创建上下文菜单。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:createContextMenu" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.container.ContainerController]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="当客户端管理事件时处理 Event.DEACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:deactivateHandler" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.container.ContainerController]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="当客户端管理事件时处理编辑事件（CUT、COPY、PASTE、SELECT_ALL）。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:editHandler" playername=""/>
						<string name="endMouseCapture" object="[flashx.textLayout.container.ContainerController]" text=".endMouseCapture(%%):void" tiptext="通知客户端不再需要从安全沙箱外部转发 mouseup 和 mousemove 事件时调用。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:endMouseCapture" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.container.ContainerController]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.KEY_FOCUS_CHANGE 和 FocusEvent.MOUSE_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.container.ContainerController]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.FOCUS_IN 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.container.ContainerController]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.FOCUS_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:focusOutHandler" playername=""/>
						<string name="getContentBounds" object="[flashx.textLayout.container.ContainerController]" text=".getContentBounds(%%):flash.geom:Rectangle" tiptext="返回文本所占用的区域，该区域由上一个合成或更新操作反映。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getContentBounds" playername=""/>
						<string name="getFirstTextLineChildIndex" object="[flashx.textLayout.container.ContainerController]" text=".getFirstTextLineChildIndex(%%):int" tiptext="获取第一个文本行必须出现在其父级内的索引。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getFirstTextLineChildIndex" playername=""/>
						<string name="getScrollDelta" object="[flashx.textLayout.container.ContainerController]" text=".getScrollDelta(%数字行:int%):Number" tiptext="计算要向上或向下滚动指定行数所需的滚动距离。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getScrollDelta" playername=""/>
						<string name="getStyle" object="[flashx.textLayout.container.ContainerController]" text=".getStyle(%样式属性:String%)" tiptext="返回 styleProp 参数指定的样式值。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:getStyle" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.container.ContainerController]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="当客户端管理事件时处理 IMEEvent.IME_START_COMPOSITION 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:imeStartCompositionHandler" playername=""/>
						<string name="invalidateContents" object="[flashx.textLayout.container.ContainerController]" text=".invalidateContents(%%):void" tiptext="将此容器中所有文本标记为需要进行合成。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:invalidateContents" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.container.ContainerController]" text=".isDamaged(%%):Boolean" tiptext="确定容器是否具有需要合成的文本。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:isDamaged" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.container.ContainerController]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="当客户端管理事件时处理 KeyboardEvent.KEY_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.container.ContainerController]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.KEY_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.container.ContainerController]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="当客户端管理事件时处理 Keyboard.KEY_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.container.ContainerController]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="当客户端管理事件时处理 ContextMenuEvent.MENU_SELECT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.DOUBLE_CLICK 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_MOVE 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseMoveHandler" playername=""/>
						<string name="mouseMoveSomewhere" object="[flashx.textLayout.container.ContainerController]" text=".mouseMoveSomewhere(%事件:flash.events:Event%):void" tiptext="用于从安全沙箱外部转发 mouseMove 事件的客户端调用。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseMoveSomewhere" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_OVER 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseUpHandler" playername=""/>
						<string name="mouseUpSomewhere" object="[flashx.textLayout.container.ContainerController]" text=".mouseUpSomewhere(%事件:flash.events:Event%):void" tiptext="客户端调用以从安全沙箱外转发一个 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseUpSomewhere" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.container.ContainerController]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_WHEEL 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:mouseWheelHandler" playername=""/>
						<string name="removeSelectionContainer" object="[flashx.textLayout.container.ContainerController]" text=".removeSelectionContainer(%选择容器:flash.display:DisplayObjectContainer%):void" tiptext="删除包含选区形状（如块选区加亮、光标等）的 flash.display.DisplayObjectContainer 对象。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:removeSelectionContainer" playername=""/>
						<string name="removeTextLine" object="[flashx.textLayout.container.ContainerController]" text=".removeTextLine(%文本行:flash.text.engine:TextLine%):void" tiptext="从 flash.text.engine.TextLine 对象的父级删除该对象。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:removeTextLine" playername=""/>
						<string name="scrollToRange" object="[flashx.textLayout.container.ContainerController]" text=".scrollToRange(%活动位置:int,锚点位置:int%):void" tiptext="允许滚动，使文本范围在容器中可见。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:scrollToRange" playername=""/>
						<string name="selectRange" object="[flashx.textLayout.container.ContainerController]" text=".selectRange(%锚点索引:int,活动索引:int%):void" tiptext="设置实现 ITextSupport 的组件中所选文本的范围。" version="10.0" helpurl="flashx.textLayout.container:ContainerController:selectRange" playername=""/>
						<string name="setCompositionSize" object="[flashx.textLayout.container.ContainerController]" text=".setCompositionSize(%w:Number,h:Number%):void" tiptext="设置容器中允许的文本宽度和高度。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:setCompositionSize" playername=""/>
						<string name="setStyle" object="[flashx.textLayout.container.ContainerController]" text=".setStyle(%样式属性:String,新值:*%):void" tiptext="将 styleProp 参数指定的样式值设置为 newValue 参数指定的值。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:setStyle" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.container.ContainerController]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="当客户端管理事件时处理 TextEvent.TEXT_INPUT 事件。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:textInputHandler" playername=""/>
						<string name="updateVisibleRectangle" object="[flashx.textLayout.container.ContainerController]" text=".updateVisibleRectangle(%%):void" tiptext="如果滚动，将滚动矩形设置为容器矩形，这样会将显示一半的任何行剪裁到可滚动区域。" version="1.5" helpurl="flashx.textLayout.container:ContainerController:updateVisibleRectangle" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ContainerController 类的属性" helpurl="flashx.textLayout.container:ContainerController">
						<string name="absoluteStart" object="[flashx.textLayout.container.ContainerController]" text=".absoluteStart" tiptext="返回容器中第一个字符。" version="" helpurl="flashx.textLayout.container:ContainerController:absoluteStart:get" playername=""/>
						<string name="alignmentBaseline" object="[flashx.textLayout.container.ContainerController]" text=".alignmentBaseline" tiptext="TextLayoutFormat: 指定主导基线对齐到的基线。" version="" helpurl="flashx.textLayout.container:ContainerController:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.container.ContainerController]" text=".backgroundAlpha" tiptext="TextLayoutFormat: 背景的 Alpha（透明度）值（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.container.ContainerController]" text=".backgroundColor" tiptext="TextLayoutFormat: 文本的背景颜色（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.container.ContainerController]" text=".baselineShift" tiptext="TextLayoutFormat: 从 dominantBaseline 值偏移基线的数量。" version="" helpurl="flashx.textLayout.container:ContainerController:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.container.ContainerController]" text=".blockProgression" tiptext="TextLayoutFormat: 指定线位置的垂直或水平行进。" version="" helpurl="flashx.textLayout.container:ContainerController:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.container.ContainerController]" text=".breakOpportunity" tiptext="TextLayoutFormat: 控制在将连续文本断开为多行时允许行断开的位置。" version="" helpurl="flashx.textLayout.container:ContainerController:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.container.ContainerController]" text=".cffHinting" tiptext="TextLayoutFormat: 用于此文本的 CFF 提示的类型。" version="" helpurl="flashx.textLayout.container:ContainerController:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.container.ContainerController]" text=".color" tiptext="TextLayoutFormat: 文本的颜色。" version="" helpurl="flashx.textLayout.container:ContainerController:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.container.ContainerController]" text=".columnCount" tiptext="TextLayoutFormat: 文本列数（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.container.ContainerController]" text=".columnGap" tiptext="TextLayoutFormat: 指定要在列之间留出的装订线空间量（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:columnGap:get" playername=""/>
						<string name="columnState" object="[flashx.textLayout.container.ContainerController]" text=".columnState" tiptext="返回 ColumnState 对象，描述了容器中列的数目和特性。" version="" helpurl="flashx.textLayout.container:ContainerController:columnState:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.container.ContainerController]" text=".columnWidth" tiptext="TextLayoutFormat: 列宽（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:columnWidth:get" playername=""/>
						<string name="compositionHeight" object="[flashx.textLayout.container.ContainerController]" text=".compositionHeight" tiptext="返回容器内允许的文本垂直范围。" version="" helpurl="flashx.textLayout.container:ContainerController:compositionHeight:get" playername=""/>
						<string name="compositionWidth" object="[flashx.textLayout.container.ContainerController]" text=".compositionWidth" tiptext="返回容器内允许的文本水平范围。" version="" helpurl="flashx.textLayout.container:ContainerController:compositionWidth:get" playername=""/>
						<string name="computedFormat" object="[flashx.textLayout.container.ContainerController]" text=".computedFormat" tiptext="返回具有应用于此容器的属性的一个 ITextLayoutFormat 实例，包括从其根元素继承的属性。" version="" helpurl="flashx.textLayout.container:ContainerController:computedFormat:get" playername=""/>
						<string name="container" object="[flashx.textLayout.container.ContainerController]" text=".container" tiptext="返回包含此 ContainerController 实例文本行的容器显示对象。" version="" helpurl="flashx.textLayout.container:ContainerController:container:get" playername=""/>
						<string name="coreStyles" object="[flashx.textLayout.container.ContainerController]" text=".coreStyles" tiptext="返回此 ContainerController 的 coreStyles。" version="" helpurl="flashx.textLayout.container:ContainerController:coreStyles:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.container.ContainerController]" text=".digitCase" tiptext="TextLayoutFormat: 用于此文本的数字大小写类型。" version="" helpurl="flashx.textLayout.container:ContainerController:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.container.ContainerController]" text=".digitWidth" tiptext="TextLayoutFormat: 用于此文本的数字宽度类型。" version="" helpurl="flashx.textLayout.container:ContainerController:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.container.ContainerController]" text=".direction" tiptext="TextLayoutFormat: 指定文本在文本块中的默认双向嵌入级别。" version="" helpurl="flashx.textLayout.container:ContainerController:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.container.ContainerController]" text=".dominantBaseline" tiptext="TextLayoutFormat: 指定该元素的哪条基线紧贴到对齐基线以确定元素在该行上的垂直位置。" version="" helpurl="flashx.textLayout.container:ContainerController:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.container.ContainerController]" text=".firstBaselineOffset" tiptext="TextLayoutFormat: 指定容器中第一行的基线位置。" version="" helpurl="flashx.textLayout.container:ContainerController:firstBaselineOffset:get" playername=""/>
						<string name="flowComposer" object="[flashx.textLayout.container.ContainerController]" text=".flowComposer" tiptext="返回流合成器对象，该对象可将文本合成到由此控制器管理的容器，并加亮该文本。" version="" helpurl="flashx.textLayout.container:ContainerController:flowComposer:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.container.ContainerController]" text=".fontFamily" tiptext="TextLayoutFormat: 要使用的字体的名称或用逗号分隔的字体名称列表。" version="" helpurl="flashx.textLayout.container:ContainerController:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.container.ContainerController]" text=".fontLookup" tiptext="TextLayoutFormat: 要使用的字体查找。" version="" helpurl="flashx.textLayout.container:ContainerController:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.container.ContainerController]" text=".fontSize" tiptext="TextLayoutFormat: 文本的大小（以像素为单位）。" version="" helpurl="flashx.textLayout.container:ContainerController:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.container.ContainerController]" text=".fontStyle" tiptext="TextLayoutFormat: 文本的样式。" version="" helpurl="flashx.textLayout.container:ContainerController:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.container.ContainerController]" text=".fontWeight" tiptext="TextLayoutFormat: 文本的粗细。" version="" helpurl="flashx.textLayout.container:ContainerController:fontWeight:get" playername=""/>
						<string name="format" object="[flashx.textLayout.container.ContainerController]" text=".format" tiptext="存储包含此容器属性的 ITextLayoutFormat 对象。" version="" helpurl="flashx.textLayout.container:ContainerController:format:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[flashx.textLayout.container.ContainerController]" text=".horizontalScrollPolicy" tiptext="指定水平滚动方式，这可以通过指定 ScrollPolicy 类的一个常量来设置: ON、OFF 或 AUTO。" version="" helpurl="flashx.textLayout.container:ContainerController:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[flashx.textLayout.container.ContainerController]" text=".horizontalScrollPosition" tiptext="指定舞台上当前的水平滚动位置。" version="" helpurl="flashx.textLayout.container:ContainerController:horizontalScrollPosition:get" playername=""/>
						<string name="interactionManager" object="[flashx.textLayout.container.ContainerController]" text=".interactionManager" tiptext="与该 TextFlow 对象关联的 InteractionManager。" version="" helpurl="flashx.textLayout.container:ContainerController:interactionManager:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.container.ContainerController]" text=".justificationRule" tiptext="TextLayoutFormat: 用于将段落中的文本两端对齐的规则。" version="" helpurl="flashx.textLayout.container:ContainerController:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.container.ContainerController]" text=".justificationStyle" tiptext="TextLayoutFormat: 用于将段落两端对齐的样式。" version="" helpurl="flashx.textLayout.container:ContainerController:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.container.ContainerController]" text=".kerning" tiptext="TextLayoutFormat: 字距调整用于调整某些字符对之间的像素以提高可读性。" version="" helpurl="flashx.textLayout.container:ContainerController:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.container.ContainerController]" text=".leadingModel" tiptext="TextLayoutFormat: 指定行距模型，它是行距基础和行距方向的组合。" version="" helpurl="flashx.textLayout.container:ContainerController:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.container.ContainerController]" text=".ligatureLevel" tiptext="TextLayoutFormat: 控制可以在该文本中使用字体中定义的哪些连字。" version="" helpurl="flashx.textLayout.container:ContainerController:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.container.ContainerController]" text=".lineBreak" tiptext="TextLayoutFormat: 控制容器内的换行（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.container.ContainerController]" text=".lineHeight" tiptext="TextLayoutFormat: 文本的行距控制。" version="" helpurl="flashx.textLayout.container:ContainerController:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.container.ContainerController]" text=".lineThrough" tiptext="TextLayoutFormat: 若为 true，则应用删除线（一条穿过文本中间的直线）。" version="" helpurl="flashx.textLayout.container:ContainerController:lineThrough:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.container.ContainerController]" text=".locale" tiptext="TextLayoutFormat: 文本的区域设置。" version="" helpurl="flashx.textLayout.container:ContainerController:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.container.ContainerController]" text=".paddingBottom" tiptext="TextLayoutFormat: 底部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.container.ContainerController]" text=".paddingLeft" tiptext="TextLayoutFormat: 左边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.container.ContainerController]" text=".paddingRight" tiptext="TextLayoutFormat: 右内边距（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.container.ContainerController]" text=".paddingTop" tiptext="TextLayoutFormat: 顶部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.container.ContainerController]" text=".paragraphEndIndent" tiptext="TextLayoutFormat: 一个数字，指定段落结束边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.container.ContainerController]" text=".paragraphSpaceAfter" tiptext="TextLayoutFormat: 一个数字，指定在段落后留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.container.ContainerController]" text=".paragraphSpaceBefore" tiptext="TextLayoutFormat: 一个数字，指定在段落前留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.container.ContainerController]" text=".paragraphStartIndent" tiptext="TextLayoutFormat: 一个数字，指定段落开始边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.container:ContainerController:paragraphStartIndent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.container.ContainerController]" text=".renderingMode" tiptext="TextLayoutFormat: 用于此文本的呈现模式。" version="" helpurl="flashx.textLayout.container:ContainerController:renderingMode:get" playername=""/>
						<string name="rootElement" object="[flashx.textLayout.container.ContainerController]" text=".rootElement" tiptext="返回容器中显示的根元素。" version="" helpurl="flashx.textLayout.container:ContainerController:rootElement:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.container.ContainerController]" text=".tabStops" tiptext="TextLayoutFormat: 指定与段落关联的制表位。" version="" helpurl="flashx.textLayout.container:ContainerController:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.container.ContainerController]" text=".textAlignLast" tiptext="TextLayoutFormat: 两端对齐文本中段落最后一行（或唯一的一行）与容器的对齐方式。" version="" helpurl="flashx.textLayout.container:ContainerController:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.container.ContainerController]" text=".textAlign" tiptext="TextLayoutFormat: 段落中的行与容器的对齐方式。" version="" helpurl="flashx.textLayout.container:ContainerController:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.container.ContainerController]" text=".textAlpha" tiptext="TextLayoutFormat: 文本的 Alpha（透明度）值。" version="" helpurl="flashx.textLayout.container:ContainerController:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.container.ContainerController]" text=".textDecoration" tiptext="TextLayoutFormat: 文本上的装饰。" version="" helpurl="flashx.textLayout.container:ContainerController:textDecoration:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.container.ContainerController]" text=".textFlow" tiptext="返回其内容出现在容器中的 TextFlow 对象。" version="" helpurl="flashx.textLayout.container:ContainerController:textFlow:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.container.ContainerController]" text=".textIndent" tiptext="TextLayoutFormat: 一个数字，指定段落第一行的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.container:ContainerController:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.container.ContainerController]" text=".textJustify" tiptext="TextLayoutFormat: 指定文本两端对齐的选项。" version="" helpurl="flashx.textLayout.container:ContainerController:textJustify:get" playername=""/>
						<string name="textLength" object="[flashx.textLayout.container.ContainerController]" text=".textLength" tiptext="返回容器中的字符总数。" version="" helpurl="flashx.textLayout.container:ContainerController:textLength:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.container.ContainerController]" text=".textRotation" tiptext="TextLayoutFormat: 确定要旋转此文本的度数。" version="" helpurl="flashx.textLayout.container:ContainerController:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.container.ContainerController]" text=".trackingLeft" tiptext="TextLayoutFormat: 像素数（或字体大小的百分比，如 120%），指示应用于每个字符左侧的间隙数（手动字距调整）。" version="" helpurl="flashx.textLayout.container:ContainerController:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.container.ContainerController]" text=".trackingRight" tiptext="TextLayoutFormat: 数字（以像素为单位）（或字体大小的百分比，如 120%）表示要应用到每个字符右边的间距的量（手动字距调整）。" version="" helpurl="flashx.textLayout.container:ContainerController:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.container.ContainerController]" text=".typographicCase" tiptext="TextLayoutFormat: 用于此文本的印刷大小写的类型。" version="" helpurl="flashx.textLayout.container:ContainerController:typographicCase:get" playername=""/>
						<string name="userStyles" object="[flashx.textLayout.container.ContainerController]" text=".userStyles" tiptext="ContainerController 实例的 userStyles 对象。" version="" helpurl="flashx.textLayout.container:ContainerController:userStyles:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.container.ContainerController]" text=".verticalAlign" tiptext="TextLayoutFormat: 垂直对齐或两端对齐（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.container:ContainerController:verticalAlign:get" playername=""/>
						<string name="verticalScrollPolicy" object="[flashx.textLayout.container.ContainerController]" text=".verticalScrollPolicy" tiptext="指定垂直滚动方式，这可以通过指定 ScrollPolicy 类的一个常量来设置: ON、OFF 或 AUTO。" version="" helpurl="flashx.textLayout.container:ContainerController:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[flashx.textLayout.container.ContainerController]" text=".verticalScrollPosition" tiptext="指定舞台上当前的垂直滚动位置。" version="" helpurl="flashx.textLayout.container:ContainerController:verticalScrollPosition:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.container.ContainerController]" text=".whiteSpaceCollapse" tiptext="TextLayoutFormat: 将文本导入到 TextFlow 中时压缩或保留空白。" version="" helpurl="flashx.textLayout.container:ContainerController:whiteSpaceCollapse:get" playername=""/>
						<string name="containerControllerInitialFormat" object="[flashx.textLayout.container.ContainerController]" text=".containerControllerInitialFormat" tiptext="" version="" helpurl="flashx.textLayout.container:ContainerController:containerControllerInitialFormat:set" playername=""/>
					</folder>
				</folder>
				<folder name="ISandboxSupport" id="[flashx.textLayout.container.ISandboxSupport]" sort="true" index="true" tiptext="用于支持子应用程序中的 TLF 内容的接口。" helpurl="flashx.textLayout.container:ISandboxSupport">
					<folder name="方法" id="Methods" tiptext="ISandboxSupport 类的方法" helpurl="flashx.textLayout.container:ISandboxSupport">
						<string name="beginMouseCapture" object="[flashx.textLayout.container.ISandboxSupport]" text=".beginMouseCapture(%%):void" tiptext="请求客户端开始从安全沙箱外部转发 mouseup 和 mousemove 事件时调用。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:beginMouseCapture" playername=""/>
						<string name="endMouseCapture" object="[flashx.textLayout.container.ISandboxSupport]" text=".endMouseCapture(%%):void" tiptext="通知客户端不再需要从安全沙箱外部转发 mouseup 和 mousemove 事件时调用。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:endMouseCapture" playername=""/>
						<string name="mouseMoveSomewhere" object="[flashx.textLayout.container.ISandboxSupport]" text=".mouseMoveSomewhere(%事件:flash.events:Event%):void" tiptext="用于从安全沙箱外部转发 mouseMove 事件的客户端调用。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:mouseMoveSomewhere" playername=""/>
						<string name="mouseUpSomewhere" object="[flashx.textLayout.container.ISandboxSupport]" text=".mouseUpSomewhere(%事件:flash.events:Event%):void" tiptext="客户端调用以从安全沙箱外转发一个 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.container:ISandboxSupport:mouseUpSomewhere" playername=""/>
					</folder>
				</folder>
				<folder name="ScrollPolicy" id="[flashx.textLayout.container.ScrollPolicy]" sort="true" index="true" asAncestors="Object" tiptext="ScrollPolicy 类是一个枚举类，定义用于设置 ContainerController 类的 horizontalScrollPolicy 和 verticalScrollPolicy 属性的值；ContainerController 类可定义文本流容器。" helpurl="flashx.textLayout.container:ScrollPolicy">
					<folder name="属性" id="Properties" tiptext="ScrollPolicy 类的属性" helpurl="flashx.textLayout.container:ScrollPolicy">
						<string name="AUTO" object="[flashx.textLayout.container.ScrollPolicy]" text="ScrollPolicy.AUTO" constant="true" tiptext="指示如果内容超出了容器的大小则发生滚动。" version="" helpurl="flashx.textLayout.container:ScrollPolicy:AUTO" playername=""/>
						<string name="OFF" object="[flashx.textLayout.container.ScrollPolicy]" text="ScrollPolicy.OFF" constant="true" tiptext="使运行时不显示溢出行，也就是说用户无法导航到这些行。" version="" helpurl="flashx.textLayout.container:ScrollPolicy:OFF" playername=""/>
						<string name="ON" object="[flashx.textLayout.container.ScrollPolicy]" text="ScrollPolicy.ON" constant="true" tiptext="指定允许通过滚动访问超出容器大小的内容。" version="" helpurl="flashx.textLayout.container:ScrollPolicy:ON" playername=""/>
					</folder>
				</folder>
				<folder name="TextContainerManager" id="[flashx.textLayout.container.TextContainerManager]" sort="true" index="true" asAncestors="flash.events:EventDispatcher,Object" tiptext="管理容器中的文本。" helpurl="flashx.textLayout.container:TextContainerManager">
					<folder name="方法" id="Methods" tiptext="TextContainerManager 类的方法" helpurl="flashx.textLayout.container:TextContainerManager">
						<string name="TextContainerManager" object="[flashx.textLayout.container.TextContainerManager]" text="new TextContainerManager(%容器:flash.display:Sprite[,配置:flashx.textLayout.elements:IConfiguration=null]%)" constructor="true" tiptext="构造函数 - 创建 TextContainerManager 实例。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:TextContainerManager" playername=""/>
						<string name="activateHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="当客户端管理事件时处理 Event.ACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:activateHandler" playername=""/>
						<string name="beginInteraction" object="[flashx.textLayout.container.TextContainerManager]" text=".beginInteraction(%%):flashx.textLayout.edit:ISelectionManager" tiptext="返回当前 ISelectionManager 实例。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:beginInteraction" playername=""/>
						<string name="beginMouseCapture" object="[flashx.textLayout.container.TextContainerManager]" text=".beginMouseCapture(%%):void" tiptext="请求客户端开始从安全沙箱外部转发 mouseup 和 mousemove 事件时调用。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:beginMouseCapture" playername=""/>
						<string name="compose" object="[flashx.textLayout.container.TextContainerManager]" text=".compose(%%):void" tiptext="合成容器文本；调用工厂或 updateAllControllers()。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:compose" playername=""/>
						<string name="createContextMenu" object="[flashx.textLayout.container.TextContainerManager]" text=".createContextMenu(%%):flash.ui:ContextMenu" tiptext="为 TextContainerManager 创建一个 ContextMenu。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:createContextMenu" playername=""/>
						<string name="createEditManager" object="[flashx.textLayout.container.TextContainerManager]" text=".createEditManager(%撤消管理器:flashx.undo:IUndoManager%):flashx.textLayout.edit:IEditManager" tiptext="创建一个编辑管理器，用于编辑。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:createEditManager" playername=""/>
						<string name="createSelectionManager" object="[flashx.textLayout.container.TextContainerManager]" text=".createSelectionManager(%%):flashx.textLayout.edit:ISelectionManager" tiptext="创建选择管理器，用于进行选择。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:createSelectionManager" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="当客户端管理事件时处理 Event.DEACTIVATE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:deactivateHandler" playername=""/>
						<string name="drawBackgroundAndSetScrollRect" object="[flashx.textLayout.container.TextContainerManager]" text=".drawBackgroundAndSetScrollRect(%滚动X:Number,滚动Y:Number%):Boolean" tiptext="如果它填充了容器的 scrollRect 属性则返回 true。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:drawBackgroundAndSetScrollRect" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="当客户端管理事件时处理编辑事件（CUT、COPY、PASTE、SELECT_ALL）。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:editHandler" playername=""/>
						<string name="endInteraction" object="[flashx.textLayout.container.TextContainerManager]" text=".endInteraction(%%):void" tiptext="终止交互。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:endInteraction" playername=""/>
						<string name="endMouseCapture" object="[flashx.textLayout.container.TextContainerManager]" text=".endMouseCapture(%%):void" tiptext="通知客户端不再需要从安全沙箱外部转发 mouseup 和 mousemove 事件时调用。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:endMouseCapture" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.KEY_FOCUS_CHANGE 和 FocusEvent.MOUSE_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusIn 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.FOCUS_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:focusOutHandler" playername=""/>
						<string name="getContentBounds" object="[flashx.textLayout.container.TextContainerManager]" text=".getContentBounds(%%):flash.geom:Rectangle" tiptext="创建一个矩形，它显示对 compose() 方法或 updateContainer() 方法的最后调用放置该文本的位置。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getContentBounds" playername=""/>
						<string name="getFocusedSelectionFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".getFocusedSelectionFormat(%%):flashx.textLayout.edit:SelectionFormat" tiptext="返回 focusedSelectionFormat - 默认情况下从配置获得。" version="" helpurl="flashx.textLayout.container:TextContainerManager:getFocusedSelectionFormat" playername=""/>
						<string name="getInactiveSelectionFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".getInactiveSelectionFormat(%%):flashx.textLayout.edit:SelectionFormat" tiptext="返回 inactiveSelectionFormat - 默认情况下从配置获得。可以在子类中覆盖该方法以提供不同的 SelectionFormat。" version="" helpurl="flashx.textLayout.container:TextContainerManager:getInactiveSelectionFormat" playername=""/>
						<string name="getLineAt" object="[flashx.textLayout.container.TextContainerManager]" text=".getLineAt(%索引:int%):flash.text.engine:TextLine" tiptext="从合成的行数组中返回位于指定索引的 TextLine。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getLineAt" playername=""/>
						<string name="getScrollDelta" object="[flashx.textLayout.container.TextContainerManager]" text=".getScrollDelta(%数字行:int%):Number" tiptext="计算要向上或向下滚动指定行数所需的滚动距离。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getScrollDelta" playername=""/>
						<string name="getTextFlow" object="[flashx.textLayout.container.TextContainerManager]" text=".getTextFlow(%%):flashx.textLayout.elements:TextFlow" tiptext="当前 TextFlow。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getTextFlow" playername=""/>
						<string name="getText" object="[flashx.textLayout.container.TextContainerManager]" text=".getText(%[分隔符:String=]%):String" tiptext="返回在段落之间使用某一分隔符的当前文本。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getText" playername=""/>
						<string name="getUndoManager" object="[flashx.textLayout.container.TextContainerManager]" text=".getUndoManager(%%):flashx.undo:IUndoManager" tiptext="返回要使用的撤消管理器。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getUndoManager" playername=""/>
						<string name="getUnfocusedSelectionFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".getUnfocusedSelectionFormat(%%):flashx.textLayout.edit:SelectionFormat" tiptext="返回 unfocusedSelectionFormat - 默认情况下从配置获得。您可以在子类中覆盖该方法以提供不同的 SelectionFormat。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:getUnfocusedSelectionFormat" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="当客户端管理事件时处理 IME_START_COMPOSITION 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:imeStartCompositionHandler" playername=""/>
						<string name="invalidateSelectionFormats" object="[flashx.textLayout.container.TextContainerManager]" text=".invalidateSelectionFormats(%%):void" tiptext="如果要更改选择格式 (SelectionFormat) 并希望更新 interactionManager，可调用此方法。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:invalidateSelectionFormats" playername=""/>
						<string name="invalidateUndoManager" object="[flashx.textLayout.container.TextContainerManager]" text=".invalidateUndoManager(%%):void" tiptext="如果您正在执行编辑且希望重置用于编辑的撤消管理器，可调用此方法。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:invalidateUndoManager" playername=""/>
						<string name="isDamaged" object="[flashx.textLayout.container.TextContainerManager]" text=".isDamaged(%%):Boolean" tiptext="如果需要合成内容则返回 true。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:isDamaged" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="当客户端管理事件时处理 KeyboardEvent.KEY_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="当客户端管理事件时处理 FocusEvent.KEY_FOCUS_CHANGE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="当客户端管理事件时处理 Keyboard.KEY_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="当客户端管理事件时处理 ContextMenuEvent.MENU_SELECT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.DOUBLE_CLICK 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_DOWN 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_MOVE 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseMoveHandler" playername=""/>
						<string name="mouseMoveSomewhere" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseMoveSomewhere(%事件:flash.events:Event%):void" tiptext="用于从安全沙箱外部转发 mouseMove 事件的客户端调用。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseMoveSomewhere" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_OUT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseOver 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_UP 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseUpHandler" playername=""/>
						<string name="mouseUpSomewhere" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseUpSomewhere(%e:flash.events:Event%):void" tiptext="客户端调用以从安全沙箱外转发一个 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseUpSomewhere" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="当客户端管理事件时处理 MouseEvent.MOUSE_WHEEL 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:mouseWheelHandler" playername=""/>
						<string name="scrollToRange" object="[flashx.textLayout.container.TextContainerManager]" text=".scrollToRange(%活动位置:int,锚点位置:int%):void" tiptext="允许滚动，使文本范围在容器中可见。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:scrollToRange" playername=""/>
						<string name="setTextFlow" object="[flashx.textLayout.container.TextContainerManager]" text=".setTextFlow(%文本流:flashx.textLayout.elements:TextFlow%):void" tiptext="将一个 TextFlow 设置到该 TextContainerManager 中，取代任何现有 TextFlow 并放弃当前文本。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:setTextFlow" playername=""/>
						<string name="setText" object="[flashx.textLayout.container.TextContainerManager]" text=".setText(%文本:String%):void" tiptext="将 text 属性设置为指定的 String。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:setText" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.container.TextContainerManager]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="当客户端管理事件时处理 TextEvent.TEXT_INPUT 事件。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:textInputHandler" playername=""/>
						<string name="updateContainer" object="[flashx.textLayout.container.TextContainerManager]" text=".updateContainer(%%):void" tiptext="更新显示；调用工厂或 updateAllControllers()。" version="1.5" helpurl="flashx.textLayout.container:TextContainerManager:updateContainer" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextContainerManager 类的属性" helpurl="flashx.textLayout.container:TextContainerManager">
						<string name="compositionHeight" object="[flashx.textLayout.container.TextContainerManager]" text=".compositionHeight" tiptext="返回容器内允许的文本垂直范围。" version="" helpurl="flashx.textLayout.container:TextContainerManager:compositionHeight:get" playername=""/>
						<string name="compositionWidth" object="[flashx.textLayout.container.TextContainerManager]" text=".compositionWidth" tiptext="返回容器内允许的文本水平范围。" version="" helpurl="flashx.textLayout.container:TextContainerManager:compositionWidth:get" playername=""/>
						<string name="configuration" object="[flashx.textLayout.container.TextContainerManager]" text=".configuration" tiptext="该 TextContainerManager 的 Configuration 对象。" version="" helpurl="flashx.textLayout.container:TextContainerManager:configuration:get" playername=""/>
						<string name="container" object="[flashx.textLayout.container.TextContainerManager]" text=".container" tiptext="返回包含该 TextContainerManager 管理的文本的容器 (DisplayObjectContainer)。" version="" helpurl="flashx.textLayout.container:TextContainerManager:container:get" playername=""/>
						<string name="defaultConfiguration" object="[flashx.textLayout.container.TextContainerManager]" text=".defaultConfiguration" tiptext="该 TextContainerManager 的默认配置。" version="" helpurl="flashx.textLayout.container:TextContainerManager:defaultConfiguration:get" playername=""/>
						<string name="editingMode" object="[flashx.textLayout.container.TextContainerManager]" text=".editingMode" tiptext="该 TextContainerManager 的编辑模式。" version="" helpurl="flashx.textLayout.container:TextContainerManager:editingMode:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[flashx.textLayout.container.TextContainerManager]" text=".horizontalScrollPolicy" tiptext="控制工厂是生成所有文本行还是在填满容器范围时停止。" version="" helpurl="flashx.textLayout.container:TextContainerManager:horizontalScrollPolicy:get" playername=""/>
						<string name="horizontalScrollPosition" object="[flashx.textLayout.container.TextContainerManager]" text=".horizontalScrollPosition" tiptext="指定舞台上当前的水平滚动位置。" version="" helpurl="flashx.textLayout.container:TextContainerManager:horizontalScrollPosition:get" playername=""/>
						<string name="hostFormat" object="[flashx.textLayout.container.TextContainerManager]" text=".hostFormat" tiptext="设置仅显示一个字符串时的格式。" version="" helpurl="flashx.textLayout.container:TextContainerManager:hostFormat:get" playername=""/>
						<string name="numLines" object="[flashx.textLayout.container.TextContainerManager]" text=".numLines" tiptext="流中的文本行总数。" version="" helpurl="flashx.textLayout.container:TextContainerManager:numLines:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.container.TextContainerManager]" text=".swfContext" tiptext="用于根据需要在正确的 swf 上下文中进行 FTE 调用的可选 ISWFContext 实例。" version="" helpurl="flashx.textLayout.container:TextContainerManager:swfContext:get" playername=""/>
						<string name="verticalScrollPolicy" object="[flashx.textLayout.container.TextContainerManager]" text=".verticalScrollPolicy" tiptext="控制工厂是生成所有文本行还是在填满容器范围时停止。" version="" helpurl="flashx.textLayout.container:TextContainerManager:verticalScrollPolicy:get" playername=""/>
						<string name="verticalScrollPosition" object="[flashx.textLayout.container.TextContainerManager]" text=".verticalScrollPosition" tiptext="指定舞台上当前的垂直滚动位置。" version="" helpurl="flashx.textLayout.container:TextContainerManager:verticalScrollPosition:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextContainerManager 类的事件" helpurl="flashx.textLayout.container:TextContainerManager">
						<string name="updateComplete" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=UpdateCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次由于合成而使容器添加或更新了 DisplayObject 时由 TextFlow 对象调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__updateComplete" playername=""/>
						<string name="damage" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=DamageEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次 TextFlow 对象受损时由该对象调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__damage" playername=""/>
						<string name="scroll" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=TextLayoutEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在控制器容器中滚动了文本时由 TextFlow 对象调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__scroll" playername=""/>
						<string name="inlineGraphicStatusChanged" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=StatusChangeEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当由于宽度或高度设置为自动或百分比而使 InlineGraphicElement 调整了大小，且图形完成加载后进行调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__inlineGraphicStatusChanged" playername=""/>
						<string name="click" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="单击任何链接时调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__click" playername=""/>
						<string name="rollOut" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标离开任何链接时调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__rollOut" playername=""/>
						<string name="rollOver" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标首次进入任何链接时调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__rollOver" playername=""/>
						<string name="mouseMove" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标经过任何链接时调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__mouseMove" playername=""/>
						<string name="mouseUp" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何链接上松开鼠标时调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__mouseUp" playername=""/>
						<string name="mouseDown" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何链接上按下鼠标时调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__mouseDown" playername=""/>
						<string name="compositionComplete" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=CompositionCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次重新合成后调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__compositionComplete" playername=""/>
						<string name="selectionChange" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=SelectionEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次更改所选项目后调度。" version="" helpurl="flashx.textLayout.container:TextContainerManager__selectionChange" playername=""/>
						<string name="flowOperationComplete" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowOperationEvent.FLOW_OPERATION_COMPLETE{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.container:TextContainerManager__flowOperationComplete" playername=""/>
						<string name="flowOperationEnd" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowOperationEvent.FLOW_OPERATION_END{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.container:TextContainerManager__flowOperationEnd" playername=""/>
						<string name="flowOperationBegin" object="[flashx.textLayout.container.TextContainerManager]" text=".addEventListener(%类型:String=FlowOperationEvent.FLOW_OPERATION_BEGIN{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.container:TextContainerManager__flowOperationBegin" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.conversion" id="flashx.textLayout.conversion" sort="true" tiptext="flashx.textLayout.conversion 包的类" helpurl="flashx.textLayout.conversion">
				<folder name="ConversionType" id="[flashx.textLayout.conversion.ConversionType]" sort="true" index="true" asAncestors="Object" tiptext="所导出文本的格式值。" helpurl="flashx.textLayout.conversion:ConversionType">
					<folder name="属性" id="Properties" tiptext="ConversionType 类的属性" helpurl="flashx.textLayout.conversion:ConversionType">
						<string name="STRING_TYPE" object="[flashx.textLayout.conversion.ConversionType]" text="ConversionType.STRING_TYPE" constant="true" tiptext="导出为 String 类型。" version="" helpurl="flashx.textLayout.conversion:ConversionType:STRING_TYPE" playername=""/>
						<string name="XML_TYPE" object="[flashx.textLayout.conversion.ConversionType]" text="ConversionType.XML_TYPE" constant="true" tiptext="导出为 XML 类型。" version="" helpurl="flashx.textLayout.conversion:ConversionType:XML_TYPE" playername=""/>
					</folder>
				</folder>
				<folder name="ITextExporter" id="[flashx.textLayout.conversion.ITextExporter]" sort="true" index="true" tiptext="用于将 TextFlow 实例中的文本内容以 String 或 XML 格式导出的接口。" helpurl="flashx.textLayout.conversion:ITextExporter">
					<folder name="方法" id="Methods" tiptext="ITextExporter 类的方法" helpurl="flashx.textLayout.conversion:ITextExporter">
						<string name="export" object="[flashx.textLayout.conversion.ITextExporter]" text=".export(%源:flashx.textLayout.elements:TextFlow,转换类型:String%):Object" tiptext="将 TextFlow 实例中的文本内容以 String 或 XML 格式导出。" version="1.5" helpurl="flashx.textLayout.conversion:ITextExporter:export" playername=""/>
					</folder>
				</folder>
				<folder name="ITextImporter" id="[flashx.textLayout.conversion.ITextImporter]" sort="true" index="true" tiptext="用于将文本内容从外部源导入到 TextFlow 中的接口。" helpurl="flashx.textLayout.conversion:ITextImporter">
					<folder name="方法" id="Methods" tiptext="ITextImporter 类的方法" helpurl="flashx.textLayout.conversion:ITextImporter">
						<string name="importToFlow" object="[flashx.textLayout.conversion.ITextImporter]" text=".importToFlow(%源:Object%):flashx.textLayout.elements:TextFlow" tiptext="从外部源导入文本内容并将其转换为 TextFlow。" version="1.5" helpurl="flashx.textLayout.conversion:ITextImporter:importToFlow" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ITextImporter 类的属性" helpurl="flashx.textLayout.conversion:ITextImporter">
						<string name="errors" object="[flashx.textLayout.conversion.ITextImporter]" text=".errors" tiptext="在解析期间遇到的错误。" version="" helpurl="flashx.textLayout.conversion:ITextImporter:errors:get" playername=""/>
						<string name="throwOnError" object="[flashx.textLayout.conversion.ITextImporter]" text=".throwOnError" tiptext="如果 throwOnError 为 true，则导入期间解析错误会引发异常。" version="" helpurl="flashx.textLayout.conversion:ITextImporter:throwOnError:get" playername=""/>
					</folder>
				</folder>
				<folder name="PlainTextExporter" id="[flashx.textLayout.conversion.PlainTextExporter]" sort="true" index="true" asAncestors="Object" tiptext="适用于纯文本格式的导出过滤器。" helpurl="flashx.textLayout.conversion:PlainTextExporter">
					<folder name="方法" id="Methods" tiptext="PlainTextExporter 类的方法" helpurl="flashx.textLayout.conversion:PlainTextExporter">
						<string name="PlainTextExporter" object="[flashx.textLayout.conversion.PlainTextExporter]" text="new PlainTextExporter(%%)" constructor="true" tiptext="构造函数" version="1.5" helpurl="flashx.textLayout.conversion:PlainTextExporter:PlainTextExporter" playername=""/>
						<string name="export" object="[flashx.textLayout.conversion.PlainTextExporter]" text=".export(%源:flashx.textLayout.elements:TextFlow,转换类型:String%):Object" tiptext="将 TextFlow 对象的内容导出为纯文本。" version="1.5" helpurl="flashx.textLayout.conversion:PlainTextExporter:export" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PlainTextExporter 类的属性" helpurl="flashx.textLayout.conversion:PlainTextExporter">
						<string name="paragraphSeparator" object="[flashx.textLayout.conversion.PlainTextExporter]" text=".paragraphSeparator" tiptext="指定用于分隔段落的字符序列（在文本流的等效纯文本中）。" version="" helpurl="flashx.textLayout.conversion:PlainTextExporter:paragraphSeparator:get" playername=""/>
						<string name="stripDiscretionaryHyphens" object="[flashx.textLayout.conversion.PlainTextExporter]" text=".stripDiscretionaryHyphens" tiptext="此标志指示是否应在导出过程中去除文本内的任意连字符。" version="" helpurl="flashx.textLayout.conversion:PlainTextExporter:stripDiscretionaryHyphens:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextConverter" id="[flashx.textLayout.conversion.TextConverter]" sort="true" index="true" asAncestors="Object" tiptext="这是用于处理导入和导出的网关类。" helpurl="flashx.textLayout.conversion:TextConverter">
					<folder name="方法" id="Methods" tiptext="TextConverter 类的方法" helpurl="flashx.textLayout.conversion:TextConverter">
						<string name="export" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.export(%源:flashx.textLayout.elements:TextFlow,格式:String,转换类型:String%):Object" static="true" tiptext="将 TextFlow 导出为指定格式。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:export" playername=""/>
						<string name="getExporter" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.getExporter(%格式:String%):flashx.textLayout.conversion:ITextExporter" static="true" tiptext="创建导出过滤器。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:getExporter" playername=""/>
						<string name="getImporter" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.getImporter(%格式:String[,配置:flashx.textLayout.elements:IConfiguration=null]%):flashx.textLayout.conversion:ITextImporter" static="true" tiptext="创建导入过滤器。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:getImporter" playername=""/>
						<string name="importToFlow" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.importToFlow(%源:Object,格式:String[,配置:flashx.textLayout.elements:IConfiguration=null]%):flashx.textLayout.elements:TextFlow" static="true" tiptext="基于指定格式的源内容创建 TextFlow。" version="1.5" helpurl="flashx.textLayout.conversion:TextConverter:importToFlow" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextConverter 类的属性" helpurl="flashx.textLayout.conversion:TextConverter">
						<string name="PLAIN_TEXT_FORMAT" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.PLAIN_TEXT_FORMAT" constant="true" tiptext="纯文本格式。" version="" helpurl="flashx.textLayout.conversion:TextConverter:PLAIN_TEXT_FORMAT" playername=""/>
						<string name="TEXT_FIELD_HTML_FORMAT" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.TEXT_FIELD_HTML_FORMAT" constant="true" tiptext="HTML 格式。" version="" helpurl="flashx.textLayout.conversion:TextConverter:TEXT_FIELD_HTML_FORMAT" playername=""/>
						<string name="TEXT_LAYOUT_FORMAT" object="[flashx.textLayout.conversion.TextConverter]" text="TextConverter.TEXT_LAYOUT_FORMAT" constant="true" tiptext="TextLayout 格式。" version="" helpurl="flashx.textLayout.conversion:TextConverter:TEXT_LAYOUT_FORMAT" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.edit" id="flashx.textLayout.edit" sort="true" tiptext="flashx.textLayout.edit 包的类" helpurl="flashx.textLayout.edit">
				<folder name="EditingMode" id="[flashx.textLayout.edit.EditingMode]" sort="true" index="true" asAncestors="Object" tiptext="EditingMode 类定义 EditManager 类用于表示文档读取、选择和编辑权限的常量。" helpurl="flashx.textLayout.edit:EditingMode">
					<folder name="属性" id="Properties" tiptext="EditingMode 类的属性" helpurl="flashx.textLayout.edit:EditingMode">
						<string name="READ_ONLY" object="[flashx.textLayout.edit.EditingMode]" text="EditingMode.READ_ONLY" constant="true" tiptext="文档为只读。" version="" helpurl="flashx.textLayout.edit:EditingMode:READ_ONLY" playername=""/>
						<string name="READ_SELECT" object="[flashx.textLayout.edit.EditingMode]" text="EditingMode.READ_SELECT" constant="true" tiptext="可以选择或复制文档中的文本，但是不能编辑。" version="" helpurl="flashx.textLayout.edit:EditingMode:READ_SELECT" playername=""/>
						<string name="READ_WRITE" object="[flashx.textLayout.edit.EditingMode]" text="EditingMode.READ_WRITE" constant="true" tiptext="可以编辑文档。" version="" helpurl="flashx.textLayout.edit:EditingMode:READ_WRITE" playername=""/>
					</folder>
				</folder>
				<folder name="EditManager" id="[flashx.textLayout.edit.EditManager]" sort="true" index="true" asAncestors="flashx.textLayout.edit:SelectionManager,Object" tiptext="EditManager 类可管理对 TextFlow 进行的编辑更改。" helpurl="flashx.textLayout.edit:EditManager">
					<folder name="方法" id="Methods" tiptext="EditManager 类的方法" helpurl="flashx.textLayout.edit:EditManager">
						<string name="EditManager" object="[flashx.textLayout.edit.EditManager]" text="new EditManager(%[撤消管理器:flashx.undo:IUndoManager=null]%)" constructor="true" tiptext="创建 EditManager 对象。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:EditManager" playername=""/>
						<string name="applyContainerFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyContainerFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将容器样式应用于所选项目中的任何容器。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyContainerFormat" playername=""/>
						<string name="applyFormatToElement" object="[flashx.textLayout.edit.EditManager]" text=".applyFormatToElement(%目标元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将样式应用于指定元素。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyFormatToElement" playername=""/>
						<string name="applyFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyFormat(%页格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改指定（或当前）所选项目的格式。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyFormat" playername=""/>
						<string name="applyLeafFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyLeafFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改应用于指定（或当前）所选项目中叶元素的格式。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyLeafFormat" playername=""/>
						<string name="applyLink" object="[flashx.textLayout.edit.EditManager]" text=".applyLink(%href:String[,目标:String=null,扩展到链接边界:Boolean=false,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将所选项目转换为一个链接，或将链接转换为普通文本。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyLink" playername=""/>
						<string name="applyParagraphFormat" object="[flashx.textLayout.edit.EditManager]" text=".applyParagraphFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将段落样式应用于所选项目中的任何段落。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyParagraphFormat" playername=""/>
						<string name="applyTCY" object="[flashx.textLayout.edit.EditManager]" text=".applyTCY(%应用tcy:Boolean[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将文本转换为 TCY 串或将 TCY 串转换为非 TCY 文本。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:applyTCY" playername=""/>
						<string name="beginCompositeOperation" object="[flashx.textLayout.edit.EditManager]" text=".beginCompositeOperation(%%):void" tiptext="开始一组新操作。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:beginCompositeOperation" playername=""/>
						<string name="changeElementID" object="[flashx.textLayout.edit.EditManager]" text=".changeElementID(%新ID:String,目标元素:flashx.textLayout.elements:FlowElement[,相对起始位置:int=0,相对结束位置:int=-1,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改元素的 ID。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:changeElementID" playername=""/>
						<string name="changeStyleName" object="[flashx.textLayout.edit.EditManager]" text=".changeStyleName(%新建名称:String,目标元素:flashx.textLayout.elements:FlowElement[,相对起始位置:int=0,相对结束位置:int=-1,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改整个元素或部分元素的 styleName。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:changeStyleName" playername=""/>
						<string name="clearFormatOnElement" object="[flashx.textLayout.edit.EditManager]" text=".clearFormatOnElement(%目标元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="对指定元素的样式取消定义。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:clearFormatOnElement" playername=""/>
						<string name="clearFormat" object="[flashx.textLayout.edit.EditManager]" text=".clearFormat(%页格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="对指定（或当前）所选项目的格式取消定义。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:clearFormat" playername=""/>
						<string name="cutTextScrap" object="[flashx.textLayout.edit.EditManager]" text=".cutTextScrap(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):flashx.textLayout.edit:TextScrap" tiptext="删除选择的区域并在 TextScrap 对象中返回删除的区域。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:cutTextScrap" playername=""/>
						<string name="deleteNextCharacter" object="[flashx.textLayout.edit.EditManager]" text=".deleteNextCharacter(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除某一范围内的文本，或者，如果进行了点选择，则删除下一个字符。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deleteNextCharacter" playername=""/>
						<string name="deleteNextWord" object="[flashx.textLayout.edit.EditManager]" text=".deleteNextWord(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除下一个字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deleteNextWord" playername=""/>
						<string name="deletePreviousCharacter" object="[flashx.textLayout.edit.EditManager]" text=".deletePreviousCharacter(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除某一范围内的文本，或者，如果进行了点选择，则删除上一个字符。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deletePreviousCharacter" playername=""/>
						<string name="deletePreviousWord" object="[flashx.textLayout.edit.EditManager]" text=".deletePreviousWord(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除上一个字。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deletePreviousWord" playername=""/>
						<string name="deleteText" object="[flashx.textLayout.edit.EditManager]" text=".deleteText(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除某一范围内的文本。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:deleteText" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.edit.EditManager]" text=".doOperation(%操作:flashx.textLayout.operations:FlowOperation%):void" tiptext="执行 FlowOperation。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:doOperation" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.edit.EditManager]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="" version="" helpurl="flashx.textLayout.edit:EditManager:editHandler" playername=""/>
						<string name="endCompositeOperation" object="[flashx.textLayout.edit.EditManager]" text=".endCompositeOperation(%%):void" tiptext="结束一组操作。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:endCompositeOperation" playername=""/>
						<string name="insertInlineGraphic" object="[flashx.textLayout.edit.EditManager]" text=".insertInlineGraphic(%源:Object,宽度:Object,高度:Object[,选项:Object=null,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入图像。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:insertInlineGraphic" playername=""/>
						<string name="insertText" object="[flashx.textLayout.edit.EditManager]" text=".insertText(%文本:String[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入文本。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:insertText" playername=""/>
						<string name="modifyInlineGraphic" object="[flashx.textLayout.edit.EditManager]" text=".modifyInlineGraphic(%源:Object,宽度:Object,高度:Object[,选项:Object=null,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="修改现有内嵌图形。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:modifyInlineGraphic" playername=""/>
						<string name="overwriteText" object="[flashx.textLayout.edit.EditManager]" text=".overwriteText(%文本:String[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="覆盖所选文本。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:overwriteText" playername=""/>
						<string name="pasteTextScrap" object="[flashx.textLayout.edit.EditManager]" text=".pasteTextScrap(%要粘贴的片段:flashx.textLayout.edit:TextScrap[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将 TextScrap 粘贴到选定区域。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:pasteTextScrap" playername=""/>
						<string name="redo" object="[flashx.textLayout.edit.EditManager]" text=".redo(%%):void" tiptext="执行上一个撤消的操作。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:redo" playername=""/>
						<string name="splitParagraph" object="[flashx.textLayout.edit.EditManager]" text=".splitParagraph(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="在当前位置拆分段落。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:splitParagraph" playername=""/>
						<string name="undo" object="[flashx.textLayout.edit.EditManager]" text=".undo(%%):void" tiptext="恢复上一个操作。" version="1.5" helpurl="flashx.textLayout.edit:EditManager:undo" playername=""/>
						<string name="updateAllControllers" object="[flashx.textLayout.edit.EditManager]" text=".updateAllControllers(%%):void" tiptext="在操作对其进行修改后更新显示" version="" helpurl="flashx.textLayout.edit:EditManager:updateAllControllers" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="EditManager 类的属性" helpurl="flashx.textLayout.edit:EditManager">
						<string name="overwriteMode" object="[flashx.textLayout.edit.EditManager]" text=".overwriteMode" tiptext="指示启用还是禁用覆盖模式。" version="" helpurl="flashx.textLayout.edit:EditManager:overwriteMode" playername=""/>
						<string name="undoManager" object="[flashx.textLayout.edit.EditManager]" text=".undoManager" tiptext="指定给该编辑管理器的 IUndoManager。" version="" helpurl="flashx.textLayout.edit:EditManager:undoManager:get" playername=""/>
					</folder>
				</folder>
				<folder name="ElementRange" id="[flashx.textLayout.edit.ElementRange]" sort="true" index="true" asAncestors="Object" tiptext="ElementRange 类表示文本流中所选对象的范围。" helpurl="flashx.textLayout.edit:ElementRange">
					<folder name="方法" id="Methods" tiptext="ElementRange 类的方法" helpurl="flashx.textLayout.edit:ElementRange">
						<string name="createElementRange" object="[flashx.textLayout.edit.ElementRange]" text="ElementRange.createElementRange(%文本流:flashx.textLayout.elements:TextFlow,绝对起始位置:int,绝对结束位置:int%):flashx.textLayout.edit:ElementRange" static="true" tiptext="创建 ElementRange 对象。" version="1.5" helpurl="flashx.textLayout.edit:ElementRange:createElementRange" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ElementRange 类的属性" helpurl="flashx.textLayout.edit:ElementRange">
						<string name="absoluteEnd" object="[flashx.textLayout.edit.ElementRange]" text=".absoluteEnd" tiptext="包含范围末尾的 FlowLeafElement 对象的绝对文本位置。" version="" helpurl="flashx.textLayout.edit:ElementRange:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.edit.ElementRange]" text=".absoluteStart" tiptext="包含范围开头的 FlowLeafElement 对象的绝对文本位置。" version="" helpurl="flashx.textLayout.edit:ElementRange:absoluteStart:get" playername=""/>
						<string name="characterFormat" object="[flashx.textLayout.edit.ElementRange]" text=".characterFormat" tiptext="该范围内字符的格式属性。" version="" helpurl="flashx.textLayout.edit:ElementRange:characterFormat:get" playername=""/>
						<string name="containerFormat" object="[flashx.textLayout.edit.ElementRange]" text=".containerFormat" tiptext="容器的显示范围的格式属性。" version="" helpurl="flashx.textLayout.edit:ElementRange:containerFormat:get" playername=""/>
						<string name="firstLeaf" object="[flashx.textLayout.edit.ElementRange]" text=".firstLeaf" tiptext="包含范围开头的 FlowLeafElement 对象。" version="" helpurl="flashx.textLayout.edit:ElementRange:firstLeaf:get" playername=""/>
						<string name="firstParagraph" object="[flashx.textLayout.edit.ElementRange]" text=".firstParagraph" tiptext="包含范围开头的 ParagraphElement 对象。" version="" helpurl="flashx.textLayout.edit:ElementRange:firstParagraph:get" playername=""/>
						<string name="lastLeaf" object="[flashx.textLayout.edit.ElementRange]" text=".lastLeaf" tiptext="包含范围末尾的 FlowLeafElement 对象。" version="" helpurl="flashx.textLayout.edit:ElementRange:lastLeaf:get" playername=""/>
						<string name="lastParagraph" object="[flashx.textLayout.edit.ElementRange]" text=".lastParagraph" tiptext="包含范围末尾的 ParagraphElement 对象。" version="" helpurl="flashx.textLayout.edit:ElementRange:lastParagraph:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.edit.ElementRange]" text=".paragraphFormat" tiptext="包含范围的段落的格式属性。" version="" helpurl="flashx.textLayout.edit:ElementRange:paragraphFormat:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.edit.ElementRange]" text=".textFlow" tiptext="包含范围的 TextFlow 对象。" version="" helpurl="flashx.textLayout.edit:ElementRange:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="IEditManager" id="[flashx.textLayout.edit.IEditManager]" sort="true" index="true" asAncestors="flashx.textLayout.edit:ISelectionManager,flashx.textLayout.edit:IInteractionEventHandler" tiptext="IEditManager 定义用于处理文本流编辑操作的接口。" helpurl="flashx.textLayout.edit:IEditManager">
					<folder name="方法" id="Methods" tiptext="IEditManager 类的方法" helpurl="flashx.textLayout.edit:IEditManager">
						<string name="applyContainerFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyContainerFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将容器样式应用于所选项目中的任何容器。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyContainerFormat" playername=""/>
						<string name="applyFormatToElement" object="[flashx.textLayout.edit.IEditManager]" text=".applyFormatToElement(%目标元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将样式应用于指定元素。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyFormatToElement" playername=""/>
						<string name="applyFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyFormat(%页格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改指定（或当前）所选项目的格式。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyFormat" playername=""/>
						<string name="applyLeafFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyLeafFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改应用于指定（或当前）所选项目中叶元素的格式。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyLeafFormat" playername=""/>
						<string name="applyLink" object="[flashx.textLayout.edit.IEditManager]" text=".applyLink(%href:String[,目标:String=null,扩展到链接边界:Boolean=false,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将所选项目转换为一个链接，或将链接转换为普通文本。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyLink" playername=""/>
						<string name="applyParagraphFormat" object="[flashx.textLayout.edit.IEditManager]" text=".applyParagraphFormat(%格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将段落样式应用于所选项目中的任何段落。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyParagraphFormat" playername=""/>
						<string name="applyTCY" object="[flashx.textLayout.edit.IEditManager]" text=".applyTCY(%应用tcy:Boolean[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将文本转换为 TCY 串或将 TCY 串转换为非 TCY 文本。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:applyTCY" playername=""/>
						<string name="beginCompositeOperation" object="[flashx.textLayout.edit.IEditManager]" text=".beginCompositeOperation(%%):void" tiptext="开始一组新操作。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:beginCompositeOperation" playername=""/>
						<string name="changeElementID" object="[flashx.textLayout.edit.IEditManager]" text=".changeElementID(%新ID:String,目标元素:flashx.textLayout.elements:FlowElement[,相对起始位置:int=0,相对结束位置:int=-1,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改元素的 ID。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:changeElementID" playername=""/>
						<string name="changeStyleName" object="[flashx.textLayout.edit.IEditManager]" text=".changeStyleName(%新建名称:String,目标元素:flashx.textLayout.elements:FlowElement[,相对起始位置:int=0,相对结束位置:int=-1,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="更改整个元素或部分元素的 styleName。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:changeStyleName" playername=""/>
						<string name="clearFormatOnElement" object="[flashx.textLayout.edit.IEditManager]" text=".clearFormatOnElement(%目标元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="对指定元素的样式取消定义。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:clearFormatOnElement" playername=""/>
						<string name="clearFormat" object="[flashx.textLayout.edit.IEditManager]" text=".clearFormat(%页格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat,容器格式:flashx.textLayout.formats:ITextLayoutFormat[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="对指定（或当前）所选项目的格式取消定义。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:clearFormat" playername=""/>
						<string name="cutTextScrap" object="[flashx.textLayout.edit.IEditManager]" text=".cutTextScrap(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):flashx.textLayout.edit:TextScrap" tiptext="删除选择的区域并在 TextScrap 对象中返回删除的区域。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:cutTextScrap" playername=""/>
						<string name="deleteNextCharacter" object="[flashx.textLayout.edit.IEditManager]" text=".deleteNextCharacter(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除某一范围内的文本，或者，如果进行了点选择，则删除下一个字符。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deleteNextCharacter" playername=""/>
						<string name="deleteNextWord" object="[flashx.textLayout.edit.IEditManager]" text=".deleteNextWord(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除下一个字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deleteNextWord" playername=""/>
						<string name="deletePreviousCharacter" object="[flashx.textLayout.edit.IEditManager]" text=".deletePreviousCharacter(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除某一范围内的文本，或者，如果进行了点选择，则删除上一个字符。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deletePreviousCharacter" playername=""/>
						<string name="deletePreviousWord" object="[flashx.textLayout.edit.IEditManager]" text=".deletePreviousWord(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除上一个字。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deletePreviousWord" playername=""/>
						<string name="deleteText" object="[flashx.textLayout.edit.IEditManager]" text=".deleteText(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="删除某一范围内的文本。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:deleteText" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.edit.IEditManager]" text=".doOperation(%操作:flashx.textLayout.operations:FlowOperation%):void" tiptext="执行 FlowOperation。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:doOperation" playername=""/>
						<string name="endCompositeOperation" object="[flashx.textLayout.edit.IEditManager]" text=".endCompositeOperation(%%):void" tiptext="结束一组操作。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:endCompositeOperation" playername=""/>
						<string name="insertInlineGraphic" object="[flashx.textLayout.edit.IEditManager]" text=".insertInlineGraphic(%源:Object,宽度:Object,高度:Object[,选项:Object=null,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入图像。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:insertInlineGraphic" playername=""/>
						<string name="insertText" object="[flashx.textLayout.edit.IEditManager]" text=".insertText(%文本:String[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="插入文本。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:insertText" playername=""/>
						<string name="modifyInlineGraphic" object="[flashx.textLayout.edit.IEditManager]" text=".modifyInlineGraphic(%源:Object,宽度:Object,高度:Object[,选项:Object=null,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="修改现有内嵌图形。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:modifyInlineGraphic" playername=""/>
						<string name="overwriteText" object="[flashx.textLayout.edit.IEditManager]" text=".overwriteText(%文本:String[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="覆盖所选文本。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:overwriteText" playername=""/>
						<string name="pasteTextScrap" object="[flashx.textLayout.edit.IEditManager]" text=".pasteTextScrap(%要粘贴的片段:flashx.textLayout.edit:TextScrap[,操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="将 TextScrap 粘贴到选定区域。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:pasteTextScrap" playername=""/>
						<string name="redo" object="[flashx.textLayout.edit.IEditManager]" text=".redo(%%):void" tiptext="执行上一个撤消的操作。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:redo" playername=""/>
						<string name="splitParagraph" object="[flashx.textLayout.edit.IEditManager]" text=".splitParagraph(%[操作状态:flashx.textLayout.edit:SelectionState=null]%):void" tiptext="在当前位置拆分段落。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:splitParagraph" playername=""/>
						<string name="undo" object="[flashx.textLayout.edit.IEditManager]" text=".undo(%%):void" tiptext="恢复上一个操作。" version="1.5" helpurl="flashx.textLayout.edit:IEditManager:undo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IEditManager 类的属性" helpurl="flashx.textLayout.edit:IEditManager">
						<string name="undoManager" object="[flashx.textLayout.edit.IEditManager]" text=".undoManager" tiptext="指定给该 EditManager 实例的 UndoManager 对象（如果有）。" version="" helpurl="flashx.textLayout.edit:IEditManager:undoManager:get" playername=""/>
					</folder>
				</folder>
				<folder name="IInteractionEventHandler" id="[flashx.textLayout.edit.IInteractionEventHandler]" sort="true" index="true" tiptext="IInteractionEventHandler 接口定义由所选文本布局框架或编辑管理器处理的事件处理函数。" helpurl="flashx.textLayout.edit:IInteractionEventHandler">
					<folder name="方法" id="Methods" tiptext="IInteractionEventHandler 类的方法" helpurl="flashx.textLayout.edit:IInteractionEventHandler">
						<string name="activateHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="处理激活事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:activateHandler" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="处理 deactivate 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:deactivateHandler" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="处理 edit 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:editHandler" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusChange 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusIn 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:focusOutHandler" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="处理 imeStartComposition 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:imeStartCompositionHandler" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="处理 keyDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 keyFocusChange 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="处理 keyUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="处理 menuSelect 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseDoubleClick 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseMove 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseMoveHandler" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseOver 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseUpHandler" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseWheel 事件。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:mouseWheelHandler" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.edit.IInteractionEventHandler]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="处理 TextEvent。" version="1.5" helpurl="flashx.textLayout.edit:IInteractionEventHandler:textInputHandler" playername=""/>
					</folder>
				</folder>
				<folder name="ISelectionManager" id="[flashx.textLayout.edit.ISelectionManager]" sort="true" index="true" asAncestors="flashx.textLayout.edit:IInteractionEventHandler" tiptext="ISelectionManager 接口定义用于处理文本选择的接口。" helpurl="flashx.textLayout.edit:ISelectionManager">
					<folder name="方法" id="Methods" tiptext="ISelectionManager 类的方法" helpurl="flashx.textLayout.edit:ISelectionManager">
						<string name="flushPendingOperations" object="[flashx.textLayout.edit.ISelectionManager]" text=".flushPendingOperations(%%):void" tiptext="执行任何挂起的 FlowOperation。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:flushPendingOperations" playername=""/>
						<string name="getCommonCharacterFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".getCommonCharacterFormat(%[范围:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="获取对于指定的文本范围或当前所选项目中的所有字符都通用的字符格式属性。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getCommonCharacterFormat" playername=""/>
						<string name="getCommonContainerFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".getCommonContainerFormat(%[范围:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="获取对于指定的文本范围或当前所选项目中的所有容器都通用的容器格式属性。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getCommonContainerFormat" playername=""/>
						<string name="getCommonParagraphFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".getCommonParagraphFormat(%[范围:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="获取对于指定的文本范围或当前所选项目中的所有段落都通用的段落格式属性。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getCommonParagraphFormat" playername=""/>
						<string name="getSelectionState" object="[flashx.textLayout.edit.ISelectionManager]" text=".getSelectionState(%%):flashx.textLayout.edit:SelectionState" tiptext="获取当前所选项目的 SelectionState 对象。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:getSelectionState" playername=""/>
						<string name="hasSelection" object="[flashx.textLayout.edit.ISelectionManager]" text=".hasSelection(%%):Boolean" tiptext="指示是否进行了选择。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:hasSelection" playername=""/>
						<string name="isRangeSelection" object="[flashx.textLayout.edit.ISelectionManager]" text=".isRangeSelection(%%):Boolean" tiptext="指示选择时是否涵盖某一文本范围。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:isRangeSelection" playername=""/>
						<string name="notifyInsertOrDelete" object="[flashx.textLayout.edit.ISelectionManager]" text=".notifyInsertOrDelete(%绝对位置:int,长度:int%):void" tiptext="插入或删除文本时更新选择管理器。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:notifyInsertOrDelete" playername=""/>
						<string name="refreshSelection" object="[flashx.textLayout.edit.ISelectionManager]" text=".refreshSelection(%%):void" tiptext="重新显示选择形状。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:refreshSelection" playername=""/>
						<string name="selectAll" object="[flashx.textLayout.edit.ISelectionManager]" text=".selectAll(%%):void" tiptext="选择整个流" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:selectAll" playername=""/>
						<string name="selectRange" object="[flashx.textLayout.edit.ISelectionManager]" text=".selectRange(%锚点位置:int,活动位置:int%):void" tiptext="选择某一范围的文本。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:selectRange" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.edit.ISelectionManager]" text=".setFocus(%%):void" tiptext="将焦点设置到所选项目中的第一个容器。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:setFocus" playername=""/>
						<string name="setSelectionState" object="[flashx.textLayout.edit.ISelectionManager]" text=".setSelectionState(%状态:flashx.textLayout.edit:SelectionState%):void" tiptext="设置当前选定内容的 SelectionState 对象。" version="1.5" helpurl="flashx.textLayout.edit:ISelectionManager:setSelectionState" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ISelectionManager 类的属性" helpurl="flashx.textLayout.edit:ISelectionManager">
						<string name="absoluteEnd" object="[flashx.textLayout.edit.ISelectionManager]" text=".absoluteEnd" tiptext="所选项目末尾的文本位置，是自文本流起始位置的偏移。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.edit.ISelectionManager]" text=".absoluteStart" tiptext="所选项目开头的文本位置，是自文本流起始位置的偏移。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:absoluteStart:get" playername=""/>
						<string name="activePosition" object="[flashx.textLayout.edit.ISelectionManager]" text=".activePosition" tiptext="所选项目的活动点。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:activePosition:get" playername=""/>
						<string name="anchorPosition" object="[flashx.textLayout.edit.ISelectionManager]" text=".anchorPosition" tiptext="所选项目的锚点。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:anchorPosition:get" playername=""/>
						<string name="currentSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".currentSelectionFormat" tiptext="当前 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:currentSelectionFormat:get" playername=""/>
						<string name="editingMode" object="[flashx.textLayout.edit.ISelectionManager]" text=".editingMode" tiptext="编辑模式。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:editingMode:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".focusedSelectionFormat" tiptext="用于在焦点容器中绘制所选项目的 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:focusedSelectionFormat:get" playername=""/>
						<string name="focused" object="[flashx.textLayout.edit.ISelectionManager]" text=".focused" tiptext="指示文本流中的容器是否具有焦点。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:focused:get" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".inactiveSelectionFormat" tiptext="当所选项目不在活动窗口中时，用于绘制所选项目的 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:inactiveSelectionFormat:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.edit.ISelectionManager]" text=".textFlow" tiptext="由该选择管理器管理的 TextFlow 对象。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:textFlow:get" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.edit.ISelectionManager]" text=".unfocusedSelectionFormat" tiptext="当所选项目不在焦点容器内但是位于活动窗口中时，用于绘制所选项目的 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:unfocusedSelectionFormat:get" playername=""/>
						<string name="windowActive" object="[flashx.textLayout.edit.ISelectionManager]" text=".windowActive" tiptext="指示与文本流关联的窗口是否是活动窗口。" version="" helpurl="flashx.textLayout.edit:ISelectionManager:windowActive:get" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionFormat" id="[flashx.textLayout.edit.SelectionFormat]" sort="true" index="true" asAncestors="Object" tiptext="SelectionFormat 类定义所选项目加亮效果的属性。" helpurl="flashx.textLayout.edit:SelectionFormat">
					<folder name="方法" id="Methods" tiptext="SelectionFormat 类的方法" helpurl="flashx.textLayout.edit:SelectionFormat">
						<string name="SelectionFormat" object="[flashx.textLayout.edit.SelectionFormat]" text="new SelectionFormat(%[范围颜色:uint=0xffffff,范围Alpha:Number=1.0,范围混合模式:String=difference,点颜色:uint=0xffffff,点Alpha:Number=1.0,点混合模式:String=difference,点闪烁速率:Number=500]%)" constructor="true" tiptext="创建具有指定属性的 SelectionFormat 对象。" version="1.5" helpurl="flashx.textLayout.edit:SelectionFormat:SelectionFormat" playername=""/>
						<string name="equals" object="[flashx.textLayout.edit.SelectionFormat]" text=".equals(%选择格式:flashx.textLayout.edit:SelectionFormat%):Boolean" tiptext="确定此 SelectionFormat 对象是否与另一个 SelectionFormat 对象具有相同属性值。" version="1.5" helpurl="flashx.textLayout.edit:SelectionFormat:equals" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SelectionFormat 类的属性" helpurl="flashx.textLayout.edit:SelectionFormat">
						<string name="pointAlpha" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointAlpha" tiptext="绘制光标所用的 alpha。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointAlpha:get" playername=""/>
						<string name="pointBlendMode" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointBlendMode" tiptext="绘制光标所用的混合模式。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointBlendMode:get" playername=""/>
						<string name="pointBlinkRate" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointBlinkRate" tiptext="光标的闪烁速率（单位为毫秒）。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointBlinkRate:get" playername=""/>
						<string name="pointColor" object="[flashx.textLayout.edit.SelectionFormat]" text=".pointColor" tiptext="绘制光标所用的颜色。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:pointColor:get" playername=""/>
						<string name="rangeAlpha" object="[flashx.textLayout.edit.SelectionFormat]" text=".rangeAlpha" tiptext="绘制选择范围的加亮效果时所用的 alpha。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:rangeAlpha:get" playername=""/>
						<string name="rangeBlendMode" object="[flashx.textLayout.edit.SelectionFormat]" text=".rangeBlendMode" tiptext="绘制选择范围的加亮效果时所用的混合模式。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:rangeBlendMode:get" playername=""/>
						<string name="rangeColor" object="[flashx.textLayout.edit.SelectionFormat]" text=".rangeColor" tiptext="绘制选择范围的加亮效果时所用的颜色。" version="" helpurl="flashx.textLayout.edit:SelectionFormat:rangeColor:get" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionManager" id="[flashx.textLayout.edit.SelectionManager]" sort="true" index="true" asAncestors="Object" tiptext="SelectionManager 类管理文本流中的文本选择。" helpurl="flashx.textLayout.edit:SelectionManager">
					<folder name="方法" id="Methods" tiptext="SelectionManager 类的方法" helpurl="flashx.textLayout.edit:SelectionManager">
						<string name="SelectionManager" object="[flashx.textLayout.edit.SelectionManager]" text="new SelectionManager(%%)" constructor="true" tiptext="创建 SelectionManager 对象。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:SelectionManager" playername=""/>
						<string name="activateHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".activateHandler(%事件:flash.events:Event%):void" tiptext="处理激活事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:activateHandler" playername=""/>
						<string name="deactivateHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".deactivateHandler(%事件:flash.events:Event%):void" tiptext="处理 deactivate 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:deactivateHandler" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.edit.SelectionManager]" text=".doOperation(%操作:flashx.textLayout.operations:FlowOperation%):void" tiptext="执行 SelectionManager 操作 — 这些操作可能从不修改流，但客户端仍能够取消它们。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:doOperation" playername=""/>
						<string name="editHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".editHandler(%事件:flash.events:Event%):void" tiptext="处理 edit 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:editHandler" playername=""/>
						<string name="flushPendingOperations" object="[flashx.textLayout.edit.SelectionManager]" text=".flushPendingOperations(%%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:flushPendingOperations" playername=""/>
						<string name="focusChangeHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".focusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusChange 事件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:focusChangeHandler" playername=""/>
						<string name="focusInHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".focusInHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusIn 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:focusInHandler" playername=""/>
						<string name="focusOutHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".focusOutHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 focusOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:focusOutHandler" playername=""/>
						<string name="getCommonCharacterFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".getCommonCharacterFormat(%[范围:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="获取对于指定的文本范围或当前所选项目中的所有字符都通用的字符格式属性。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getCommonCharacterFormat" playername=""/>
						<string name="getCommonContainerFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".getCommonContainerFormat(%[范围:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="获取对于指定的文本范围或当前所选项目中的所有容器都通用的容器格式属性。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getCommonContainerFormat" playername=""/>
						<string name="getCommonParagraphFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".getCommonParagraphFormat(%[范围:flashx.textLayout.elements:TextRange=null]%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="获取对于指定的文本范围或当前所选项目中的所有段落都通用的段落格式属性。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getCommonParagraphFormat" playername=""/>
						<string name="getSelectionState" object="[flashx.textLayout.edit.SelectionManager]" text=".getSelectionState(%%):flashx.textLayout.edit:SelectionState" tiptext="获取当前所选项目的 SelectionState 对象。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:getSelectionState" playername=""/>
						<string name="hasSelection" object="[flashx.textLayout.edit.SelectionManager]" text=".hasSelection(%%):Boolean" tiptext="指示是否进行了选择。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:hasSelection" playername=""/>
						<string name="imeStartCompositionHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".imeStartCompositionHandler(%事件:flash.events:IMEEvent%):void" tiptext="处理 imeStartComposition 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:imeStartCompositionHandler" playername=""/>
						<string name="isRangeSelection" object="[flashx.textLayout.edit.SelectionManager]" text=".isRangeSelection(%%):Boolean" tiptext="指示选择时是否涵盖某一文本范围。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:isRangeSelection" playername=""/>
						<string name="keyDownHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".keyDownHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="处理 keyDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:keyDownHandler" playername=""/>
						<string name="keyFocusChangeHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".keyFocusChangeHandler(%事件:flash.events:FocusEvent%):void" tiptext="处理 keyFocusChange 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:keyFocusChangeHandler" playername=""/>
						<string name="keyUpHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".keyUpHandler(%事件:flash.events:KeyboardEvent%):void" tiptext="处理 keyUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:keyUpHandler" playername=""/>
						<string name="menuSelectHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".menuSelectHandler(%事件:flash.events:ContextMenuEvent%):void" tiptext="处理 menuSelect 事件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:menuSelectHandler" playername=""/>
						<string name="mouseDoubleClickHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseDoubleClickHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseDoubleClick 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseDoubleClickHandler" playername=""/>
						<string name="mouseDownHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseDownHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseDown 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseDownHandler" playername=""/>
						<string name="mouseMoveHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseMoveHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseMove 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseMoveHandler" playername=""/>
						<string name="mouseOutHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseOutHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseOut 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseOutHandler" playername=""/>
						<string name="mouseOverHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseOverHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseOver 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseOverHandler" playername=""/>
						<string name="mouseUpHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseUpHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseUp 事件。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:mouseUpHandler" playername=""/>
						<string name="mouseWheelHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".mouseWheelHandler(%事件:flash.events:MouseEvent%):void" tiptext="处理 mouseWheel 事件。" version="" helpurl="flashx.textLayout.edit:SelectionManager:mouseWheelHandler" playername=""/>
						<string name="notifyInsertOrDelete" object="[flashx.textLayout.edit.SelectionManager]" text=".notifyInsertOrDelete(%绝对位置:int,长度:int%):void" tiptext="插入或删除文本时更新选择管理器。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:notifyInsertOrDelete" playername=""/>
						<string name="refreshSelection" object="[flashx.textLayout.edit.SelectionManager]" text=".refreshSelection(%%):void" tiptext="重新显示选择形状。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:refreshSelection" playername=""/>
						<string name="selectAll" object="[flashx.textLayout.edit.SelectionManager]" text=".selectAll(%%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:selectAll" playername=""/>
						<string name="selectRange" object="[flashx.textLayout.edit.SelectionManager]" text=".selectRange(%锚点位置:int,活动位置:int%):void" tiptext="" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:selectRange" playername=""/>
						<string name="setFocus" object="[flashx.textLayout.edit.SelectionManager]" text=".setFocus(%%):void" tiptext="将焦点设置到所选项目中的第一个容器。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:setFocus" playername=""/>
						<string name="setSelectionState" object="[flashx.textLayout.edit.SelectionManager]" text=".setSelectionState(%状态:flashx.textLayout.edit:SelectionState%):void" tiptext="设置当前选定内容的 SelectionState 对象。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:setSelectionState" playername=""/>
						<string name="textInputHandler" object="[flashx.textLayout.edit.SelectionManager]" text=".textInputHandler(%事件:flash.events:TextEvent%):void" tiptext="处理 TextEvent。" version="1.5" helpurl="flashx.textLayout.edit:SelectionManager:textInputHandler" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SelectionManager 类的属性" helpurl="flashx.textLayout.edit:SelectionManager">
						<string name="absoluteEnd" object="[flashx.textLayout.edit.SelectionManager]" text=".absoluteEnd" tiptext="所选项目末尾的文本位置，是自文本流起始位置的偏移。" version="" helpurl="flashx.textLayout.edit:SelectionManager:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.edit.SelectionManager]" text=".absoluteStart" tiptext="所选项目开头的文本位置，是自文本流起始位置的偏移。" version="" helpurl="flashx.textLayout.edit:SelectionManager:absoluteStart:get" playername=""/>
						<string name="activePosition" object="[flashx.textLayout.edit.SelectionManager]" text=".activePosition" tiptext="所选项目的活动点。" version="" helpurl="flashx.textLayout.edit:SelectionManager:activePosition:get" playername=""/>
						<string name="anchorPosition" object="[flashx.textLayout.edit.SelectionManager]" text=".anchorPosition" tiptext="所选项目的锚点。" version="" helpurl="flashx.textLayout.edit:SelectionManager:anchorPosition:get" playername=""/>
						<string name="currentSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".currentSelectionFormat" tiptext="当前 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:SelectionManager:currentSelectionFormat:get" playername=""/>
						<string name="editingMode" object="[flashx.textLayout.edit.SelectionManager]" text=".editingMode" tiptext="编辑模式。" version="" helpurl="flashx.textLayout.edit:SelectionManager:editingMode:get" playername=""/>
						<string name="focused" object="[flashx.textLayout.edit.SelectionManager]" text=".focused" tiptext="指示文本流中的容器是否具有焦点。" version="" helpurl="flashx.textLayout.edit:SelectionManager:focused:get" playername=""/>
						<string name="pointFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".pointFormat" tiptext="将应用于所插入文本的格式。" version="" helpurl="flashx.textLayout.edit:SelectionManager:pointFormat:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.edit.SelectionManager]" text=".textFlow" tiptext="由该选择管理器管理的 TextFlow 对象。" version="" helpurl="flashx.textLayout.edit:SelectionManager:textFlow:get" playername=""/>
						<string name="windowActive" object="[flashx.textLayout.edit.SelectionManager]" text=".windowActive" tiptext="指示与文本流关联的窗口是否是活动窗口。" version="" helpurl="flashx.textLayout.edit:SelectionManager:windowActive:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".focusedSelectionFormat" tiptext="用于在焦点容器中绘制所选项目的 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:SelectionManager:focusedSelectionFormat:set" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".inactiveSelectionFormat" tiptext="当所选项目不在活动窗口中时，用于绘制所选项目的 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:SelectionManager:inactiveSelectionFormat:set" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.edit.SelectionManager]" text=".unfocusedSelectionFormat" tiptext="当所选项目不在焦点容器内但是位于活动窗口中时，用于绘制所选项目的 SelectionFormat 对象。" version="" helpurl="flashx.textLayout.edit:SelectionManager:unfocusedSelectionFormat:set" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionState" id="[flashx.textLayout.edit.SelectionState]" sort="true" index="true" asAncestors="flashx.textLayout.elements:TextRange,Object" tiptext="SelectionState 类表示文本流中的所选项目。" helpurl="flashx.textLayout.edit:SelectionState">
					<folder name="方法" id="Methods" tiptext="SelectionState 类的方法" helpurl="flashx.textLayout.edit:SelectionState">
						<string name="SelectionState" object="[flashx.textLayout.edit.SelectionState]" text="new SelectionState(%根:flashx.textLayout.elements:TextFlow,锚点位置:int,活动位置:int[,格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="创建 SelectionState 对象。" version="1.5" helpurl="flashx.textLayout.edit:SelectionState:SelectionState" playername=""/>
						<string name="updateRange" object="[flashx.textLayout.edit.SelectionState]" text=".updateRange(%新锚点位置:int,新活动位置:int%):Boolean" tiptext="使用新锚点或活动位置值更新当前选择范围。" version="" helpurl="flashx.textLayout.edit:SelectionState:updateRange" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SelectionState 类的属性" helpurl="flashx.textLayout.edit:SelectionState">
						<string name="pointFormat" object="[flashx.textLayout.edit.SelectionState]" text=".pointFormat" tiptext="已应用到插入文本的格式属性。" version="" helpurl="flashx.textLayout.edit:SelectionState:pointFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextClipboard" id="[flashx.textLayout.edit.TextClipboard]" sort="true" index="true" asAncestors="Object" tiptext="TextClipboard 类可将 TextScrap 对象复制到系统剪贴板或从系统剪贴板粘贴。" helpurl="flashx.textLayout.edit:TextClipboard">
					<folder name="方法" id="Methods" tiptext="TextClipboard 类的方法" helpurl="flashx.textLayout.edit:TextClipboard">
						<string name="getContents" object="[flashx.textLayout.edit.TextClipboard]" text="TextClipboard.getContents(%%):flashx.textLayout.edit:TextScrap" static="true" tiptext="以 TextScrap 对象形式获取系统剪贴板上的所有文本。" version="1.5" helpurl="flashx.textLayout.edit:TextClipboard:getContents" playername=""/>
						<string name="setContents" object="[flashx.textLayout.edit.TextClipboard]" text="TextClipboard.setContents(%片段:flashx.textLayout.edit:TextScrap%):void" static="true" tiptext="将 TextScrap 放置到系统剪贴板上。" version="1.5" helpurl="flashx.textLayout.edit:TextClipboard:setContents" playername=""/>
					</folder>
				</folder>
				<folder name="TextScrap" id="[flashx.textLayout.edit.TextScrap]" sort="true" index="true" asAncestors="Object" tiptext="TextScrap 类表示文本流的一段文本。" helpurl="flashx.textLayout.edit:TextScrap">
					<folder name="方法" id="Methods" tiptext="TextScrap 类的方法" helpurl="flashx.textLayout.edit:TextScrap">
						<string name="TextScrap" object="[flashx.textLayout.edit.TextScrap]" text="new TextScrap(%[文本流:flashx.textLayout.elements:TextFlow=null]%)" constructor="true" tiptext="创建 TextScrap 对象。" version="1.5" helpurl="flashx.textLayout.edit:TextScrap:TextScrap" playername=""/>
						<string name="clone" object="[flashx.textLayout.edit.TextScrap]" text=".clone(%%):flashx.textLayout.edit:TextScrap" tiptext="创建此 TextScrap 对象的副本。" version="1.5" helpurl="flashx.textLayout.edit:TextScrap:clone" playername=""/>
						<string name="createTextScrap" object="[flashx.textLayout.edit.TextScrap]" text="TextScrap.createTextScrap(%范围:flashx.textLayout.elements:TextRange%):flashx.textLayout.edit:TextScrap" static="true" tiptext="基于 TextRange 对象表示的文本范围创建一个 TextScrap 对象。" version="1.5" helpurl="flashx.textLayout.edit:TextScrap:createTextScrap" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.elements" id="flashx.textLayout.elements" sort="true" tiptext="flashx.textLayout.elements 包的类" helpurl="flashx.textLayout.elements">
				<folder name="BreakElement" id="[flashx.textLayout.elements.BreakElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SpecialCharacterElement,flashx.textLayout.elements:SpanElement,flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="BreakElement 类定义换行，用于在文本中创建换行而不会创建新段落。" helpurl="flashx.textLayout.elements:BreakElement">
					<folder name="方法" id="Methods" tiptext="BreakElement 类的方法" helpurl="flashx.textLayout.elements:BreakElement">
						<string name="BreakElement" object="[flashx.textLayout.elements.BreakElement]" text="new BreakElement(%%)" constructor="true" tiptext="构造函数。" version="1.5" helpurl="flashx.textLayout.elements:BreakElement:BreakElement" playername=""/>
					</folder>
				</folder>
				<folder name="Configuration" id="[flashx.textLayout.elements.Configuration]" sort="true" index="true" asAncestors="Object" tiptext="Configuration 类是文本布局框架与应用程序之间的一个主要集成点。" helpurl="flashx.textLayout.elements:Configuration">
					<folder name="方法" id="Methods" tiptext="Configuration 类的方法" helpurl="flashx.textLayout.elements:Configuration">
						<string name="Configuration" object="[flashx.textLayout.elements.Configuration]" text="new Configuration(%[用默认值初始化:Boolean=true]%)" constructor="true" tiptext="构造函数 - 创建默认配置。" version="1.5" helpurl="flashx.textLayout.elements:Configuration:Configuration" playername=""/>
						<string name="clone" object="[flashx.textLayout.elements.Configuration]" text=".clone(%%):flashx.textLayout.elements:Configuration" tiptext="创建 Configuration 对象的克隆。" version="1.5" helpurl="flashx.textLayout.elements:Configuration:clone" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="Configuration 类的属性" helpurl="flashx.textLayout.elements:Configuration">
						<string name="defaultLinkActiveFormat" object="[flashx.textLayout.elements.Configuration]" text=".defaultLinkActiveFormat" tiptext="指定最初适用于文本流中所有链接（LinkElement 对象）的活动字符格式属性。" version="" helpurl="flashx.textLayout.elements:Configuration:defaultLinkActiveFormat:get" playername=""/>
						<string name="defaultLinkHoverFormat" object="[flashx.textLayout.elements.Configuration]" text=".defaultLinkHoverFormat" tiptext="指定当光标悬停在文本流中的链接 (LinkElement) 上时，应用于该链接的初始字符格式属性。" version="" helpurl="flashx.textLayout.elements:Configuration:defaultLinkHoverFormat:get" playername=""/>
						<string name="defaultLinkNormalFormat" object="[flashx.textLayout.elements.Configuration]" text=".defaultLinkNormalFormat" tiptext="指定用于文本流中所有 LinkElement 对象的初始链接属性。" version="" helpurl="flashx.textLayout.elements:Configuration:defaultLinkNormalFormat:get" playername=""/>
						<string name="enableAccessibility" object="[flashx.textLayout.elements.Configuration]" text=".enableAccessibility" tiptext="指定是否启用可访问性支持。" version="" helpurl="flashx.textLayout.elements:Configuration:enableAccessibility:get" playername=""/>
						<string name="flowComposerClass" object="[flashx.textLayout.elements.Configuration]" text=".flowComposerClass" tiptext="指定默认情况下附加到新 TextFlow 对象的流合成器的类型。" version="" helpurl="flashx.textLayout.elements:Configuration:flowComposerClass:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.elements.Configuration]" text=".focusedSelectionFormat" tiptext="当文本流 (TextFlow) 的窗口具有焦点时，该文本流的初始选择格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:Configuration:focusedSelectionFormat:get" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.elements.Configuration]" text=".inactiveSelectionFormat" tiptext="当文本流 (TextFlow) 的窗口是非活动窗口时，该文本流的初始选择格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:Configuration:inactiveSelectionFormat:get" playername=""/>
						<string name="inlineGraphicResolverFunction" object="[flashx.textLayout.elements.Configuration]" text=".inlineGraphicResolverFunction" tiptext="指定用于解析内联图形元素的回调。" version="" helpurl="flashx.textLayout.elements:Configuration:inlineGraphicResolverFunction:get" playername=""/>
						<string name="manageEnterKey" object="[flashx.textLayout.elements.Configuration]" text=".manageEnterKey" tiptext="指定 Enter/Return 键是由文本布局框架作为文本输入来拆分诸如段落等内容，还是由客户端代码处理。" version="" helpurl="flashx.textLayout.elements:Configuration:manageEnterKey:get" playername=""/>
						<string name="manageTabKey" object="[flashx.textLayout.elements.Configuration]" text=".manageTabKey" tiptext="指定 TAB 键是由文本布局框架作为文本输入，还是由 Flash Player 或 AIR 处理并将其转换为 Tab 触发的面板事件。" version="" helpurl="flashx.textLayout.elements:Configuration:manageTabKey:get" playername=""/>
						<string name="overflowPolicy" object="[flashx.textLayout.elements.Configuration]" text=".overflowPolicy" tiptext="一种策略，用于确定容器的最后一行是位于容器内，还是溢出到容器外。" version="" helpurl="flashx.textLayout.elements:Configuration:overflowPolicy:get" playername=""/>
						<string name="releaseLineCreationData" object="[flashx.textLayout.elements.Configuration]" text=".releaseLineCreationData" tiptext="要求合成文本的过程在合成每个段落之后释放行创建数据。" version="" helpurl="flashx.textLayout.elements:Configuration:releaseLineCreationData:get" playername=""/>
						<string name="scrollDragDelay" object="[flashx.textLayout.elements.Configuration]" text=".scrollDragDelay" tiptext="指定在一个滚动与下一个滚动之间发生时间延迟，以避免滚动速度过快。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollDragDelay:get" playername=""/>
						<string name="scrollDragPixels" object="[flashx.textLayout.elements.Configuration]" text=".scrollDragPixels" tiptext="指定当用户通过拖动所选项目来启动自动滚动时，所滚动的默认像素数。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollDragPixels:get" playername=""/>
						<string name="scrollMouseWheelMultiplier" object="[flashx.textLayout.elements.Configuration]" text=".scrollMouseWheelMultiplier" tiptext="指定鼠标滚轮事件所滚动的默认像素数。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollMouseWheelMultiplier:get" playername=""/>
						<string name="scrollPagePercentage" object="[flashx.textLayout.elements.Configuration]" text=".scrollPagePercentage" tiptext="对于页面滚动，指定所滚动的默认文本流百分比。" version="" helpurl="flashx.textLayout.elements:Configuration:scrollPagePercentage:get" playername=""/>
						<string name="textFlowInitialFormat" object="[flashx.textLayout.elements.Configuration]" text=".textFlowInitialFormat" tiptext="指定文本流（TextFlow 对象）的初始格式 TextLayoutFormat 配置。" version="" helpurl="flashx.textLayout.elements:Configuration:textFlowInitialFormat:get" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.elements.Configuration]" text=".unfocusedSelectionFormat" tiptext="当该窗口是活动窗口，但 TextFlow 中没有任何容器具有焦点时，文本布局框架用于绘制所选项目的初始选择格式。" version="" helpurl="flashx.textLayout.elements:Configuration:unfocusedSelectionFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="DivElement" id="[flashx.textLayout.elements.DivElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:ContainerFormattedElement,flashx.textLayout.elements:ParagraphFormattedElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="DivElement 类定义一个元素，用于分组段落（ParagraphElement 对象）。" helpurl="flashx.textLayout.elements:DivElement">
					<folder name="方法" id="Methods" tiptext="DivElement 类的方法" helpurl="flashx.textLayout.elements:DivElement">
						<string name="DivElement" object="[flashx.textLayout.elements.DivElement]" text="new DivElement(%%)" constructor="true" tiptext="构造函数 - 创建新 DivElement 对象。" version="1.5" helpurl="flashx.textLayout.elements:DivElement:DivElement" playername=""/>
					</folder>
				</folder>
				<folder name="FlowElement" id="[flashx.textLayout.elements.FlowElement]" sort="true" index="true" asAncestors="Object" tiptext="流中的文本以树形式存储，树中的元素表示文本内的逻辑分段。" helpurl="flashx.textLayout.elements:FlowElement">
					<folder name="方法" id="Methods" tiptext="FlowElement 类的方法" helpurl="flashx.textLayout.elements:FlowElement">
						<string name="FlowElement" object="[flashx.textLayout.elements.FlowElement]" text="new FlowElement(%%)" constructor="true" tiptext="基类 - 调用 new FlowElement() 时会引发错误异常。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:FlowElement" playername=""/>
						<string name="clearStyle" object="[flashx.textLayout.elements.FlowElement]" text=".clearStyle(%样式属性:String%):void" tiptext="从该 FlowElement 对象清除 styleProp 参数指定的样式。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:clearStyle" playername=""/>
						<string name="deepCopy" object="[flashx.textLayout.elements.FlowElement]" text=".deepCopy(%[相对起始位置:int=0,相对结束位置:int=-1]%):flashx.textLayout.elements:FlowElement" tiptext="生成此 FlowElement 对象的深层副本，包括任何子对象，在两个指定的字符位置之间复制内容，并将该副本作为 FlowElement 对象返回。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:deepCopy" playername=""/>
						<string name="equalUserStyles" object="[flashx.textLayout.elements.FlowElement]" text=".equalUserStyles(%其他元素:flashx.textLayout.elements:FlowElement%):Boolean" tiptext="将此元素的 userStyles 与其他元素的 userStyles 相比较。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:equalUserStyles" playername=""/>
						<string name="getAbsoluteStart" object="[flashx.textLayout.elements.FlowElement]" text=".getAbsoluteStart(%%):int" tiptext="返回该元素在文本流中的起始位置（绝对索引）。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getAbsoluteStart" playername=""/>
						<string name="getCharAtPosition" object="[flashx.textLayout.elements.FlowElement]" text=".getCharAtPosition(%相对位置:int%):String" tiptext="返回相对于该 FlowElement 对象的指定位置的字符。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getCharAtPosition" playername=""/>
						<string name="getCharCodeAtPosition" object="[flashx.textLayout.elements.FlowElement]" text=".getCharCodeAtPosition(%相对位置:int%):int" tiptext="返回相对于该 FlowElement 对象的指定位置的字符代码。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getCharCodeAtPosition" playername=""/>
						<string name="getElementRelativeStart" object="[flashx.textLayout.elements.FlowElement]" text=".getElementRelativeStart(%始祖元素:flashx.textLayout.elements:FlowElement%):int" tiptext="返回该元素相对于祖代元素的起始位置。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getElementRelativeStart" playername=""/>
						<string name="getNextSibling" object="[flashx.textLayout.elements.FlowElement]" text=".getNextSibling(%%):flashx.textLayout.elements:FlowElement" tiptext="返回文本流层次结构中的下一个 FlowElement 同级对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getNextSibling" playername=""/>
						<string name="getParagraph" object="[flashx.textLayout.elements.FlowElement]" text=".getParagraph(%%):flashx.textLayout.elements:ParagraphElement" tiptext="返回与该元素关联的 ParagraphElement 对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getParagraph" playername=""/>
						<string name="getPreviousSibling" object="[flashx.textLayout.elements.FlowElement]" text=".getPreviousSibling(%%):flashx.textLayout.elements:FlowElement" tiptext="返回文本流层次结构中的上一个 FlowElement 同级对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getPreviousSibling" playername=""/>
						<string name="getStyle" object="[flashx.textLayout.elements.FlowElement]" text=".getStyle(%样式属性:String%)" tiptext="返回由 styleProp 参数指定的样式值，该参数指定样式名称，可以包括任何用户样式名称。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getStyle" playername=""/>
						<string name="getTextFlow" object="[flashx.textLayout.elements.FlowElement]" text=".getTextFlow(%%):flashx.textLayout.elements:TextFlow" tiptext="沿文本流层次结构向上移动，返回该元素的 TextFlow 根对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getTextFlow" playername=""/>
						<string name="getText" object="[flashx.textLayout.elements.FlowElement]" text=".getText(%[相对起始位置:int=0,相对结束位置:int=-1,段落分隔符:String=]%):String" tiptext="从流元素获取指定的文本范围。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:getText" playername=""/>
						<string name="initialized" object="[flashx.textLayout.elements.FlowElement]" text=".initialized(%文档:Object,id:String%):void" tiptext="创建实现对象且初始化在 MXML 标签上指定的所有组件属性后针对 MXML 对象进行调用。" version="" helpurl="flashx.textLayout.elements:FlowElement:initialized" playername=""/>
						<string name="setStyle" object="[flashx.textLayout.elements.FlowElement]" text=".setStyle(%样式属性:String,新值:*%):void" tiptext="将 styleProp 参数指定的样式设置为 newValue 参数指定的值。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:setStyle" playername=""/>
						<string name="shallowCopy" object="[flashx.textLayout.elements.FlowElement]" text=".shallowCopy(%[相对起始位置:int=0,相对结束位置:int=-1]%):flashx.textLayout.elements:FlowElement" tiptext="生成此 FlowElement 对象的副本，复制两个指定的字符位置之间的内容。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:shallowCopy" playername=""/>
						<string name="splitAtPosition" object="[flashx.textLayout.elements.FlowElement]" text=".splitAtPosition(%相对位置:int%):flashx.textLayout.elements:FlowElement" tiptext="在由 relativePosition 参数指定的位置处拆分此 FlowElement 对象，该位置是此元素的文本中的相对位置。" version="1.5" helpurl="flashx.textLayout.elements:FlowElement:splitAtPosition" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowElement 类的属性" helpurl="flashx.textLayout.elements:FlowElement">
						<string name="alignmentBaseline" object="[flashx.textLayout.elements.FlowElement]" text=".alignmentBaseline" tiptext="TextLayoutFormat: 指定主导基线对齐到的基线。" version="" helpurl="flashx.textLayout.elements:FlowElement:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.elements.FlowElement]" text=".backgroundAlpha" tiptext="TextLayoutFormat: 背景的 Alpha（透明度）值（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.elements.FlowElement]" text=".backgroundColor" tiptext="TextLayoutFormat: 文本的背景颜色（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.elements.FlowElement]" text=".baselineShift" tiptext="TextLayoutFormat: 从 dominantBaseline 值偏移基线的数量。" version="" helpurl="flashx.textLayout.elements:FlowElement:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.elements.FlowElement]" text=".blockProgression" tiptext="TextLayoutFormat: 指定线位置的垂直或水平行进。" version="" helpurl="flashx.textLayout.elements:FlowElement:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.elements.FlowElement]" text=".breakOpportunity" tiptext="TextLayoutFormat: 控制在将连续文本断开为多行时允许行断开的位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.elements.FlowElement]" text=".cffHinting" tiptext="TextLayoutFormat: 用于此文本的 CFF 提示的类型。" version="" helpurl="flashx.textLayout.elements:FlowElement:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.elements.FlowElement]" text=".color" tiptext="TextLayoutFormat: 文本的颜色。" version="" helpurl="flashx.textLayout.elements:FlowElement:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.elements.FlowElement]" text=".columnCount" tiptext="TextLayoutFormat: 文本列数（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.elements.FlowElement]" text=".columnGap" tiptext="TextLayoutFormat: 指定要在列之间留出的装订线空间量（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.elements.FlowElement]" text=".columnWidth" tiptext="TextLayoutFormat: 列宽（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:columnWidth:get" playername=""/>
						<string name="computedFormat" object="[flashx.textLayout.elements.FlowElement]" text=".computedFormat" tiptext="返回对于该元素有效的计算得出的格式属性。" version="" helpurl="flashx.textLayout.elements:FlowElement:computedFormat:get" playername=""/>
						<string name="coreStyles" object="[flashx.textLayout.elements.FlowElement]" text=".coreStyles" tiptext="返回 FlowElement 实例的核心样式。" version="" helpurl="flashx.textLayout.elements:FlowElement:coreStyles:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.elements.FlowElement]" text=".digitCase" tiptext="TextLayoutFormat: 用于此文本的数字大小写类型。" version="" helpurl="flashx.textLayout.elements:FlowElement:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.elements.FlowElement]" text=".digitWidth" tiptext="TextLayoutFormat: 用于此文本的数字宽度类型。" version="" helpurl="flashx.textLayout.elements:FlowElement:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.elements.FlowElement]" text=".direction" tiptext="TextLayoutFormat: 指定文本在文本块中的默认双向嵌入级别。" version="" helpurl="flashx.textLayout.elements:FlowElement:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.elements.FlowElement]" text=".dominantBaseline" tiptext="TextLayoutFormat: 指定该元素的哪条基线紧贴到对齐基线以确定元素在该行上的垂直位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.elements.FlowElement]" text=".firstBaselineOffset" tiptext="TextLayoutFormat: 指定容器中第一行的基线位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:firstBaselineOffset:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.elements.FlowElement]" text=".fontFamily" tiptext="TextLayoutFormat: 要使用的字体的名称或用逗号分隔的字体名称列表。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.elements.FlowElement]" text=".fontLookup" tiptext="TextLayoutFormat: 要使用的字体查找。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.elements.FlowElement]" text=".fontSize" tiptext="TextLayoutFormat: 文本的大小（以像素为单位）。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.elements.FlowElement]" text=".fontStyle" tiptext="TextLayoutFormat: 文本的样式。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.elements.FlowElement]" text=".fontWeight" tiptext="TextLayoutFormat: 文本的粗细。" version="" helpurl="flashx.textLayout.elements:FlowElement:fontWeight:get" playername=""/>
						<string name="format" object="[flashx.textLayout.elements.FlowElement]" text=".format" tiptext="TextLayoutFormat 属性直接应用于该元素。" version="" helpurl="flashx.textLayout.elements:FlowElement:format:get" playername=""/>
						<string name="id" object="[flashx.textLayout.elements.FlowElement]" text=".id" tiptext="为元素指定一个标识名称，从而可以通过引用 ID 来设置元素样式。" version="" helpurl="flashx.textLayout.elements:FlowElement:id:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.elements.FlowElement]" text=".justificationRule" tiptext="TextLayoutFormat: 用于将段落中的文本两端对齐的规则。" version="" helpurl="flashx.textLayout.elements:FlowElement:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.elements.FlowElement]" text=".justificationStyle" tiptext="TextLayoutFormat: 用于将段落两端对齐的样式。" version="" helpurl="flashx.textLayout.elements:FlowElement:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.elements.FlowElement]" text=".kerning" tiptext="TextLayoutFormat: 字距调整用于调整某些字符对之间的像素以提高可读性。" version="" helpurl="flashx.textLayout.elements:FlowElement:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.elements.FlowElement]" text=".leadingModel" tiptext="TextLayoutFormat: 指定行距模型，它是行距基础和行距方向的组合。" version="" helpurl="flashx.textLayout.elements:FlowElement:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.elements.FlowElement]" text=".ligatureLevel" tiptext="TextLayoutFormat: 控制可以在该文本中使用字体中定义的哪些连字。" version="" helpurl="flashx.textLayout.elements:FlowElement:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.elements.FlowElement]" text=".lineBreak" tiptext="TextLayoutFormat: 控制容器内的换行（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.elements.FlowElement]" text=".lineHeight" tiptext="TextLayoutFormat: 文本的行距控制。" version="" helpurl="flashx.textLayout.elements:FlowElement:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.elements.FlowElement]" text=".lineThrough" tiptext="TextLayoutFormat: 若为 true，则应用删除线（一条穿过文本中间的直线）。" version="" helpurl="flashx.textLayout.elements:FlowElement:lineThrough:get" playername=""/>
						<string name="linkActiveFormat" object="[flashx.textLayout.elements.FlowElement]" text=".linkActiveFormat" tiptext="定义在链接上按下鼠标时用于活动状态链接的格式属性。" version="" helpurl="flashx.textLayout.elements:FlowElement:linkActiveFormat:get" playername=""/>
						<string name="linkHoverFormat" object="[flashx.textLayout.elements.FlowElement]" text=".linkHoverFormat" tiptext="定义当鼠标在链接边界内（悬停）时用于悬停状态链接的格式属性。" version="" helpurl="flashx.textLayout.elements:FlowElement:linkHoverFormat:get" playername=""/>
						<string name="linkNormalFormat" object="[flashx.textLayout.elements.FlowElement]" text=".linkNormalFormat" tiptext="定义用于正常状态链接的格式属性。" version="" helpurl="flashx.textLayout.elements:FlowElement:linkNormalFormat:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.elements.FlowElement]" text=".locale" tiptext="TextLayoutFormat: 文本的区域设置。" version="" helpurl="flashx.textLayout.elements:FlowElement:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.elements.FlowElement]" text=".paddingBottom" tiptext="TextLayoutFormat: 底部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.elements.FlowElement]" text=".paddingLeft" tiptext="TextLayoutFormat: 左边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.elements.FlowElement]" text=".paddingRight" tiptext="TextLayoutFormat: 右内边距（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.elements.FlowElement]" text=".paddingTop" tiptext="TextLayoutFormat: 顶部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphEndIndent" tiptext="TextLayoutFormat: 一个数字，指定段落结束边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphSpaceAfter" tiptext="TextLayoutFormat: 一个数字，指定在段落后留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphSpaceBefore" tiptext="TextLayoutFormat: 一个数字，指定在段落前留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.elements.FlowElement]" text=".paragraphStartIndent" tiptext="TextLayoutFormat: 一个数字，指定段落开始边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.elements:FlowElement:paragraphStartIndent:get" playername=""/>
						<string name="parentRelativeEnd" object="[flashx.textLayout.elements.FlowElement]" text=".parentRelativeEnd" tiptext="返回该 FlowElement 对象在父项中的相对结束位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:parentRelativeEnd:get" playername=""/>
						<string name="parentRelativeStart" object="[flashx.textLayout.elements.FlowElement]" text=".parentRelativeStart" tiptext="返回该 FlowElement 对象在父项中的相对起始位置。" version="" helpurl="flashx.textLayout.elements:FlowElement:parentRelativeStart:get" playername=""/>
						<string name="parent" object="[flashx.textLayout.elements.FlowElement]" text=".parent" tiptext="返回该 FlowElement 对象的父项。" version="" helpurl="flashx.textLayout.elements:FlowElement:parent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.elements.FlowElement]" text=".renderingMode" tiptext="TextLayoutFormat: 用于此文本的呈现模式。" version="" helpurl="flashx.textLayout.elements:FlowElement:renderingMode:get" playername=""/>
						<string name="styleName" object="[flashx.textLayout.elements.FlowElement]" text=".styleName" tiptext="为元素指定一个标识类，从而可以通过引用 styleName 来设置元素样式。" version="" helpurl="flashx.textLayout.elements:FlowElement:styleName:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.elements.FlowElement]" text=".tabStops" tiptext="TextLayoutFormat: 指定与段落关联的制表位。" version="" helpurl="flashx.textLayout.elements:FlowElement:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.elements.FlowElement]" text=".textAlignLast" tiptext="TextLayoutFormat: 两端对齐文本中段落最后一行（或唯一的一行）与容器的对齐方式。" version="" helpurl="flashx.textLayout.elements:FlowElement:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.elements.FlowElement]" text=".textAlign" tiptext="TextLayoutFormat: 段落中的行与容器的对齐方式。" version="" helpurl="flashx.textLayout.elements:FlowElement:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.elements.FlowElement]" text=".textAlpha" tiptext="TextLayoutFormat: 文本的 Alpha（透明度）值。" version="" helpurl="flashx.textLayout.elements:FlowElement:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.elements.FlowElement]" text=".textDecoration" tiptext="TextLayoutFormat: 文本上的装饰。" version="" helpurl="flashx.textLayout.elements:FlowElement:textDecoration:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.elements.FlowElement]" text=".textIndent" tiptext="TextLayoutFormat: 一个数字，指定段落第一行的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.elements:FlowElement:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.elements.FlowElement]" text=".textJustify" tiptext="TextLayoutFormat: 指定文本两端对齐的选项。" version="" helpurl="flashx.textLayout.elements:FlowElement:textJustify:get" playername=""/>
						<string name="textLength" object="[flashx.textLayout.elements.FlowElement]" text=".textLength" tiptext="返回该 FlowElement 对象及其子对象拥有的文本总长度。" version="" helpurl="flashx.textLayout.elements:FlowElement:textLength:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.elements.FlowElement]" text=".textRotation" tiptext="TextLayoutFormat: 确定要旋转此文本的度数。" version="" helpurl="flashx.textLayout.elements:FlowElement:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.elements.FlowElement]" text=".trackingLeft" tiptext="TextLayoutFormat: 像素数（或字体大小的百分比，如 120%），指示应用于每个字符左侧的间隙数（手动字距调整）。" version="" helpurl="flashx.textLayout.elements:FlowElement:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.elements.FlowElement]" text=".trackingRight" tiptext="TextLayoutFormat: 数字（以像素为单位）（或字体大小的百分比，如 120%）表示要应用到每个字符右边的间距的量（手动字距调整）。" version="" helpurl="flashx.textLayout.elements:FlowElement:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.elements.FlowElement]" text=".typographicCase" tiptext="TextLayoutFormat: 用于此文本的印刷大小写的类型。" version="" helpurl="flashx.textLayout.elements:FlowElement:typographicCase:get" playername=""/>
						<string name="userStyles" object="[flashx.textLayout.elements.FlowElement]" text=".userStyles" tiptext="允许您针对 FlowElement 对象读写用户样式。" version="" helpurl="flashx.textLayout.elements:FlowElement:userStyles:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.elements.FlowElement]" text=".verticalAlign" tiptext="TextLayoutFormat: 垂直对齐或两端对齐（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.elements:FlowElement:verticalAlign:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.elements.FlowElement]" text=".whiteSpaceCollapse" tiptext="TextLayoutFormat: 将文本导入到 TextFlow 中时压缩或保留空白。" version="" helpurl="flashx.textLayout.elements:FlowElement:whiteSpaceCollapse:get" playername=""/>
						<string name="tracking" object="[flashx.textLayout.elements.FlowElement]" text=".tracking" tiptext="设置间隙，且与 trackingRight 属性同义。" version="" helpurl="flashx.textLayout.elements:FlowElement:tracking:set" playername=""/>
					</folder>
				</folder>
				<folder name="FlowGroupElement" id="[flashx.textLayout.elements.FlowGroupElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowElement,Object" tiptext="FlowGroupElement 类是 FlowElement 对象的基类，这些对象可以有一组子对象。" helpurl="flashx.textLayout.elements:FlowGroupElement">
					<folder name="方法" id="Methods" tiptext="FlowGroupElement 类的方法" helpurl="flashx.textLayout.elements:FlowGroupElement">
						<string name="FlowGroupElement" object="[flashx.textLayout.elements.FlowGroupElement]" text="new FlowGroupElement(%%)" constructor="true" tiptext="基类 - 调用 new FlowGroupElement() 时会引发错误异常。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:FlowGroupElement" playername=""/>
						<string name="addChildAt" object="[flashx.textLayout.elements.FlowGroupElement]" text=".addChildAt(%索引:uint,子项:flashx.textLayout.elements:FlowElement%):flashx.textLayout.elements:FlowElement" tiptext="在指定索引位置添加一个 FlowElement 子对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:addChildAt" playername=""/>
						<string name="addChild" object="[flashx.textLayout.elements.FlowGroupElement]" text=".addChild(%子项:flashx.textLayout.elements:FlowElement%):flashx.textLayout.elements:FlowElement" tiptext="追加一个 FlowElement 子对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:addChild" playername=""/>
						<string name="findChildIndexAtPosition" object="[flashx.textLayout.elements.FlowGroupElement]" text=".findChildIndexAtPosition(%相对位置:int%):int" tiptext="对于给定的相对文本位置，查找包含该相对位置的第一个 FlowElement 子对象的索引。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:findChildIndexAtPosition" playername=""/>
						<string name="findLeaf" object="[flashx.textLayout.elements.FlowGroupElement]" text=".findLeaf(%相对位置:int%):flashx.textLayout.elements:FlowLeafElement" tiptext="对于给定的相对文本位置，查找包含该位置的叶元素。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:findLeaf" playername=""/>
						<string name="getChildAt" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getChildAt(%索引:int%):flashx.textLayout.elements:FlowElement" tiptext="返回位于指定索引处的 FlowElement 子对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getChildAt" playername=""/>
						<string name="getChildIndex" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getChildIndex(%子项:flashx.textLayout.elements:FlowElement%):int" tiptext="在子对象中搜索指定的 FlowElement 对象，并返回其索引位置。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getChildIndex" playername=""/>
						<string name="getFirstLeaf" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getFirstLeaf(%%):flashx.textLayout.elements:FlowLeafElement" tiptext="返回该组的第一个 FlowLeafElement 子项。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getFirstLeaf" playername=""/>
						<string name="getLastLeaf" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getLastLeaf(%%):flashx.textLayout.elements:FlowLeafElement" tiptext="返回该组的最后一个 FlowLeafElement 子项。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:getLastLeaf" playername=""/>
						<string name="getText" object="[flashx.textLayout.elements.FlowGroupElement]" text=".getText(%[相对起始位置:int=0,相对结束位置:int=-1,段落分隔符:String=]%):String" tiptext="" version="" helpurl="flashx.textLayout.elements:FlowGroupElement:getText" playername=""/>
						<string name="removeChildAt" object="[flashx.textLayout.elements.FlowGroupElement]" text=".removeChildAt(%索引:uint%):flashx.textLayout.elements:FlowElement" tiptext="删除位于指定索引位置的 FlowElement 子对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:removeChildAt" playername=""/>
						<string name="removeChild" object="[flashx.textLayout.elements.FlowGroupElement]" text=".removeChild(%子项:flashx.textLayout.elements:FlowElement%):flashx.textLayout.elements:FlowElement" tiptext="从组中删除指定的 FlowElement 子对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:removeChild" playername=""/>
						<string name="replaceChildren" object="[flashx.textLayout.elements.FlowGroupElement]" text=".replaceChildren(%开始子索引:int,结束子索引:int,其他:restParam%):void" tiptext="以指定的新元素替换组中的子元素。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:replaceChildren" playername=""/>
						<string name="splitAtIndex" object="[flashx.textLayout.elements.FlowGroupElement]" text=".splitAtIndex(%子索引:int%):flashx.textLayout.elements:FlowGroupElement" tiptext="在 childIndex 参数指定的位置拆分该对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowGroupElement:splitAtIndex" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowGroupElement 类的属性" helpurl="flashx.textLayout.elements:FlowGroupElement">
						<string name="mxmlChildren" object="[flashx.textLayout.elements.FlowGroupElement]" text=".mxmlChildren" tiptext="为该对象追加一个子对象数组。" version="" helpurl="flashx.textLayout.elements:FlowGroupElement:mxmlChildren:get" playername=""/>
						<string name="numChildren" object="[flashx.textLayout.elements.FlowGroupElement]" text=".numChildren" tiptext="返回该 FlowGroupElement 对象具有的 FlowElement 子对象的数目。" version="" helpurl="flashx.textLayout.elements:FlowGroupElement:numChildren:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowLeafElement" id="[flashx.textLayout.elements.FlowLeafElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowElement,Object" tiptext="显示在流层次结构最低级别的 FlowElement 的基类。" helpurl="flashx.textLayout.elements:FlowLeafElement">
					<folder name="方法" id="Methods" tiptext="FlowLeafElement 类的方法" helpurl="flashx.textLayout.elements:FlowLeafElement">
						<string name="FlowLeafElement" object="[flashx.textLayout.elements.FlowLeafElement]" text="new FlowLeafElement(%%)" constructor="true" tiptext="基类 - 调用 new FlowLeafElement() 时会引发错误异常。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:FlowLeafElement" playername=""/>
						<string name="getComputedFontMetrics" object="[flashx.textLayout.elements.FlowLeafElement]" text=".getComputedFontMetrics(%%):flash.text.engine:FontMetrics" tiptext="返回跨距的 FontMetrics 对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:getComputedFontMetrics" playername=""/>
						<string name="getNextLeaf" object="[flashx.textLayout.elements.FlowLeafElement]" text=".getNextLeaf(%[限制元素:flashx.textLayout.elements:FlowGroupElement=null]%):flashx.textLayout.elements:FlowLeafElement" tiptext="返回下一个 FlowLeafElement 对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:getNextLeaf" playername=""/>
						<string name="getPreviousLeaf" object="[flashx.textLayout.elements.FlowLeafElement]" text=".getPreviousLeaf(%[限制元素:flashx.textLayout.elements:FlowGroupElement=null]%):flashx.textLayout.elements:FlowLeafElement" tiptext="返回上一个 FlowLeafElement 对象。" version="1.5" helpurl="flashx.textLayout.elements:FlowLeafElement:getPreviousLeaf" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowLeafElement 类的属性" helpurl="flashx.textLayout.elements:FlowLeafElement">
						<string name="computedFormat" object="[flashx.textLayout.elements.FlowLeafElement]" text=".computedFormat" tiptext="对于该元素有效的计算得出的文本格式属性。" version="" helpurl="flashx.textLayout.elements:FlowLeafElement:computedFormat:get" playername=""/>
						<string name="text" object="[flashx.textLayout.elements.FlowLeafElement]" text=".text" tiptext="与 FlowLeafElement 关联的文本:&lt;ul&gt;如果这是 ParagraphELement 中的最后一个跨距，则 SpanElement 子类的值将是 textLength 减去一个字符。BreakElement 子类的值是 U+2028。TabElement 子类的值是一个制表符。InlineGraphicElement 子类的值是 U+FDEF。&lt;/p&gt;" version="" helpurl="flashx.textLayout.elements:FlowLeafElement:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="GlobalSettings" id="[flashx.textLayout.elements.GlobalSettings]" sort="true" index="true" asAncestors="Object" tiptext="应用于所有 TextFlow 对象的配置。" helpurl="flashx.textLayout.elements:GlobalSettings">
					<folder name="属性" id="Properties" tiptext="GlobalSettings 类的属性" helpurl="flashx.textLayout.elements:GlobalSettings">
						<string name="enableSearch" object="[flashx.textLayout.elements.GlobalSettings]" text=".enableSearch" tiptext="控制文本是否对搜索引擎索引器可见。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:enableSearch:get" playername=""/>
						<string name="fontMapperFunction" object="[flashx.textLayout.elements.GlobalSettings]" text=".fontMapperFunction" tiptext="指定用于字体映射的回调。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:fontMapperFunction:get" playername=""/>
						<string name="resolveFontLookupFunction" object="[flashx.textLayout.elements.GlobalSettings]" text=".resolveFontLookupFunction" tiptext="根据 swfcontext 指定用于更改 FontLookup 的回调。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:resolveFontLookupFunction:get" playername=""/>
						<string name="resourceStringFunction" object="[flashx.textLayout.elements.GlobalSettings]" text=".resourceStringFunction" tiptext="采用两个参数、一个资源 ID 和一个替换到字符串中的可选参数数组的函数。" version="" helpurl="flashx.textLayout.elements:GlobalSettings:resourceStringFunction:get" playername=""/>
					</folder>
				</folder>
				<folder name="IConfiguration" id="[flashx.textLayout.elements.IConfiguration]" sort="true" index="true" tiptext="配置对象的只读接口。" helpurl="flashx.textLayout.elements:IConfiguration">
					<folder name="属性" id="Properties" tiptext="IConfiguration 类的属性" helpurl="flashx.textLayout.elements:IConfiguration">
						<string name="defaultLinkActiveFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".defaultLinkActiveFormat" tiptext="指定最初适用于文本流中所有链接（LinkElement 对象）的活动字符格式属性。" version="" helpurl="flashx.textLayout.elements:IConfiguration:defaultLinkActiveFormat:get" playername=""/>
						<string name="defaultLinkHoverFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".defaultLinkHoverFormat" tiptext="指定当光标悬停在文本流中的链接 (LinkElement) 上时，应用于该链接的初始字符格式属性。" version="" helpurl="flashx.textLayout.elements:IConfiguration:defaultLinkHoverFormat:get" playername=""/>
						<string name="defaultLinkNormalFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".defaultLinkNormalFormat" tiptext="指定用于文本流中所有 LinkElement 对象的初始链接属性。" version="" helpurl="flashx.textLayout.elements:IConfiguration:defaultLinkNormalFormat:get" playername=""/>
						<string name="enableAccessibility" object="[flashx.textLayout.elements.IConfiguration]" text=".enableAccessibility" tiptext="指定是否启用可访问性支持。" version="" helpurl="flashx.textLayout.elements:IConfiguration:enableAccessibility:get" playername=""/>
						<string name="flowComposerClass" object="[flashx.textLayout.elements.IConfiguration]" text=".flowComposerClass" tiptext="指定默认情况下附加到新 TextFlow 对象的流合成器的类型。" version="" helpurl="flashx.textLayout.elements:IConfiguration:flowComposerClass:get" playername=""/>
						<string name="focusedSelectionFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".focusedSelectionFormat" tiptext="当文本流 (TextFlow) 的窗口具有焦点时，该文本流的初始选择格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:IConfiguration:focusedSelectionFormat:get" playername=""/>
						<string name="inactiveSelectionFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".inactiveSelectionFormat" tiptext="当文本流 (TextFlow) 的窗口是非活动窗口时，该文本流的初始选择格式 (SelectionFormat)。" version="" helpurl="flashx.textLayout.elements:IConfiguration:inactiveSelectionFormat:get" playername=""/>
						<string name="inlineGraphicResolverFunction" object="[flashx.textLayout.elements.IConfiguration]" text=".inlineGraphicResolverFunction" tiptext="指定用于解析内联图形元素的回调。" version="" helpurl="flashx.textLayout.elements:IConfiguration:inlineGraphicResolverFunction:get" playername=""/>
						<string name="manageEnterKey" object="[flashx.textLayout.elements.IConfiguration]" text=".manageEnterKey" tiptext="指定 Enter/Return 键是由文本布局框架作为文本输入来拆分诸如段落等内容，还是由客户端代码处理。" version="" helpurl="flashx.textLayout.elements:IConfiguration:manageEnterKey:get" playername=""/>
						<string name="manageTabKey" object="[flashx.textLayout.elements.IConfiguration]" text=".manageTabKey" tiptext="指定 TAB 键是由文本布局框架作为文本输入，还是由 Flash Player 或 AIR 处理并将其转换为 Tab 触发的面板事件。" version="" helpurl="flashx.textLayout.elements:IConfiguration:manageTabKey:get" playername=""/>
						<string name="overflowPolicy" object="[flashx.textLayout.elements.IConfiguration]" text=".overflowPolicy" tiptext="一种策略，用于确定容器的最后一行是位于容器内，还是溢出到容器外。" version="" helpurl="flashx.textLayout.elements:IConfiguration:overflowPolicy:get" playername=""/>
						<string name="releaseLineCreationData" object="[flashx.textLayout.elements.IConfiguration]" text=".releaseLineCreationData" tiptext="要求合成文本的过程在合成每个段落之后释放行创建数据。" version="" helpurl="flashx.textLayout.elements:IConfiguration:releaseLineCreationData:get" playername=""/>
						<string name="scrollDragDelay" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollDragDelay" tiptext="指定在一个滚动与下一个滚动之间发生时间延迟，以避免滚动速度过快。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollDragDelay:get" playername=""/>
						<string name="scrollDragPixels" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollDragPixels" tiptext="指定当用户通过拖动所选项目来启动自动滚动时，所滚动的默认像素数。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollDragPixels:get" playername=""/>
						<string name="scrollMouseWheelMultiplier" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollMouseWheelMultiplier" tiptext="指定鼠标滚轮事件所滚动的默认像素数。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollMouseWheelMultiplier:get" playername=""/>
						<string name="scrollPagePercentage" object="[flashx.textLayout.elements.IConfiguration]" text=".scrollPagePercentage" tiptext="对于页面滚动，指定所滚动的默认文本流百分比。" version="" helpurl="flashx.textLayout.elements:IConfiguration:scrollPagePercentage:get" playername=""/>
						<string name="textFlowInitialFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".textFlowInitialFormat" tiptext="指定文本流（TextFlow 对象）的初始格式 TextLayoutFormat 配置。" version="" helpurl="flashx.textLayout.elements:IConfiguration:textFlowInitialFormat:get" playername=""/>
						<string name="unfocusedSelectionFormat" object="[flashx.textLayout.elements.IConfiguration]" text=".unfocusedSelectionFormat" tiptext="当该窗口是活动窗口，但 TextFlow 中没有任何容器具有焦点时，文本布局框架用于绘制所选项目的初始选择格式。" version="" helpurl="flashx.textLayout.elements:IConfiguration:unfocusedSelectionFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="IFormatResolver" id="[flashx.textLayout.elements.IFormatResolver]" sort="true" index="true" tiptext="格式解析器的接口。" helpurl="flashx.textLayout.elements:IFormatResolver">
					<folder name="方法" id="Methods" tiptext="IFormatResolver 类的方法" helpurl="flashx.textLayout.elements:IFormatResolver">
						<string name="getResolverForNewFlow" object="[flashx.textLayout.elements.IFormatResolver]" text=".getResolverForNewFlow(%旧流:flashx.textLayout.elements:TextFlow,新流:flashx.textLayout.elements:TextFlow%):flashx.textLayout.elements:IFormatResolver" tiptext="在复制 TextFlow 时返回格式解析器。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:getResolverForNewFlow" playername=""/>
						<string name="invalidateAll" object="[flashx.textLayout.elements.IFormatResolver]" text=".invalidateAll(%文本流:flashx.textLayout.elements:TextFlow%):void" tiptext="使 TextFlow 的任何缓存格式信息无效，因此必须重新计算格式。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:invalidateAll" playername=""/>
						<string name="invalidate" object="[flashx.textLayout.elements.IFormatResolver]" text=".invalidate(%目标:Object%):void" tiptext="可能由于以下原因使此元素上的已缓存格式化信息失效: 父项已更改，或者 ID 或 styleName 已更改。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:invalidate" playername=""/>
						<string name="resolveFormat" object="[flashx.textLayout.elements.IFormatResolver]" text=".resolveFormat(%目标:Object%):flashx.textLayout.formats:ITextLayoutFormat" tiptext="如果是 FlowElement 或 ContainerController 对象，则返回它的任何格式设置。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:resolveFormat" playername=""/>
						<string name="resolveUserFormat" object="[flashx.textLayout.elements.IFormatResolver]" text=".resolveUserFormat(%目标:Object,用户格式:String%)" tiptext="对于给定 FlowElement 或 ContainerController 对象和格式属性名称，返回格式值，如果未找到该值则返回 undefined。" version="1.5" helpurl="flashx.textLayout.elements:IFormatResolver:resolveUserFormat" playername=""/>
					</folder>
				</folder>
				<folder name="InlineGraphicElement" id="[flashx.textLayout.elements.InlineGraphicElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="InlineGraphicElement 类处理在文本中内嵌显示的图形对象。" helpurl="flashx.textLayout.elements:InlineGraphicElement">
					<folder name="方法" id="Methods" tiptext="InlineGraphicElement 类的方法" helpurl="flashx.textLayout.elements:InlineGraphicElement">
						<string name="InlineGraphicElement" object="[flashx.textLayout.elements.InlineGraphicElement]" text="new InlineGraphicElement(%%):void" constructor="true" tiptext="构造函数 - 创建新 InlineGraphicElement 对象" version="1.5" helpurl="flashx.textLayout.elements:InlineGraphicElement:InlineGraphicElement" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="InlineGraphicElement 类的属性" helpurl="flashx.textLayout.elements:InlineGraphicElement">
						<string name="actualHeight" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".actualHeight" tiptext="有效的实际高度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:actualHeight:get" playername=""/>
						<string name="actualWidth" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".actualWidth" tiptext="有效的实际宽度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:actualWidth:get" playername=""/>
						<string name="graphic" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".graphic" tiptext="嵌入的图形。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:graphic:get" playername=""/>
						<string name="height" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".height" tiptext="图像高度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:height:get" playername=""/>
						<string name="measuredHeight" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".measuredHeight" tiptext="图形的自然高度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:measuredHeight:get" playername=""/>
						<string name="measuredWidth" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".measuredWidth" tiptext="图形的自然宽度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:measuredWidth:get" playername=""/>
						<string name="source" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".source" tiptext="设置图形的源。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:source:get" playername=""/>
						<string name="status" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".status" tiptext="图像的当前状态。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:status:get" playername=""/>
						<string name="width" object="[flashx.textLayout.elements.InlineGraphicElement]" text=".width" tiptext="图形的宽度。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElement:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="InlineGraphicElementStatus" id="[flashx.textLayout.elements.InlineGraphicElementStatus]" sort="true" index="true" asAncestors="Object" tiptext="InlineGraphicElementStatus 类定义一组常量，用于检查 InlineGraphicElement.status 的值。" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus">
					<folder name="属性" id="Properties" tiptext="InlineGraphicElementStatus 类的属性" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus">
						<string name="ERROR" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.ERROR" constant="true" tiptext="在加载引用的图形期间发生了错误。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:ERROR" playername=""/>
						<string name="LOADING" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.LOADING" constant="true" tiptext="已经对一个 URL 图形元素启动了（但尚未完成）加载。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:LOADING" playername=""/>
						<string name="LOAD_PENDING" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.LOAD_PENDING" constant="true" tiptext="图形元素是尚未加载的 URL。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:LOAD_PENDING" playername=""/>
						<string name="READY" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.READY" constant="true" tiptext="图形已完成加载并正确调整了大小。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:READY" playername=""/>
						<string name="SIZE_PENDING" object="[flashx.textLayout.elements.InlineGraphicElementStatus]" text="InlineGraphicElementStatus.SIZE_PENDING" constant="true" tiptext="具有 auto 或百分比宽度/高度值的图形元素已完成加载但尚未重新合成。" version="" helpurl="flashx.textLayout.elements:InlineGraphicElementStatus:SIZE_PENDING" playername=""/>
					</folder>
				</folder>
				<folder name="LinkElement" id="[flashx.textLayout.elements.LinkElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SubParagraphGroupElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="LinkElement 类定义指向 URI（统一资源标识符）的链接，当用户单击此链接时将执行该类。" helpurl="flashx.textLayout.elements:LinkElement">
					<folder name="方法" id="Methods" tiptext="LinkElement 类的方法" helpurl="flashx.textLayout.elements:LinkElement">
						<string name="LinkElement" object="[flashx.textLayout.elements.LinkElement]" text="new LinkElement(%%)" constructor="true" tiptext="构造函数 - 创建新 LinkElement 实例。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:LinkElement" playername=""/>
						<string name="addEventListener" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="向 EventDispatcher 对象注册事件侦听器对象，以使该侦听器能够接收事件通知。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flashx.textLayout.elements.LinkElement]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:dispatchEvent" playername=""/>
						<string name="hasEventListener" object="[flashx.textLayout.elements.LinkElement]" text=".hasEventListener(%类型:String%):Boolean" tiptext="检查 EventDispatcher 对象是否为特定事件类型注册了任何侦听器。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:hasEventListener" playername=""/>
						<string name="removeEventListener" object="[flashx.textLayout.elements.LinkElement]" text=".removeEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false]%):void" tiptext="从 EventDispatcher 对象中删除侦听器。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flashx.textLayout.elements.LinkElement]" text=".willTrigger(%类型:String%):Boolean" tiptext="检查是否用此 EventDispatcher 对象或其任何始祖为指定事件类型注册了事件侦听器。" version="1.5" helpurl="flashx.textLayout.elements:LinkElement:willTrigger" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="LinkElement 类的属性" helpurl="flashx.textLayout.elements:LinkElement">
						<string name="href" object="[flashx.textLayout.elements.LinkElement]" text=".href" tiptext="与 LinkElement 对象关联的统一资源标识符 (URI)。" version="" helpurl="flashx.textLayout.elements:LinkElement:href:get" playername=""/>
						<string name="linkState" object="[flashx.textLayout.elements.LinkElement]" text=".linkState" tiptext="链接的当前状态。" version="" helpurl="flashx.textLayout.elements:LinkElement:linkState:get" playername=""/>
						<string name="target" object="[flashx.textLayout.elements.LinkElement]" text=".target" tiptext="与 LinkElement 关联的目标值。" version="" helpurl="flashx.textLayout.elements:LinkElement:target:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="LinkElement 类的事件" helpurl="flashx.textLayout.elements:LinkElement">
						<string name="click" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String=FlowElementMouseEvent.CLICK{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当单击链接时调度。" version="" helpurl="flashx.textLayout.elements:LinkElement__click" playername=""/>
						<string name="rollOut" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String=FlowElementMouseEvent.ROLL_OUT{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标离开链接时调度。" version="" helpurl="flashx.textLayout.elements:LinkElement__rollOut" playername=""/>
						<string name="rollOver" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String=FlowElementMouseEvent.ROLL_OVER{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标首次进入链接时调度。" version="" helpurl="flashx.textLayout.elements:LinkElement__rollOver" playername=""/>
						<string name="mouseMove" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String=FlowElementMouseEvent.MOUSE_MOVE{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标经过链接时调度。" version="" helpurl="flashx.textLayout.elements:LinkElement__mouseMove" playername=""/>
						<string name="mouseUp" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String=FlowElementMouseEvent.MOUSE_UP{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在链接上松开鼠标时调度。" version="" helpurl="flashx.textLayout.elements:LinkElement__mouseUp" playername=""/>
						<string name="mouseDown" object="[flashx.textLayout.elements.LinkElement]" text=".addEventListener(%类型:String=FlowElementMouseEvent.MOUSE_DOWN{FlowElementMouseEvent.CLICK,FlowElementMouseEvent.ROLL_OUT,FlowElementMouseEvent.ROLL_OVER,FlowElementMouseEvent.MOUSE_MOVE,FlowElementMouseEvent.MOUSE_UP,FlowElementMouseEvent.MOUSE_DOWN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在链接上按下鼠标时调度。" version="" helpurl="flashx.textLayout.elements:LinkElement__mouseDown" playername=""/>
					</folder>
				</folder>
				<folder name="LinkState" id="[flashx.textLayout.elements.LinkState]" sort="true" index="true" asAncestors="Object" tiptext="LinkState 类为 LinkElement 类的 linkState 属性定义一组常量。" helpurl="flashx.textLayout.elements:LinkState">
					<folder name="属性" id="Properties" tiptext="LinkState 类的属性" helpurl="flashx.textLayout.elements:LinkState">
						<string name="ACTIVE" object="[flashx.textLayout.elements.LinkState]" text="LinkState.ACTIVE" constant="true" tiptext="活动状态的值，当鼠标按下链接时处于该状态。" version="" helpurl="flashx.textLayout.elements:LinkState:ACTIVE" playername=""/>
						<string name="HOVER" object="[flashx.textLayout.elements.LinkState]" text="LinkState.HOVER" constant="true" tiptext="悬停状态的值，将鼠标拖动到链接上时处于该状态。" version="" helpurl="flashx.textLayout.elements:LinkState:HOVER" playername=""/>
						<string name="LINK" object="[flashx.textLayout.elements.LinkState]" text="LinkState.LINK" constant="true" tiptext="正常、默认链接状态的值。" version="" helpurl="flashx.textLayout.elements:LinkState:LINK" playername=""/>
					</folder>
				</folder>
				<folder name="OverflowPolicy" id="[flashx.textLayout.elements.OverflowPolicy]" sort="true" index="true" asAncestors="Object" tiptext="OverflowPolicy 类为 IConfiguration 类的 overflowPolicy 属性定义一组常量。" helpurl="flashx.textLayout.elements:OverflowPolicy">
					<folder name="属性" id="Properties" tiptext="OverflowPolicy 类的属性" helpurl="flashx.textLayout.elements:OverflowPolicy">
						<string name="FIT_ANY" object="[flashx.textLayout.elements.OverflowPolicy]" text="OverflowPolicy.FIT_ANY" constant="true" tiptext="如果该行的任何部分位于合成区域内，则该行将位于该区域内。" version="" helpurl="flashx.textLayout.elements:OverflowPolicy:FIT_ANY" playername=""/>
						<string name="FIT_DESCENDERS" object="[flashx.textLayout.elements.OverflowPolicy]" text="OverflowPolicy.FIT_DESCENDERS" constant="true" tiptext="如果从顶部至基线的区域位于合成区域内，则该行位于该区域内。" version="" helpurl="flashx.textLayout.elements:OverflowPolicy:FIT_DESCENDERS" playername=""/>
					</folder>
				</folder>
				<folder name="ParagraphElement" id="[flashx.textLayout.elements.ParagraphElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:ParagraphFormattedElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="ParagraphElement 类表示文本流层次结构中的一个段落。" helpurl="flashx.textLayout.elements:ParagraphElement">
					<folder name="方法" id="Methods" tiptext="ParagraphElement 类的方法" helpurl="flashx.textLayout.elements:ParagraphElement">
						<string name="ParagraphElement" object="[flashx.textLayout.elements.ParagraphElement]" text="new ParagraphElement(%%)" constructor="true" tiptext="构造函数 - 表示文本流中的一个段落。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:ParagraphElement" playername=""/>
						<string name="findNextAtomBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findNextAtomBoundary(%相对位置:int%):int" tiptext="从提供的位置向前扫描，以找到文本中下一个原子的位置并返回索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findNextAtomBoundary" playername=""/>
						<string name="findNextWordBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findNextWordBoundary(%相对位置:int%):int" tiptext="返回文本中下一个单词边界的索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findNextWordBoundary" playername=""/>
						<string name="findPreviousAtomBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findPreviousAtomBoundary(%相对位置:int%):int" tiptext="从提供的位置向后扫描，以找到文本中上一个原子的位置并返回索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findPreviousAtomBoundary" playername=""/>
						<string name="findPreviousWordBoundary" object="[flashx.textLayout.elements.ParagraphElement]" text=".findPreviousWordBoundary(%相对位置:int%):int" tiptext="返回文本中上一个单词边界的索引。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:findPreviousWordBoundary" playername=""/>
						<string name="getNextParagraph" object="[flashx.textLayout.elements.ParagraphElement]" text=".getNextParagraph(%%):flashx.textLayout.elements:ParagraphElement" tiptext="返回该段落之后的段落，如果不再有段落则返回 null。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:getNextParagraph" playername=""/>
						<string name="getPreviousParagraph" object="[flashx.textLayout.elements.ParagraphElement]" text=".getPreviousParagraph(%%):flashx.textLayout.elements:ParagraphElement" tiptext="返回该段落之前的段落，如果该段落是 TextFlow 中的第一个段落，则返回 null。" version="1.5" helpurl="flashx.textLayout.elements:ParagraphElement:getPreviousParagraph" playername=""/>
					</folder>
				</folder>
				<folder name="SpanElement" id="[flashx.textLayout.elements.SpanElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="SpanElement 类表示应用了一组格式属性的一串文本。" helpurl="flashx.textLayout.elements:SpanElement">
					<folder name="方法" id="Methods" tiptext="SpanElement 类的方法" helpurl="flashx.textLayout.elements:SpanElement">
						<string name="SpanElement" object="[flashx.textLayout.elements.SpanElement]" text="new SpanElement(%%):void" constructor="true" tiptext="构造函数 - 创建一个 SpanElement 对象，包含段落中的一串文本。" version="1.5" helpurl="flashx.textLayout.elements:SpanElement:SpanElement" playername=""/>
						<string name="replaceText" object="[flashx.textLayout.elements.SpanElement]" text=".replaceText(%相对起始位置:int,相对结束位置:int,文本值:String%):void" tiptext="根据指定起始和结束位置更新文本跨距中的文本。" version="1.5" helpurl="flashx.textLayout.elements:SpanElement:replaceText" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SpanElement 类的属性" helpurl="flashx.textLayout.elements:SpanElement">
						<string name="mxmlChildren" object="[flashx.textLayout.elements.SpanElement]" text=".mxmlChildren" tiptext="根据跨距标签内的内容设置文本；始终删除现有子项。" version="" helpurl="flashx.textLayout.elements:SpanElement:mxmlChildren:get" playername=""/>
						<string name="text" object="[flashx.textLayout.elements.SpanElement]" text=".text" tiptext="接受该 SpanElement 对象包含的文本字符串。" version="" helpurl="flashx.textLayout.elements:SpanElement:text:set" playername=""/>
					</folder>
				</folder>
				<folder name="SpecialCharacterElement" id="[flashx.textLayout.elements.SpecialCharacterElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SpanElement,flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="SpecialCharacterElement 类是表示特殊字符的元素的抽象基类。" helpurl="flashx.textLayout.elements:SpecialCharacterElement">
					<folder name="方法" id="Methods" tiptext="SpecialCharacterElement 类的方法" helpurl="flashx.textLayout.elements:SpecialCharacterElement">
						<string name="SpecialCharacterElement" object="[flashx.textLayout.elements.SpecialCharacterElement]" text="new SpecialCharacterElement(%%)" constructor="true" tiptext="基类 - 调用 new SpecialCharacterElement() 时会引发错误异常。" version="1.5" helpurl="flashx.textLayout.elements:SpecialCharacterElement:SpecialCharacterElement" playername=""/>
					</folder>
				</folder>
				<folder name="SubParagraphGroupElement" id="[flashx.textLayout.elements.SubParagraphGroupElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="SubParagraphGroupElement 类组合多个 FlowLeafElement。" helpurl="flashx.textLayout.elements:SubParagraphGroupElement">
					<folder name="方法" id="Methods" tiptext="SubParagraphGroupElement 类的方法" helpurl="flashx.textLayout.elements:SubParagraphGroupElement">
						<string name="SubParagraphGroupElement" object="[flashx.textLayout.elements.SubParagraphGroupElement]" text="new SubParagraphGroupElement(%%)" constructor="true" tiptext="构造函数 - 创建新 SubParagraphGroupElement 实例。" version="1.5" helpurl="flashx.textLayout.elements:SubParagraphGroupElement:SubParagraphGroupElement" playername=""/>
					</folder>
				</folder>
				<folder name="TabElement" id="[flashx.textLayout.elements.TabElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SpecialCharacterElement,flashx.textLayout.elements:SpanElement,flashx.textLayout.elements:FlowLeafElement,flashx.textLayout.elements:FlowElement,Object" tiptext="TabElement 类表示文本流中的 &amp;lt;tab/&amp;gt;。" helpurl="flashx.textLayout.elements:TabElement">
					<folder name="方法" id="Methods" tiptext="TabElement 类的方法" helpurl="flashx.textLayout.elements:TabElement">
						<string name="TabElement" object="[flashx.textLayout.elements.TabElement]" text="new TabElement(%%)" constructor="true" tiptext="构造函数 - 创建新 TabElement 实例。" version="1.5" helpurl="flashx.textLayout.elements:TabElement:TabElement" playername=""/>
					</folder>
				</folder>
				<folder name="TCYElement" id="[flashx.textLayout.elements.TCYElement]" sort="true" index="true" asAncestors="flashx.textLayout.elements:SubParagraphGroupElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="TCYElement（Tatechuuyoko - 直排内横排）类是 SubParagraphGroupElement 的一个子类，可使文本在垂直行中水平排列。" helpurl="flashx.textLayout.elements:TCYElement">
					<folder name="方法" id="Methods" tiptext="TCYElement 类的方法" helpurl="flashx.textLayout.elements:TCYElement">
						<string name="TCYElement" object="[flashx.textLayout.elements.TCYElement]" text="new TCYElement(%%)" constructor="true" tiptext="构造函数 - 创建新 TCYElement 实例。" version="1.5" helpurl="flashx.textLayout.elements:TCYElement:TCYElement" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlow" id="[flashx.textLayout.elements.TextFlow]" sort="true" index="true" asAncestors="flashx.textLayout.elements:ContainerFormattedElement,flashx.textLayout.elements:ParagraphFormattedElement,flashx.textLayout.elements:FlowGroupElement,flashx.textLayout.elements:FlowElement,Object" tiptext="TextFlow 类负责管理一篇文章的所有文本内容。" helpurl="flashx.textLayout.elements:TextFlow">
					<folder name="方法" id="Methods" tiptext="TextFlow 类的方法" helpurl="flashx.textLayout.elements:TextFlow">
						<string name="TextFlow" object="[flashx.textLayout.elements.TextFlow]" text="new TextFlow(%[配置:flashx.textLayout.elements:IConfiguration=null]%)" constructor="true" tiptext="构造函数 - 创建新 TextFlow 实例。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:TextFlow" playername=""/>
						<string name="addEventListener" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="向 EventDispatcher 对象注册事件侦听器对象，以使该侦听器能够接收事件通知。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:addEventListener" playername=""/>
						<string name="dispatchEvent" object="[flashx.textLayout.elements.TextFlow]" text=".dispatchEvent(%事件:flash.events:Event%):Boolean" tiptext="将事件调度到事件流中。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:dispatchEvent" playername=""/>
						<string name="getElementByID" object="[flashx.textLayout.elements.TextFlow]" text=".getElementByID(%ID名称:String%):flashx.textLayout.elements:FlowElement" tiptext="返回其 id 属性与 idName 参数匹配的元素。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:getElementByID" playername=""/>
						<string name="getElementsByStyleName" object="[flashx.textLayout.elements.TextFlow]" text=".getElementsByStyleName(%样式名称值:String%):Array" tiptext="返回 styleName 设置为 styleNameValue 的所有元素。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:getElementsByStyleName" playername=""/>
						<string name="hasEventListener" object="[flashx.textLayout.elements.TextFlow]" text=".hasEventListener(%类型:String%):Boolean" tiptext="检查 EventDispatcher 对象是否为特定事件类型注册了任何侦听器。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:hasEventListener" playername=""/>
						<string name="invalidateAllFormats" object="[flashx.textLayout.elements.TextFlow]" text=".invalidateAllFormats(%%):void" tiptext="使 TextFlow 的所有格式信息无效，强制其重新计算。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:invalidateAllFormats" playername=""/>
						<string name="removeEventListener" object="[flashx.textLayout.elements.TextFlow]" text=".removeEventListener(%类型:String,侦听器:Function[,使用捕获:Boolean=false]%):void" tiptext="从 EventDispatcher 对象中删除侦听器。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:removeEventListener" playername=""/>
						<string name="willTrigger" object="[flashx.textLayout.elements.TextFlow]" text=".willTrigger(%类型:String%):Boolean" tiptext="检查是否用此 EventDispatcher 对象或其任何始祖为指定事件类型注册了事件侦听器。" version="1.5" helpurl="flashx.textLayout.elements:TextFlow:willTrigger" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextFlow 类的属性" helpurl="flashx.textLayout.elements:TextFlow">
						<string name="defaultConfiguration" object="[flashx.textLayout.elements.TextFlow]" text=".defaultConfiguration" tiptext="在未指定配置的情况下用于所有新 TextFlow 对象的默认配置。" version="" helpurl="flashx.textLayout.elements:TextFlow:defaultConfiguration" playername=""/>
						<string name="configuration" object="[flashx.textLayout.elements.TextFlow]" text=".configuration" tiptext="该 TextFlow 对象的 Configuration 对象。" version="" helpurl="flashx.textLayout.elements:TextFlow:configuration:get" playername=""/>
						<string name="flowComposer" object="[flashx.textLayout.elements.TextFlow]" text=".flowComposer" tiptext="管理该元素的容器。" version="" helpurl="flashx.textLayout.elements:TextFlow:flowComposer:get" playername=""/>
						<string name="formatResolver" object="[flashx.textLayout.elements.TextFlow]" text=".formatResolver" tiptext="用于解析元素样式的回调函数。" version="" helpurl="flashx.textLayout.elements:TextFlow:formatResolver:get" playername=""/>
						<string name="generation" object="[flashx.textLayout.elements.TextFlow]" text=".generation" tiptext="该 TextFlow 对象的生成编号。" version="" helpurl="flashx.textLayout.elements:TextFlow:generation:get" playername=""/>
						<string name="hostFormat" object="[flashx.textLayout.elements.TextFlow]" text=".hostFormat" tiptext="该 TextFlow 对象的 TextLayoutFormat 对象。" version="" helpurl="flashx.textLayout.elements:TextFlow:hostFormat:get" playername=""/>
						<string name="interactionManager" object="[flashx.textLayout.elements.TextFlow]" text=".interactionManager" tiptext="与该 TextFlow 对象关联的 InteractionManager。" version="" helpurl="flashx.textLayout.elements:TextFlow:interactionManager:get" playername=""/>
					</folder>
					<folder name="事件" id="Events" tiptext="TextFlow 类的事件" helpurl="flashx.textLayout.elements:TextFlow">
						<string name="updateComplete" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=UpdateCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次由于合成而使容器添加或更新了 DisplayObject 时由 TextFlow 对象调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__updateComplete" playername=""/>
						<string name="damage" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=DamageEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次它被损坏时由 TextFlow 对象调度。可以使用此事件来查明 TextFlow 已更改，但将此事件发送出去时不访问 TextFlow 本身。" version="" helpurl="flashx.textLayout.elements:TextFlow__damage" playername=""/>
						<string name="scroll" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=TextLayoutEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在控制器容器中滚动了文本时由 TextFlow 对象调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__scroll" playername=""/>
						<string name="inlineGraphicStatusChanged" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=StatusChangeEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当由于宽度或高度设置为自动或百分比而使 InlineGraphicElement 调整了大小，且图形完成加载后进行调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__inlineGraphicStatusChanged" playername=""/>
						<string name="click" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="单击任何链接时调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__click" playername=""/>
						<string name="rollOut" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标离开任何链接时调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__rollOut" playername=""/>
						<string name="rollOver" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标首次进入任何链接时调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__rollOver" playername=""/>
						<string name="mouseMove" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="当鼠标经过任何链接时调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__mouseMove" playername=""/>
						<string name="mouseUp" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何链接上松开鼠标时调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__mouseUp" playername=""/>
						<string name="mouseDown" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowElementMouseEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="在任何链接上按下鼠标时调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__mouseDown" playername=""/>
						<string name="compositionComplete" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=CompositionCompleteEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次重新合成后调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__compositionComplete" playername=""/>
						<string name="selectionChange" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=SelectionEvent.{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="每次更改所选项目后调度。" version="" helpurl="flashx.textLayout.elements:TextFlow__selectionChange" playername=""/>
						<string name="flowOperationComplete" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowOperationEvent.FLOW_OPERATION_COMPLETE{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.elements:TextFlow__flowOperationComplete" playername=""/>
						<string name="flowOperationEnd" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowOperationEvent.FLOW_OPERATION_END{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.elements:TextFlow__flowOperationEnd" playername=""/>
						<string name="flowOperationBegin" object="[flashx.textLayout.elements.TextFlow]" text=".addEventListener(%类型:String=FlowOperationEvent.FLOW_OPERATION_BEGIN{UpdateCompleteEvent.,DamageEvent.,TextLayoutEvent.,StatusChangeEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,FlowElementMouseEvent.,CompositionCompleteEvent.,SelectionEvent.,FlowOperationEvent.FLOW_OPERATION_COMPLETE,FlowOperationEvent.FLOW_OPERATION_END,FlowOperationEvent.FLOW_OPERATION_BEGIN},侦听器:Function[,使用捕获:Boolean=false,优先级:int=0,使用弱引用:Boolean=false]%):void" tiptext="" version="" helpurl="flashx.textLayout.elements:TextFlow__flowOperationBegin" playername=""/>
					</folder>
				</folder>
				<folder name="TextRange" id="[flashx.textLayout.elements.TextRange]" sort="true" index="true" asAncestors="Object" tiptext="描述一段连续文本范围的只读类。" helpurl="flashx.textLayout.elements:TextRange">
					<folder name="方法" id="Methods" tiptext="TextRange 类的方法" helpurl="flashx.textLayout.elements:TextRange">
						<string name="TextRange" object="[flashx.textLayout.elements.TextRange]" text="new TextRange(%根:flashx.textLayout.elements:TextFlow,锚点索引:int,活动索引:int%)" constructor="true" tiptext="构造函数 - 创建新 TextRange 实例。" version="1.5" helpurl="flashx.textLayout.elements:TextRange:TextRange" playername=""/>
						<string name="updateRange" object="[flashx.textLayout.elements.TextRange]" text=".updateRange(%新锚点位置:int,新活动位置:int%):Boolean" tiptext="使用新锚点或活动位置值更新范围。" version="1.5" helpurl="flashx.textLayout.elements:TextRange:updateRange" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextRange 类的属性" helpurl="flashx.textLayout.elements:TextRange">
						<string name="absoluteEnd" object="[flashx.textLayout.elements.TextRange]" text=".absoluteEnd" tiptext="所选项目的结束位置，是 TextFlow 中的绝对位置。" version="" helpurl="flashx.textLayout.elements:TextRange:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.elements.TextRange]" text=".absoluteStart" tiptext="所选项目的起始位置，是 TextFlow 中的绝对位置。" version="" helpurl="flashx.textLayout.elements:TextRange:absoluteStart:get" playername=""/>
						<string name="activePosition" object="[flashx.textLayout.elements.TextRange]" text=".activePosition" tiptext="所选项目的活动位置，是 TextFlow 中的绝对位置。" version="" helpurl="flashx.textLayout.elements:TextRange:activePosition:get" playername=""/>
						<string name="anchorPosition" object="[flashx.textLayout.elements.TextRange]" text=".anchorPosition" tiptext="所选项目的锚点位置，是 TextFlow 中的绝对位置。" version="" helpurl="flashx.textLayout.elements:TextRange:anchorPosition:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.elements.TextRange]" text=".textFlow" tiptext="返回与所选项目相关联的 TextFlow。" version="" helpurl="flashx.textLayout.elements:TextRange:textFlow:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.events" id="flashx.textLayout.events" sort="true" tiptext="flashx.textLayout.events 包的类" helpurl="flashx.textLayout.events">
				<folder name="CompositionCompleteEvent" id="[flashx.textLayout.events.CompositionCompleteEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextFlow 实例在合成操作完成后调度该事件。" helpurl="flashx.textLayout.events:CompositionCompleteEvent">
					<folder name="方法" id="Methods" tiptext=" CompositionCompleteEvent 类的方法" helpurl="flashx.textLayout.events:CompositionCompleteEvent">
						<string name="CompositionCompleteEvent" object="[flashx.textLayout.events.CompositionCompleteEvent]" text="new CompositionCompleteEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,文本流:flashx.textLayout.elements:TextFlow=null,合成起始位置:int=0,合成长度:int=0]%)" constructor="true" tiptext="构造函数" version="1.5" helpurl="flashx.textLayout.events:CompositionCompleteEvent:CompositionCompleteEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CompositionCompleteEvent 类的属性" helpurl="flashx.textLayout.events:CompositionCompleteEvent">
						<string name="COMPOSITION_COMPLETE" object="[flashx.textLayout.events.CompositionCompleteEvent]" text="CompositionCompleteEvent.COMPOSITION_COMPLETE" constant="true" tiptext="定义 compositionComplete 事件对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:COMPOSITION_COMPLETE" playername=""/>
						<string name="compositionLength" object="[flashx.textLayout.events.CompositionCompleteEvent]" text=".compositionLength" tiptext="合成的字符数。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:compositionLength:get" playername=""/>
						<string name="compositionStart" object="[flashx.textLayout.events.CompositionCompleteEvent]" text=".compositionStart" tiptext="受合成影响的文本范围的起始位置，以文本流中的索引表示。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:compositionStart:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.events.CompositionCompleteEvent]" text=".textFlow" tiptext="在其上已完成合成的 TextFlow。" version="" helpurl="flashx.textLayout.events:CompositionCompleteEvent:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="DamageEvent" id="[flashx.textLayout.events.DamageEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextFlow 实例在每次标记为受损时调度该事件。" helpurl="flashx.textLayout.events:DamageEvent">
					<folder name="方法" id="Methods" tiptext="DamageEvent 类的方法" helpurl="flashx.textLayout.events:DamageEvent">
						<string name="DamageEvent" object="[flashx.textLayout.events.DamageEvent]" text="new DamageEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,文本流:flashx.textLayout.elements:TextFlow=null,受损部分的绝对起始位置:int=0,受损部分的长度:int=0]%)" constructor="true" tiptext="构造函数" version="1.5" helpurl="flashx.textLayout.events:DamageEvent:DamageEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DamageEvent 类的属性" helpurl="flashx.textLayout.events:DamageEvent">
						<string name="DAMAGE" object="[flashx.textLayout.events.DamageEvent]" text="DamageEvent.DAMAGE" constant="true" tiptext="DamageEvent 的事件类型" version="" helpurl="flashx.textLayout.events:DamageEvent:DAMAGE" playername=""/>
						<string name="damageAbsoluteStart" object="[flashx.textLayout.events.DamageEvent]" text=".damageAbsoluteStart" tiptext="受损部分的绝对起始位置" version="" helpurl="flashx.textLayout.events:DamageEvent:damageAbsoluteStart:get" playername=""/>
						<string name="damageLength" object="[flashx.textLayout.events.DamageEvent]" text=".damageLength" tiptext="受损部分的长度" version="" helpurl="flashx.textLayout.events:DamageEvent:damageLength:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.events.DamageEvent]" text=".textFlow" tiptext="拥有受损部分的 TextFlow" version="" helpurl="flashx.textLayout.events:DamageEvent:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowElementMouseEvent" id="[flashx.textLayout.events.FlowElementMouseEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="LinkElement 在检测到鼠标动作时调度此事件。" helpurl="flashx.textLayout.events:FlowElementMouseEvent">
					<folder name="方法" id="Methods" tiptext="FlowElementMouseEvent 类的方法" helpurl="flashx.textLayout.events:FlowElementMouseEvent">
						<string name="FlowElementMouseEvent" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="new FlowElementMouseEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=true,流元素:flashx.textLayout.elements:FlowElement=null,原始事件:flash.events:MouseEvent=null]%)" constructor="true" tiptext="创建事件对象，其中包含有关鼠标动作的信息。" version="1.5" helpurl="flashx.textLayout.events:FlowElementMouseEvent:FlowElementMouseEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowElementMouseEvent 类的属性" helpurl="flashx.textLayout.events:FlowElementMouseEvent">
						<string name="CLICK" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.CLICK" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:CLICK" playername=""/>
						<string name="MOUSE_DOWN" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.MOUSE_DOWN" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:MOUSE_DOWN" playername=""/>
						<string name="MOUSE_MOVE" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.MOUSE_MOVE" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:MOUSE_MOVE" playername=""/>
						<string name="MOUSE_UP" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.MOUSE_UP" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:MOUSE_UP" playername=""/>
						<string name="ROLL_OUT" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.ROLL_OUT" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:ROLL_OUT" playername=""/>
						<string name="ROLL_OVER" object="[flashx.textLayout.events.FlowElementMouseEvent]" text="FlowElementMouseEvent.ROLL_OVER" constant="true" tiptext="" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:ROLL_OVER" playername=""/>
						<string name="flowElement" object="[flashx.textLayout.events.FlowElementMouseEvent]" text=".flowElement" tiptext="调度事件的 LinkElement。" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:flowElement:get" playername=""/>
						<string name="originalEvent" object="[flashx.textLayout.events.FlowElementMouseEvent]" text=".originalEvent" tiptext="由鼠标动作生成的原始鼠标事件。" version="" helpurl="flashx.textLayout.events:FlowElementMouseEvent:originalEvent:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowOperationEvent" id="[flashx.textLayout.events.FlowOperationEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextFlow 实例在一个操作开始之前调度该事件，并在操作结束后立即再次调度该事件。" helpurl="flashx.textLayout.events:FlowOperationEvent">
					<folder name="方法" id="Methods" tiptext="FlowOperationEvent 类的方法" helpurl="flashx.textLayout.events:FlowOperationEvent">
						<string name="FlowOperationEvent" object="[flashx.textLayout.events.FlowOperationEvent]" text="new FlowOperationEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,操作:flashx.textLayout.operations:FlowOperation=null,级别:int=0,错误:Error=null]%)" constructor="true" tiptext="创建事件对象，其中包含有关流操作的信息。" version="1.5" helpurl="flashx.textLayout.events:FlowOperationEvent:FlowOperationEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowOperationEvent 类的属性" helpurl="flashx.textLayout.events:FlowOperationEvent">
						<string name="FLOW_OPERATION_BEGIN" object="[flashx.textLayout.events.FlowOperationEvent]" text="FlowOperationEvent.FLOW_OPERATION_BEGIN" constant="true" tiptext="定义 flowOperationBegin 事件对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:FLOW_OPERATION_BEGIN" playername=""/>
						<string name="FLOW_OPERATION_COMPLETE" object="[flashx.textLayout.events.FlowOperationEvent]" text="FlowOperationEvent.FLOW_OPERATION_COMPLETE" constant="true" tiptext="定义 flowOperationComplete 事件对象的 type 属性的值。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:FLOW_OPERATION_COMPLETE" playername=""/>
						<string name="FLOW_OPERATION_END" object="[flashx.textLayout.events.FlowOperationEvent]" text="FlowOperationEvent.FLOW_OPERATION_END" constant="true" tiptext="定义 flowOperationEnd 事件对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:FLOW_OPERATION_END" playername=""/>
						<string name="error" object="[flashx.textLayout.events.FlowOperationEvent]" text=".error" tiptext="在操作期间引发的错误（如果有）。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:error:get" playername=""/>
						<string name="level" object="[flashx.textLayout.events.FlowOperationEvent]" text=".level" tiptext="可能会通过嵌套将操作合并到合成操作中。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:level:get" playername=""/>
						<string name="operation" object="[flashx.textLayout.events.FlowOperationEvent]" text=".operation" tiptext="即将开始或刚刚结束执行的操作。" version="" helpurl="flashx.textLayout.events:FlowOperationEvent:operation:get" playername=""/>
					</folder>
				</folder>
				<folder name="SelectionEvent" id="[flashx.textLayout.events.SelectionEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextFlow 实例在 EditManager 或 SelectionManager 更改或选择文本范围时，调度 SelectionEvent 对象。" helpurl="flashx.textLayout.events:SelectionEvent">
					<folder name="方法" id="Methods" tiptext="SelectionEvent 类的方法" helpurl="flashx.textLayout.events:SelectionEvent">
						<string name="SelectionEvent" object="[flashx.textLayout.events.SelectionEvent]" text="new SelectionEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,选择状态:flashx.textLayout.edit:SelectionState=null]%)" constructor="true" tiptext="创建事件对象，其中包含有关流操作的信息。" version="1.5" helpurl="flashx.textLayout.events:SelectionEvent:SelectionEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="SelectionEvent 类的属性" helpurl="flashx.textLayout.events:SelectionEvent">
						<string name="SELECTION_CHANGE" object="[flashx.textLayout.events.SelectionEvent]" text="SelectionEvent.SELECTION_CHANGE" constant="true" tiptext="SelectionEvent.SELECTION_CHANGE 常量可为一个选择事件定义该事件对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:SelectionEvent:SELECTION_CHANGE" playername=""/>
						<string name="selectionState" object="[flashx.textLayout.events.SelectionEvent]" text=".selectionState" tiptext="表示与该 SelectionEvent 关联的所选范围的 SelectionState 类型对象。" version="" helpurl="flashx.textLayout.events:SelectionEvent:selectionState:get" playername=""/>
					</folder>
				</folder>
				<folder name="StatusChangeEvent" id="[flashx.textLayout.events.StatusChangeEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="当 FlowElement 的状态改变时，TextFlow 实例会调度此事件。" helpurl="flashx.textLayout.events:StatusChangeEvent">
					<folder name="方法" id="Methods" tiptext="StatusChangeEvent 类的方法" helpurl="flashx.textLayout.events:StatusChangeEvent">
						<string name="StatusChangeEvent" object="[flashx.textLayout.events.StatusChangeEvent]" text="new StatusChangeEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,元素:flashx.textLayout.elements:FlowElement=null,状态:String=null,错误事件:flash.events:ErrorEvent=null]%)" constructor="true" tiptext="创建事件对象，其中包含有关状态更改的信息。" version="1.5" helpurl="flashx.textLayout.events:StatusChangeEvent:StatusChangeEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StatusChangeEvent 类的属性" helpurl="flashx.textLayout.events:StatusChangeEvent">
						<string name="INLINE_GRAPHIC_STATUS_CHANGE" object="[flashx.textLayout.events.StatusChangeEvent]" text="StatusChangeEvent.INLINE_GRAPHIC_STATUS_CHANGE" constant="true" tiptext="定义 inlineGraphicStatusChanged 事件对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:INLINE_GRAPHIC_STATUS_CHANGE" playername=""/>
						<string name="element" object="[flashx.textLayout.events.StatusChangeEvent]" text=".element" tiptext="发生了状态变化的 FlowElement 实例。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:element:get" playername=""/>
						<string name="errorEvent" object="[flashx.textLayout.events.StatusChangeEvent]" text=".errorEvent" tiptext="由于状态改变而调度的 ErrorEvent 对象。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:errorEvent:get" playername=""/>
						<string name="status" object="[flashx.textLayout.events.StatusChangeEvent]" text=".status" tiptext="FlowElement 的新状态。" version="" helpurl="flashx.textLayout.events:StatusChangeEvent:status:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextLayoutEvent" id="[flashx.textLayout.events.TextLayoutEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextLayoutEvent 实例表示一个不需要自定义属性的事件，例如 TextLayoutEvent.SCROLL 事件。" helpurl="flashx.textLayout.events:TextLayoutEvent">
					<folder name="方法" id="Methods" tiptext="TextLayoutEvent 类的方法" helpurl="flashx.textLayout.events:TextLayoutEvent">
						<string name="TextLayoutEvent" object="[flashx.textLayout.events.TextLayoutEvent]" text="new TextLayoutEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false]%)" constructor="true" tiptext="TextLayoutEvent 类表示传递到很多 Text Layout 事件的事件侦听器的事件对象。" version="1.5" helpurl="flashx.textLayout.events:TextLayoutEvent:TextLayoutEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextLayoutEvent 类的属性" helpurl="flashx.textLayout.events:TextLayoutEvent">
						<string name="SCROLL" object="[flashx.textLayout.events.TextLayoutEvent]" text="TextLayoutEvent.SCROLL" constant="true" tiptext="TextLayoutEvent.SCROLL 常量可为 scroll 事件定义事件对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:TextLayoutEvent:SCROLL" playername=""/>
					</folder>
				</folder>
				<folder name="UpdateCompleteEvent" id="[flashx.textLayout.events.UpdateCompleteEvent]" sort="true" index="true" asAncestors="flash.events:Event,Object" tiptext="TextFlow 实例在其任何容器完成更新后调度该事件。" helpurl="flashx.textLayout.events:UpdateCompleteEvent">
					<folder name="方法" id="Methods" tiptext="UpdateCompleteEvent 类的方法" helpurl="flashx.textLayout.events:UpdateCompleteEvent">
						<string name="UpdateCompleteEvent" object="[flashx.textLayout.events.UpdateCompleteEvent]" text="new UpdateCompleteEvent(%类型:String[,气泡:Boolean=false,可取消:Boolean=false,文本流:flashx.textLayout.elements:TextFlow=null,控制器:flashx.textLayout.container:ContainerController=null]%)" constructor="true" tiptext="构造函数" version="1.5" helpurl="flashx.textLayout.events:UpdateCompleteEvent:UpdateCompleteEvent" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UpdateCompleteEvent 类的属性" helpurl="flashx.textLayout.events:UpdateCompleteEvent">
						<string name="UPDATE_COMPLETE" object="[flashx.textLayout.events.UpdateCompleteEvent]" text="UpdateCompleteEvent.UPDATE_COMPLETE" constant="true" tiptext="定义 UpdateCompleteEvent 对象的 type 属性值。" version="" helpurl="flashx.textLayout.events:UpdateCompleteEvent:UPDATE_COMPLETE" playername=""/>
						<string name="controller" object="[flashx.textLayout.events.UpdateCompleteEvent]" text=".controller" tiptext="正在更新的容器的控制器。" version="" helpurl="flashx.textLayout.events:UpdateCompleteEvent:controller:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.events.UpdateCompleteEvent]" text=".textFlow" tiptext="更新的 TextFlow。" version="" helpurl="flashx.textLayout.events:UpdateCompleteEvent:textFlow:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.factory" id="flashx.textLayout.factory" sort="true" tiptext="flashx.textLayout.factory 包的类" helpurl="flashx.textLayout.factory">
				<folder name="StringTextLineFactory" id="[flashx.textLayout.factory.StringTextLineFactory]" sort="true" index="true" asAncestors="flashx.textLayout.factory:TextLineFactoryBase,Object" tiptext="StringTextLineFactory 类提供一种基于字符串创建 TextLine 的简单方法。" helpurl="flashx.textLayout.factory:StringTextLineFactory">
					<folder name="方法" id="Methods" tiptext="StringTextLineFactory 类的方法" helpurl="flashx.textLayout.factory:StringTextLineFactory">
						<string name="StringTextLineFactory" object="[flashx.textLayout.factory.StringTextLineFactory]" text="new StringTextLineFactory(%[配置:flashx.textLayout.elements:IConfiguration=null]%):void" constructor="true" tiptext="创建 StringTextLineFactory 对象。" version="1.5" helpurl="flashx.textLayout.factory:StringTextLineFactory:StringTextLineFactory" playername=""/>
						<string name="createTextLines" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".createTextLines(%回调:Function%):void" tiptext="使用当前指定给该工厂对象的文本创建 TextLine 对象。" version="1.5" helpurl="flashx.textLayout.factory:StringTextLineFactory:createTextLines" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="StringTextLineFactory 类的属性" helpurl="flashx.textLayout.factory:StringTextLineFactory">
						<string name="configuration" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".configuration" tiptext="内部 TextFlow 对象使用的配置。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:configuration:get" playername=""/>
						<string name="defaultConfiguration" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".defaultConfiguration" tiptext="在未指定任何配置的情况下由该工厂使用的默认配置。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:defaultConfiguration:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".paragraphFormat" tiptext="段落格式。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:paragraphFormat:get" playername=""/>
						<string name="spanFormat" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".spanFormat" tiptext="字符格式。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:spanFormat:get" playername=""/>
						<string name="textFlowFormat" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".textFlowFormat" tiptext="文本流格式。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:textFlowFormat:get" playername=""/>
						<string name="text" object="[flashx.textLayout.factory.StringTextLineFactory]" text=".text" tiptext="要转换为 TextLine 对象的文本。" version="" helpurl="flashx.textLayout.factory:StringTextLineFactory:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextFlowTextLineFactory" id="[flashx.textLayout.factory.TextFlowTextLineFactory]" sort="true" index="true" asAncestors="flashx.textLayout.factory:TextLineFactoryBase,Object" tiptext="TextFlowTextLineFactory 类提供一种简单方法来创建 TextLine，用于显示文本流中的文本。" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory">
					<folder name="方法" id="Methods" tiptext="TextFlowTextLineFactory 类的方法" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory">
						<string name="TextFlowTextLineFactory" object="[flashx.textLayout.factory.TextFlowTextLineFactory]" text="new TextFlowTextLineFactory(%%):void" constructor="true" tiptext="创建 TextFlowTextLineFactory 对象。" version="1.5" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory:TextFlowTextLineFactory" playername=""/>
						<string name="createTextLines" object="[flashx.textLayout.factory.TextFlowTextLineFactory]" text=".createTextLines(%回调:Function,文本流:flashx.textLayout.elements:TextFlow%):void" tiptext="基于指定文本流创建 TextLine 对象。" version="1.5" helpurl="flashx.textLayout.factory:TextFlowTextLineFactory:createTextLines" playername=""/>
					</folder>
				</folder>
				<folder name="TextLineFactoryBase" id="[flashx.textLayout.factory.TextLineFactoryBase]" sort="true" index="true" asAncestors="Object" tiptext="TextLineFactoryBase 类用作 Text Layout Framework 文本行工厂的基类。" helpurl="flashx.textLayout.factory:TextLineFactoryBase">
					<folder name="方法" id="Methods" tiptext="TextLineFactoryBase 类的方法" helpurl="flashx.textLayout.factory:TextLineFactoryBase">
						<string name="TextLineFactoryBase" object="[flashx.textLayout.factory.TextLineFactoryBase]" text="new TextLineFactoryBase(%%):void" constructor="true" tiptext="文本行工厂的基类构造函数。" version="1.5" helpurl="flashx.textLayout.factory:TextLineFactoryBase:TextLineFactoryBase" playername=""/>
						<string name="getContentBounds" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".getContentBounds(%%):flash.geom:Rectangle" tiptext="可容纳布局内容的最小矩形。" version="1.5" helpurl="flashx.textLayout.factory:TextLineFactoryBase:getContentBounds" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextLineFactoryBase 类的属性" helpurl="flashx.textLayout.factory:TextLineFactoryBase">
						<string name="compositionBounds" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".compositionBounds" tiptext="创建文本行时所在的矩形。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:compositionBounds:get" playername=""/>
						<string name="horizontalScrollPolicy" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".horizontalScrollPolicy" tiptext="指定合成边界范围不够大时如何创建行。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:horizontalScrollPolicy:get" playername=""/>
						<string name="isTruncated" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".isTruncated" tiptext="指示最后创建行时是否截断文本。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:isTruncated:get" playername=""/>
						<string name="swfContext" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".swfContext" tiptext="用于根据需要进行 FTE 调用的 ISWFContext 实例。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:swfContext:get" playername=""/>
						<string name="truncationOptions" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".truncationOptions" tiptext="指定文本不符合合成边界的范围大小时用于截断文本的选项。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:truncationOptions:get" playername=""/>
						<string name="verticalScrollPolicy" object="[flashx.textLayout.factory.TextLineFactoryBase]" text=".verticalScrollPolicy" tiptext="指定合成边界范围不够大时如何创建行。" version="" helpurl="flashx.textLayout.factory:TextLineFactoryBase:verticalScrollPolicy:get" playername=""/>
					</folder>
				</folder>
				<folder name="TruncationOptions" id="[flashx.textLayout.factory.TruncationOptions]" sort="true" index="true" asAncestors="Object" tiptext="TruncationOptions 类指定选项，用于限制由文本行工厂创建的文本的行数，并用于指示行漏掉的时间。" helpurl="flashx.textLayout.factory:TruncationOptions">
					<folder name="方法" id="Methods" tiptext="TruncationOptions 类的方法" helpurl="flashx.textLayout.factory:TruncationOptions">
						<string name="TruncationOptions" object="[flashx.textLayout.factory.TruncationOptions]" text="new TruncationOptions(%[截断指示符:String=unknown,行计数限制:int=unknown,截断指示符格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="创建 TruncationOptions 对象。" version="1.5" helpurl="flashx.textLayout.factory:TruncationOptions:TruncationOptions" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TruncationOptions 类的属性" helpurl="flashx.textLayout.factory:TruncationOptions">
						<string name="HORIZONTAL_ELLIPSIS" object="[flashx.textLayout.factory.TruncationOptions]" text="TruncationOptions.HORIZONTAL_ELLIPSIS" constant="true" tiptext="定义 truncationIndicator 属性值 \u2026，它表示一个水平省略号。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:HORIZONTAL_ELLIPSIS" playername=""/>
						<string name="NO_LINE_COUNT_LIMIT" object="[flashx.textLayout.factory.TruncationOptions]" text="TruncationOptions.NO_LINE_COUNT_LIMIT" constant="true" tiptext="定义 lineCountLimit 属性值 -1，它表示没有限制。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:NO_LINE_COUNT_LIMIT" playername=""/>
						<string name="lineCountLimit" object="[flashx.textLayout.factory.TruncationOptions]" text=".lineCountLimit" tiptext="要创建的最大行数。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:lineCountLimit:get" playername=""/>
						<string name="truncationIndicatorFormat" object="[flashx.textLayout.factory.TruncationOptions]" text=".truncationIndicatorFormat" tiptext="应用于截断指示器字符串的样式。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:truncationIndicatorFormat:get" playername=""/>
						<string name="truncationIndicator" object="[flashx.textLayout.factory.TruncationOptions]" text=".truncationIndicator" tiptext="一个字符串，用于指示由于行数限制内容无法完全显示。" version="" helpurl="flashx.textLayout.factory:TruncationOptions:truncationIndicator:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.formats" id="flashx.textLayout.formats" sort="true" tiptext="flashx.textLayout.formats 包的类" helpurl="flashx.textLayout.formats">
				<folder name="BackgroundColor" id="[flashx.textLayout.formats.BackgroundColor]" sort="true" index="true" asAncestors="Object" tiptext="定义一个常量，指定 TextLayoutFormat 类的 backgroundColor 属性值为&quot;透明&quot;。" helpurl="flashx.textLayout.formats:BackgroundColor">
					<folder name="属性" id="Properties" tiptext="BackgroundColor 类的属性" helpurl="flashx.textLayout.formats:BackgroundColor">
						<string name="TRANSPARENT" object="[flashx.textLayout.formats.BackgroundColor]" text="BackgroundColor.TRANSPARENT" constant="true" tiptext="透明 - 不应用任何背景色。" version="" helpurl="flashx.textLayout.formats:BackgroundColor:TRANSPARENT" playername=""/>
					</folder>
				</folder>
				<folder name="BaselineOffset" id="[flashx.textLayout.formats.BaselineOffset]" sort="true" index="true" asAncestors="Object" tiptext="定义 TextLayoutFormat 和 ContainerFormattedElement 类的 firstBaselineOffset 属性值。" helpurl="flashx.textLayout.formats:BaselineOffset">
					<folder name="属性" id="Properties" tiptext="BaselineOffset 类的属性" helpurl="flashx.textLayout.formats:BaselineOffset">
						<string name="ASCENT" object="[flashx.textLayout.formats.BaselineOffset]" text="BaselineOffset.ASCENT" constant="true" tiptext="指定等于行上缘的偏移量，即，行中最高字体的上缘，考虑内联图形，以图形底部作为基线。" version="" helpurl="flashx.textLayout.formats:BaselineOffset:ASCENT" playername=""/>
						<string name="AUTO" object="[flashx.textLayout.formats.BaselineOffset]" text="BaselineOffset.AUTO" constant="true" tiptext="将行的上缘与容器顶部边界对齐。" version="" helpurl="flashx.textLayout.formats:BaselineOffset:AUTO" playername=""/>
						<string name="LINE_HEIGHT" object="[flashx.textLayout.formats.BaselineOffset]" text="BaselineOffset.LINE_HEIGHT" constant="true" tiptext="指定等于行高的偏移量。" version="" helpurl="flashx.textLayout.formats:BaselineOffset:LINE_HEIGHT" playername=""/>
					</folder>
				</folder>
				<folder name="BaselineShift" id="[flashx.textLayout.formats.BaselineShift]" sort="true" index="true" asAncestors="Object" tiptext="定义常量，用于在 TextLayoutFormat 类的 baselineShift 属性中指定下标或上标。" helpurl="flashx.textLayout.formats:BaselineShift">
					<folder name="属性" id="Properties" tiptext="BaselineShift 类的属性" helpurl="flashx.textLayout.formats:BaselineShift">
						<string name="SUBSCRIPT" object="[flashx.textLayout.formats.BaselineShift]" text="BaselineShift.SUBSCRIPT" constant="true" tiptext="将基线移动到当前下标位置。" version="" helpurl="flashx.textLayout.formats:BaselineShift:SUBSCRIPT" playername=""/>
						<string name="SUPERSCRIPT" object="[flashx.textLayout.formats.BaselineShift]" text="BaselineShift.SUPERSCRIPT" constant="true" tiptext="将基线偏移到当前上标位置。" version="" helpurl="flashx.textLayout.formats:BaselineShift:SUPERSCRIPT" playername=""/>
					</folder>
				</folder>
				<folder name="BlockProgression" id="[flashx.textLayout.formats.BlockProgression]" sort="true" index="true" asAncestors="Object" tiptext="为 TextLayoutFormat 类的 blockProgression 属性定义值。" helpurl="flashx.textLayout.formats:BlockProgression">
					<folder name="属性" id="Properties" tiptext="BlockProgression 类的属性" helpurl="flashx.textLayout.formats:BlockProgression">
						<string name="RL" object="[flashx.textLayout.formats.BlockProgression]" text="BlockProgression.RL" constant="true" tiptext="指定从右至左的块行进方向。" version="" helpurl="flashx.textLayout.formats:BlockProgression:RL" playername=""/>
						<string name="TB" object="[flashx.textLayout.formats.BlockProgression]" text="BlockProgression.TB" constant="true" tiptext="指定从上自下的块行进方向。" version="" helpurl="flashx.textLayout.formats:BlockProgression:TB" playername=""/>
					</folder>
				</folder>
				<folder name="Direction" id="[flashx.textLayout.formats.Direction]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 类的 direction 属性定义值。" helpurl="flashx.textLayout.formats:Direction">
					<folder name="属性" id="Properties" tiptext="Direction 类的属性" helpurl="flashx.textLayout.formats:Direction">
						<string name="LTR" object="[flashx.textLayout.formats.Direction]" text="Direction.LTR" constant="true" tiptext="将文本指定为从左至右的书写方向。" version="" helpurl="flashx.textLayout.formats:Direction:LTR" playername=""/>
						<string name="RTL" object="[flashx.textLayout.formats.Direction]" text="Direction.RTL" constant="true" tiptext="将文本指定为从右至左的书写方向。" version="" helpurl="flashx.textLayout.formats:Direction:RTL" playername=""/>
					</folder>
				</folder>
				<folder name="FormatValue" id="[flashx.textLayout.formats.FormatValue]" sort="true" index="true" asAncestors="Object" tiptext="定义值，用于指定格式属性将继承其父项的值或自动生成值。" helpurl="flashx.textLayout.formats:FormatValue">
					<folder name="属性" id="Properties" tiptext="FormatValue 类的属性" helpurl="flashx.textLayout.formats:FormatValue">
						<string name="AUTO" object="[flashx.textLayout.formats.FormatValue]" text="FormatValue.AUTO" constant="true" tiptext="指定属性的值是自动生成的。" version="" helpurl="flashx.textLayout.formats:FormatValue:AUTO" playername=""/>
						<string name="INHERIT" object="[flashx.textLayout.formats.FormatValue]" text="FormatValue.INHERIT" constant="true" tiptext="指定属性将继承其父项的值。" version="" helpurl="flashx.textLayout.formats:FormatValue:INHERIT" playername=""/>
					</folder>
				</folder>
				<folder name="ITabStopFormat" id="[flashx.textLayout.formats.ITabStopFormat]" sort="true" index="true" tiptext="该接口提供对制表位相关属性的读取访问。" helpurl="flashx.textLayout.formats:ITabStopFormat">
					<folder name="属性" id="Properties" tiptext="ITabStopFormat 类的属性" helpurl="flashx.textLayout.formats:ITabStopFormat">
						<string name="alignment" object="[flashx.textLayout.formats.ITabStopFormat]" text=".alignment" tiptext="此制表位的制表位对齐方式。" version="" helpurl="flashx.textLayout.formats:ITabStopFormat:alignment:get" playername=""/>
						<string name="decimalAlignmentToken" object="[flashx.textLayout.formats.ITabStopFormat]" text=".decimalAlignmentToken" tiptext="如果对齐方式为 DECIMAL，则为要使用的对齐标记。" version="" helpurl="flashx.textLayout.formats:ITabStopFormat:decimalAlignmentToken:get" playername=""/>
						<string name="position" object="[flashx.textLayout.formats.ITabStopFormat]" text=".position" tiptext="制表位相对于行起始位置的位置（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITabStopFormat:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="ITextLayoutFormat" id="[flashx.textLayout.formats.ITextLayoutFormat]" sort="true" index="true" tiptext="该接口提供对 FlowElement 相关属性的读取访问。" helpurl="flashx.textLayout.formats:ITextLayoutFormat">
					<folder name="属性" id="Properties" tiptext="ITextLayoutFormat 类的属性" helpurl="flashx.textLayout.formats:ITextLayoutFormat">
						<string name="alignmentBaseline" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".alignmentBaseline" tiptext="指定主导基线对齐到的基线。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".backgroundAlpha" tiptext="背景的 Alpha（透明度）值（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".backgroundColor" tiptext="文本的背景颜色（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".baselineShift" tiptext="从 dominantBaseline 值偏移基线的数量。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".blockProgression" tiptext="指定线位置的垂直或水平行进。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".breakOpportunity" tiptext="控制在将连续文本断开为多行时允许行断开的位置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".cffHinting" tiptext="用于此文本的 CFF 提示的类型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".color" tiptext="文本的颜色。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".columnCount" tiptext="文本列数（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".columnGap" tiptext="指定要在列之间留出的装订线空间量（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".columnWidth" tiptext="列宽（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:columnWidth:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".digitCase" tiptext="用于此文本的数字大小写类型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".digitWidth" tiptext="用于此文本的数字宽度类型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".direction" tiptext="指定文本在文本块中的默认双向嵌入级别。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".dominantBaseline" tiptext="指定该元素的哪条基线紧贴到对齐基线以确定元素在该行上的垂直位置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".firstBaselineOffset" tiptext="指定容器中第一行的基线位置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:firstBaselineOffset:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontFamily" tiptext="要使用的字体的名称，或用逗号分隔的字体名称列表。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontLookup" tiptext="要使用的字体查找。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontSize" tiptext="文本的大小（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontStyle" tiptext="文本的样式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".fontWeight" tiptext="文本的粗细。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:fontWeight:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".justificationRule" tiptext="用于将段落文本两端对齐的规则。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".justificationStyle" tiptext="段落两端对齐所用的样式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".kerning" tiptext="字距调整可调整某些字符对之间的像素以提高可读性。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".leadingModel" tiptext="指定行距模型，它是行距基础和行距方向的组合。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".ligatureLevel" tiptext="控制可以在该文本中使用字体中定义的哪些连字。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".lineBreak" tiptext="控制容器内的换行（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".lineHeight" tiptext="文本的行距控制。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".lineThrough" tiptext="若为 true，则应用删除线（一条穿过文本中间的直线）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:lineThrough:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".locale" tiptext="文本的区域设置。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingBottom" tiptext="底部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingLeft" tiptext="左边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingRight" tiptext="右边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paddingTop" tiptext="顶部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphEndIndent" tiptext="一个数字，指定段落结束边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphSpaceAfter" tiptext="一个数字，指定在段落后留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphSpaceBefore" tiptext="一个数字，指定在段落前留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".paragraphStartIndent" tiptext="一个数字，指定段落开始边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:paragraphStartIndent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".renderingMode" tiptext="用于此文本的呈现模式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:renderingMode:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".tabStops" tiptext="指定与段落关联的制表位。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textAlignLast" tiptext="两端对齐文本中段落最后一行（或唯一的一行）与容器的对齐方式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textAlign" tiptext="段落中的行与容器的对齐方式。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textAlpha" tiptext="文本的 Alpha（透明度）值。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textDecoration" tiptext="文本上的装饰。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textDecoration:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textIndent" tiptext="一个数字，指定段落第一行的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textJustify" tiptext="指定文本两端对齐的选项。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textJustify:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".textRotation" tiptext="确定要旋转此文本的度数。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".trackingLeft" tiptext="像素数（或字体大小的百分比，如 120%），指示应用于每个字符左侧的间隙数（手动字距调整）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".trackingRight" tiptext="像素数（或字体大小的百分比，如 120%）表示要应用到每个字符右边的间距的量（手动字距调整）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".typographicCase" tiptext="用于此文本的印刷大小写的类型。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:typographicCase:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".verticalAlign" tiptext="垂直对齐或两端对齐（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:verticalAlign:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.formats.ITextLayoutFormat]" text=".whiteSpaceCollapse" tiptext="将文本导入到 TextFlow 中时压缩或保留空白。" version="" helpurl="flashx.textLayout.formats:ITextLayoutFormat:whiteSpaceCollapse:get" playername=""/>
					</folder>
				</folder>
				<folder name="JustificationRule" id="[flashx.textLayout.formats.JustificationRule]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 类的 justificationRule 属性定义值。" helpurl="flashx.textLayout.formats:JustificationRule">
					<folder name="属性" id="Properties" tiptext="JustificationRule 类的属性" helpurl="flashx.textLayout.formats:JustificationRule">
						<string name="EAST_ASIAN" object="[flashx.textLayout.formats.JustificationRule]" text="JustificationRule.EAST_ASIAN" constant="true" tiptext="指定东亚两端对齐规则。" version="" helpurl="flashx.textLayout.formats:JustificationRule:EAST_ASIAN" playername=""/>
						<string name="SPACE" object="[flashx.textLayout.formats.JustificationRule]" text="JustificationRule.SPACE" constant="true" tiptext="为拉丁文和使用空格分隔单词的其他水平文本指定两端对齐规则。" version="" helpurl="flashx.textLayout.formats:JustificationRule:SPACE" playername=""/>
					</folder>
				</folder>
				<folder name="LeadingModel" id="[flashx.textLayout.formats.LeadingModel]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 类的 leadingModel 属性定义值，由行距基础和行距方向的有效组合组成。" helpurl="flashx.textLayout.formats:LeadingModel">
					<folder name="属性" id="Properties" tiptext="LeadingModel 类的属性" helpurl="flashx.textLayout.formats:LeadingModel">
						<string name="APPROXIMATE_TEXT_FIELD" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.APPROXIMATE_TEXT_FIELD" constant="true" tiptext="指定接近 TextField 的行距行为的行距模型。" version="" helpurl="flashx.textLayout.formats:LeadingModel:APPROXIMATE_TEXT_FIELD" playername=""/>
						<string name="ASCENT_DESCENT_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.ASCENT_DESCENT_UP" constant="true" tiptext="指定行距基础为 ASCENT/DESCENT，行距方向为 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:ASCENT_DESCENT_UP" playername=""/>
						<string name="AUTO" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.AUTO" constant="true" tiptext="指定根据段落的 locale 属性自动选择行距模型。" version="" helpurl="flashx.textLayout.formats:LeadingModel:AUTO" playername=""/>
						<string name="IDEOGRAPHIC_CENTER_DOWN" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_CENTER_DOWN" constant="true" tiptext="指定行距基础为 IDEOGRAPHIC_CENTER，行距方向为 down。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_CENTER_DOWN" playername=""/>
						<string name="IDEOGRAPHIC_CENTER_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_CENTER_UP" constant="true" tiptext="指定行距基础为 IDEOGRAPHIC_CENTER，行距方向为 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_CENTER_UP" playername=""/>
						<string name="IDEOGRAPHIC_TOP_DOWN" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_TOP_DOWN" constant="true" tiptext="指定行距基础为 IDEOGRAPHIC_TOP，行距方向为 DOWN。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_TOP_DOWN" playername=""/>
						<string name="IDEOGRAPHIC_TOP_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.IDEOGRAPHIC_TOP_UP" constant="true" tiptext="指定行距基础为 IDEOGRAPHIC_TOP，行距方向为 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:IDEOGRAPHIC_TOP_UP" playername=""/>
						<string name="ROMAN_UP" object="[flashx.textLayout.formats.LeadingModel]" text="LeadingModel.ROMAN_UP" constant="true" tiptext="指定行距基础为 ROMAN，行距方向为 UP。" version="" helpurl="flashx.textLayout.formats:LeadingModel:ROMAN_UP" playername=""/>
					</folder>
				</folder>
				<folder name="LineBreak" id="[flashx.textLayout.formats.LineBreak]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 的 lineBreak 属性定义值，以指定在连续文本内如何换行。" helpurl="flashx.textLayout.formats:LineBreak">
					<folder name="属性" id="Properties" tiptext="LineBreak 类的属性" helpurl="flashx.textLayout.formats:LineBreak">
						<string name="EXPLICIT" object="[flashx.textLayout.formats.LineBreak]" text="LineBreak.EXPLICIT" constant="true" tiptext="指定仅在显式回车或换行符处进行换行。" version="" helpurl="flashx.textLayout.formats:LineBreak:EXPLICIT" playername=""/>
						<string name="TO_FIT" object="[flashx.textLayout.formats.LineBreak]" text="LineBreak.TO_FIT" constant="true" tiptext="指定换行以适合容器宽度。" version="" helpurl="flashx.textLayout.formats:LineBreak:TO_FIT" playername=""/>
					</folder>
				</folder>
				<folder name="TabStopFormat" id="[flashx.textLayout.formats.TabStopFormat]" sort="true" index="true" asAncestors="Object" tiptext="TabStopFormat 类表示段落中制表位的属性。" helpurl="flashx.textLayout.formats:TabStopFormat">
					<folder name="方法" id="Methods" tiptext="TabStopFormat 类的方法" helpurl="flashx.textLayout.formats:TabStopFormat">
						<string name="TabStopFormat" object="[flashx.textLayout.formats.TabStopFormat]" text="new TabStopFormat(%[初始值:flashx.textLayout.formats:ITabStopFormat=null]%)" constructor="true" tiptext="创建新 TabStopFormat 对象。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:TabStopFormat" playername=""/>
						<string name="apply" object="[flashx.textLayout.formats.TabStopFormat]" text=".apply(%传入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="使用 incoming ITabStopFormat 实例中设置的属性值替换该 TabStopFormat 对象中的属性值。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:apply" playername=""/>
						<string name="concatInheritOnly" object="[flashx.textLayout.formats.TabStopFormat]" text=".concatInheritOnly(%传入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="将 incoming ITabStopFormat 实例中的属性值与该 TabStopFormat 对象的值串联。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:concatInheritOnly" playername=""/>
						<string name="concat" object="[flashx.textLayout.formats.TabStopFormat]" text=".concat(%传入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="将 incoming ITabStopFormat 实例中的属性值与该 TabStopFormat 对象的值串联。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:concat" playername=""/>
						<string name="copy" object="[flashx.textLayout.formats.TabStopFormat]" text=".copy(%值:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="将 TabStopFormat 设置从 values ITabStopFormat 实例复制到该 TabStopFormat 对象中。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:copy" playername=""/>
						<string name="isEqual" object="[flashx.textLayout.formats.TabStopFormat]" text="TabStopFormat.isEqual(%p1:flashx.textLayout.formats:ITabStopFormat,p2:flashx.textLayout.formats:ITabStopFormat%):Boolean" static="true" tiptext="将 ITabStopFormat 实例 p1 中的属性与 ITabStopFormat 实例 p2 中的属性相比较，如果所有属性匹配，则返回 true。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:isEqual" playername=""/>
						<string name="removeClashing" object="[flashx.textLayout.formats.TabStopFormat]" text=".removeClashing(%传入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="将该 TabStopFormat 对象中的属性设置为 undefined（如果这些属性与 incoming ITabStopFormat 实例中的属性不匹配）。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:removeClashing" playername=""/>
						<string name="removeMatching" object="[flashx.textLayout.formats.TabStopFormat]" text=".removeMatching(%传入:flashx.textLayout.formats:ITabStopFormat%):void" tiptext="将该 TabStopFormat 对象中的属性设置为 undefined（如果这些属性与 incoming ITabStopFormat 实例中的属性匹配）。" version="1.5" helpurl="flashx.textLayout.formats:TabStopFormat:removeMatching" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TabStopFormat 类的属性" helpurl="flashx.textLayout.formats:TabStopFormat">
						<string name="alignment" object="[flashx.textLayout.formats.TabStopFormat]" text=".alignment" tiptext="此制表位的制表位对齐方式。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:alignment:get" playername=""/>
						<string name="decimalAlignmentToken" object="[flashx.textLayout.formats.TabStopFormat]" text=".decimalAlignmentToken" tiptext="如果对齐方式为 DECIMAL，则为要使用的对齐标记。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:decimalAlignmentToken:get" playername=""/>
						<string name="defaultFormat" object="[flashx.textLayout.formats.TabStopFormat]" text=".defaultFormat" tiptext="返回使用默认设置的 TabStopFormat 对象。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:defaultFormat:get" playername=""/>
						<string name="position" object="[flashx.textLayout.formats.TabStopFormat]" text=".position" tiptext="制表位相对于行起始位置的位置（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TabStopFormat:position:get" playername=""/>
					</folder>
				</folder>
				<folder name="TextAlign" id="[flashx.textLayout.formats.TextAlign]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 类的 textAlign 和 textAlignLast 属性定义值。" helpurl="flashx.textLayout.formats:TextAlign">
					<folder name="属性" id="Properties" tiptext="TextAlign 类的属性" helpurl="flashx.textLayout.formats:TextAlign">
						<string name="CENTER" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.CENTER" constant="true" tiptext="指定与容器中心对齐。" version="" helpurl="flashx.textLayout.formats:TextAlign:CENTER" playername=""/>
						<string name="END" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.END" constant="true" tiptext="指定结束边缘对齐 - 文本与书写顺序的结束端对齐。" version="" helpurl="flashx.textLayout.formats:TextAlign:END" playername=""/>
						<string name="JUSTIFY" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.JUSTIFY" constant="true" tiptext="指定文本在行内两端对齐，以便位于容器空间范围内。" version="" helpurl="flashx.textLayout.formats:TextAlign:JUSTIFY" playername=""/>
						<string name="LEFT" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.LEFT" constant="true" tiptext="指定左边缘对齐。" version="" helpurl="flashx.textLayout.formats:TextAlign:LEFT" playername=""/>
						<string name="RIGHT" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.RIGHT" constant="true" tiptext="指定右边缘对齐。" version="" helpurl="flashx.textLayout.formats:TextAlign:RIGHT" playername=""/>
						<string name="START" object="[flashx.textLayout.formats.TextAlign]" text="TextAlign.START" constant="true" tiptext="指定起始边缘对齐 - 文本与书写顺序的起始端对齐。" version="" helpurl="flashx.textLayout.formats:TextAlign:START" playername=""/>
					</folder>
				</folder>
				<folder name="TextDecoration" id="[flashx.textLayout.formats.TextDecoration]" sort="true" index="true" asAncestors="Object" tiptext="为 TextLayoutFormat 类的 textDecoration 属性定义值。" helpurl="flashx.textLayout.formats:TextDecoration">
					<folder name="属性" id="Properties" tiptext="TextDecoration 类的属性" helpurl="flashx.textLayout.formats:TextDecoration">
						<string name="NONE" object="[flashx.textLayout.formats.TextDecoration]" text="TextDecoration.NONE" constant="true" tiptext="指定普通文本 - 不应用装饰" version="" helpurl="flashx.textLayout.formats:TextDecoration:NONE" playername=""/>
						<string name="UNDERLINE" object="[flashx.textLayout.formats.TextDecoration]" text="TextDecoration.UNDERLINE" constant="true" tiptext="指定文本带下划线。" version="" helpurl="flashx.textLayout.formats:TextDecoration:UNDERLINE" playername=""/>
					</folder>
				</folder>
				<folder name="TextJustify" id="[flashx.textLayout.formats.TextJustify]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 类的 textJustify 属性定义值。" helpurl="flashx.textLayout.formats:TextJustify">
					<folder name="属性" id="Properties" tiptext="TextJustify 类的属性" helpurl="flashx.textLayout.formats:TextJustify">
						<string name="DISTRIBUTE" object="[flashx.textLayout.formats.TextJustify]" text="TextJustify.DISTRIBUTE" constant="true" tiptext="指定通过向空格字符以及各个字母之间添加空格实现两端对齐。" version="" helpurl="flashx.textLayout.formats:TextJustify:DISTRIBUTE" playername=""/>
						<string name="INTER_WORD" object="[flashx.textLayout.formats.TextJustify]" text="TextJustify.INTER_WORD" constant="true" tiptext="指定通过向空格字符添加空格实现两端对齐。" version="" helpurl="flashx.textLayout.formats:TextJustify:INTER_WORD" playername=""/>
					</folder>
				</folder>
				<folder name="TextLayoutFormat" id="[flashx.textLayout.formats.TextLayoutFormat]" sort="true" index="true" asAncestors="Object" tiptext="TextLayoutFormat 类包含所有文本布局属性。" helpurl="flashx.textLayout.formats:TextLayoutFormat">
					<folder name="方法" id="Methods" tiptext="TextLayoutFormat 类的方法" helpurl="flashx.textLayout.formats:TextLayoutFormat">
						<string name="TextLayoutFormat" object="[flashx.textLayout.formats.TextLayoutFormat]" text="new TextLayoutFormat(%[初始值:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="创建新 TextLayoutFormat 对象。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:TextLayoutFormat" playername=""/>
						<string name="apply" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".apply(%传入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="使用 incoming ITextLayoutFormat 实例中设置的属性值替换该 TextLayoutFormat 对象中的属性值。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:apply" playername=""/>
						<string name="concatInheritOnly" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".concatInheritOnly(%传入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="将 incoming ITextLayoutFormat 实例中的属性值与该 TextLayoutFormat 对象的值串联。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:concatInheritOnly" playername=""/>
						<string name="concat" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".concat(%传入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="将 incoming ITextLayoutFormat 实例中的属性值与该 TextLayoutFormat 对象的值串联。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:concat" playername=""/>
						<string name="copy" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".copy(%值:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="将 TextLayoutFormat 设置从 values ITextLayoutFormat 实例复制到该 TextLayoutFormat 对象中。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:copy" playername=""/>
						<string name="isEqual" object="[flashx.textLayout.formats.TextLayoutFormat]" text="TextLayoutFormat.isEqual(%p1:flashx.textLayout.formats:ITextLayoutFormat,p2:flashx.textLayout.formats:ITextLayoutFormat%):Boolean" static="true" tiptext="将 ITextLayoutFormat 实例 p1 中的属性与 ITextLayoutFormat 实例 p2 的属性相比较，如果所有属性匹配，则返回 true。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:isEqual" playername=""/>
						<string name="removeClashing" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".removeClashing(%传入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="将该 TextLayoutFormat 对象中的属性设置为 undefined（如果这些属性与 incoming ITextLayoutFormat 实例中的属性不匹配）。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:removeClashing" playername=""/>
						<string name="removeMatching" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".removeMatching(%传入:flashx.textLayout.formats:ITextLayoutFormat%):void" tiptext="将该 TextLayoutFormat 对象中的属性设置为 undefined（如果这些属性与 incoming ITextLayoutFormat 实例中的属性匹配）。" version="1.5" helpurl="flashx.textLayout.formats:TextLayoutFormat:removeMatching" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="TextLayoutFormat 类的属性" helpurl="flashx.textLayout.formats:TextLayoutFormat">
						<string name="alignmentBaseline" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".alignmentBaseline" tiptext="指定主导基线对齐到的基线。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:alignmentBaseline:get" playername=""/>
						<string name="backgroundAlpha" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".backgroundAlpha" tiptext="背景的 Alpha（透明度）值（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:backgroundAlpha:get" playername=""/>
						<string name="backgroundColor" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".backgroundColor" tiptext="文本的背景颜色（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:backgroundColor:get" playername=""/>
						<string name="baselineShift" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".baselineShift" tiptext="从 dominantBaseline 值偏移基线的数量。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:baselineShift:get" playername=""/>
						<string name="blockProgression" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".blockProgression" tiptext="指定线位置的垂直或水平行进。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:blockProgression:get" playername=""/>
						<string name="breakOpportunity" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".breakOpportunity" tiptext="控制在将连续文本断开为多行时允许行断开的位置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:breakOpportunity:get" playername=""/>
						<string name="cffHinting" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".cffHinting" tiptext="用于此文本的 CFF 提示的类型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:cffHinting:get" playername=""/>
						<string name="color" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".color" tiptext="文本的颜色。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:color:get" playername=""/>
						<string name="columnCount" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".columnCount" tiptext="文本列数（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:columnCount:get" playername=""/>
						<string name="columnGap" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".columnGap" tiptext="指定要在列之间留出的装订线空间量（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:columnGap:get" playername=""/>
						<string name="columnWidth" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".columnWidth" tiptext="列宽（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:columnWidth:get" playername=""/>
						<string name="defaultFormat" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".defaultFormat" tiptext="返回使用默认设置的 TextLayoutFormat 对象。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:defaultFormat:get" playername=""/>
						<string name="digitCase" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".digitCase" tiptext="用于此文本的数字大小写类型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:digitCase:get" playername=""/>
						<string name="digitWidth" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".digitWidth" tiptext="用于此文本的数字宽度类型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:digitWidth:get" playername=""/>
						<string name="direction" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".direction" tiptext="指定文本在文本块中的默认双向嵌入级别。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:direction:get" playername=""/>
						<string name="dominantBaseline" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".dominantBaseline" tiptext="指定该元素的哪条基线紧贴到对齐基线以确定元素在该行上的垂直位置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:dominantBaseline:get" playername=""/>
						<string name="firstBaselineOffset" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".firstBaselineOffset" tiptext="指定容器中第一行的基线位置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:firstBaselineOffset:get" playername=""/>
						<string name="fontFamily" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontFamily" tiptext="要使用的字体的名称，或用逗号分隔的字体名称列表。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontFamily:get" playername=""/>
						<string name="fontLookup" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontLookup" tiptext="要使用的字体查找。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontLookup:get" playername=""/>
						<string name="fontSize" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontSize" tiptext="文本的大小（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontSize:get" playername=""/>
						<string name="fontStyle" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontStyle" tiptext="文本的样式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontStyle:get" playername=""/>
						<string name="fontWeight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".fontWeight" tiptext="文本的粗细。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:fontWeight:get" playername=""/>
						<string name="justificationRule" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".justificationRule" tiptext="用于将段落文本两端对齐的规则。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:justificationRule:get" playername=""/>
						<string name="justificationStyle" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".justificationStyle" tiptext="段落两端对齐所用的样式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:justificationStyle:get" playername=""/>
						<string name="kerning" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".kerning" tiptext="字距调整可调整某些字符对之间的像素以提高可读性。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:kerning:get" playername=""/>
						<string name="leadingModel" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".leadingModel" tiptext="指定行距模型，它是行距基础和行距方向的组合。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:leadingModel:get" playername=""/>
						<string name="ligatureLevel" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".ligatureLevel" tiptext="控制可以在该文本中使用字体中定义的哪些连字。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:ligatureLevel:get" playername=""/>
						<string name="lineBreak" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".lineBreak" tiptext="控制容器内的换行（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:lineBreak:get" playername=""/>
						<string name="lineHeight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".lineHeight" tiptext="文本的行距控制。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:lineHeight:get" playername=""/>
						<string name="lineThrough" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".lineThrough" tiptext="若为 true，则应用删除线（一条穿过文本中间的直线）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:lineThrough:get" playername=""/>
						<string name="locale" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".locale" tiptext="文本的区域设置。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:locale:get" playername=""/>
						<string name="paddingBottom" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingBottom" tiptext="底部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingBottom:get" playername=""/>
						<string name="paddingLeft" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingLeft" tiptext="左边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingLeft:get" playername=""/>
						<string name="paddingRight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingRight" tiptext="右边边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingRight:get" playername=""/>
						<string name="paddingTop" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paddingTop" tiptext="顶部边界（以像素为单位）（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paddingTop:get" playername=""/>
						<string name="paragraphEndIndent" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphEndIndent" tiptext="一个数字，指定段落结束边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphEndIndent:get" playername=""/>
						<string name="paragraphSpaceAfter" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphSpaceAfter" tiptext="一个数字，指定在段落后留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphSpaceAfter:get" playername=""/>
						<string name="paragraphSpaceBefore" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphSpaceBefore" tiptext="一个数字，指定在段落前留出的空白（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphSpaceBefore:get" playername=""/>
						<string name="paragraphStartIndent" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".paragraphStartIndent" tiptext="一个数字，指定段落开始边缘的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:paragraphStartIndent:get" playername=""/>
						<string name="renderingMode" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".renderingMode" tiptext="用于此文本的呈现模式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:renderingMode:get" playername=""/>
						<string name="tabStops" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".tabStops" tiptext="指定与段落关联的制表位。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:tabStops:get" playername=""/>
						<string name="textAlignLast" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textAlignLast" tiptext="两端对齐文本中段落最后一行（或唯一的一行）与容器的对齐方式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textAlignLast:get" playername=""/>
						<string name="textAlign" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textAlign" tiptext="段落中的行与容器的对齐方式。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textAlign:get" playername=""/>
						<string name="textAlpha" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textAlpha" tiptext="文本的 Alpha（透明度）值。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textAlpha:get" playername=""/>
						<string name="textDecoration" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textDecoration" tiptext="文本上的装饰。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textDecoration:get" playername=""/>
						<string name="textIndent" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textIndent" tiptext="一个数字，指定段落第一行的缩进量（以像素为单位）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textIndent:get" playername=""/>
						<string name="textJustify" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textJustify" tiptext="指定文本两端对齐的选项。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textJustify:get" playername=""/>
						<string name="textRotation" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".textRotation" tiptext="确定要旋转此文本的度数。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:textRotation:get" playername=""/>
						<string name="trackingLeft" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".trackingLeft" tiptext="像素数（或字体大小的百分比，如 120%），指示应用于每个字符左侧的间隙数（手动字距调整）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:trackingLeft:get" playername=""/>
						<string name="trackingRight" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".trackingRight" tiptext="像素数（或字体大小的百分比，如 120%）表示要应用到每个字符右边的间距的量（手动字距调整）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:trackingRight:get" playername=""/>
						<string name="typographicCase" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".typographicCase" tiptext="用于此文本的印刷大小写的类型。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:typographicCase:get" playername=""/>
						<string name="verticalAlign" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".verticalAlign" tiptext="垂直对齐或两端对齐（如果在层叠期间未定义，则使用默认值）。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:verticalAlign:get" playername=""/>
						<string name="whiteSpaceCollapse" object="[flashx.textLayout.formats.TextLayoutFormat]" text=".whiteSpaceCollapse" tiptext="将文本导入到 TextFlow 中时压缩或保留空白。" version="" helpurl="flashx.textLayout.formats:TextLayoutFormat:whiteSpaceCollapse:get" playername=""/>
					</folder>
				</folder>
				<folder name="TLFTypographicCase" id="[flashx.textLayout.formats.TLFTypographicCase]" sort="true" index="true" asAncestors="Object" tiptext="为 TextLayoutFormat 类的 typographicCase 属性定义值。" helpurl="flashx.textLayout.formats:TLFTypographicCase">
					<folder name="属性" id="Properties" tiptext="TLFTypographicCase 类的属性" helpurl="flashx.textLayout.formats:TLFTypographicCase">
						<string name="CAPS_TO_SMALL_CAPS" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.CAPS_TO_SMALL_CAPS" constant="true" tiptext="指定大写字符在输出时使用小型大写字母字型。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:CAPS_TO_SMALL_CAPS" playername=""/>
						<string name="DEFAULT" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.DEFAULT" constant="true" tiptext="指定默认印刷大小写 - 没有应用特殊功能。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:DEFAULT" playername=""/>
						<string name="LOWERCASE_TO_SMALL_CAPS" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.LOWERCASE_TO_SMALL_CAPS" constant="true" tiptext="将所有小写字符转换为大写形式，然后将小型大写字母仅应用于转换过程更改的字符。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:LOWERCASE_TO_SMALL_CAPS" playername=""/>
						<string name="LOWERCASE" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.LOWERCASE" constant="true" tiptext="指定所有字符在输出时都使用小写字型。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:LOWERCASE" playername=""/>
						<string name="UPPERCASE" object="[flashx.textLayout.formats.TLFTypographicCase]" text="TLFTypographicCase.UPPERCASE" constant="true" tiptext="指定所有字符在输出时都使用大写字型。" version="" helpurl="flashx.textLayout.formats:TLFTypographicCase:UPPERCASE" playername=""/>
					</folder>
				</folder>
				<folder name="VerticalAlign" id="[flashx.textLayout.formats.VerticalAlign]" sort="true" index="true" asAncestors="Object" tiptext="为 TextLayoutFormat 类的 verticalAlign 属性定义值。" helpurl="flashx.textLayout.formats:VerticalAlign">
					<folder name="属性" id="Properties" tiptext="VerticalAlign 类的属性" helpurl="flashx.textLayout.formats:VerticalAlign">
						<string name="BOTTOM" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.BOTTOM" constant="true" tiptext="指定与框架底部边缘对齐。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:BOTTOM" playername=""/>
						<string name="JUSTIFY" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.JUSTIFY" constant="true" tiptext="指定在框架内进行垂直行两端对齐。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:JUSTIFY" playername=""/>
						<string name="MIDDLE" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.MIDDLE" constant="true" tiptext="指定与框架中间对齐。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:MIDDLE" playername=""/>
						<string name="TOP" object="[flashx.textLayout.formats.VerticalAlign]" text="VerticalAlign.TOP" constant="true" tiptext="指定与框架顶部边缘对齐。" version="" helpurl="flashx.textLayout.formats:VerticalAlign:TOP" playername=""/>
					</folder>
				</folder>
				<folder name="WhiteSpaceCollapse" id="[flashx.textLayout.formats.WhiteSpaceCollapse]" sort="true" index="true" asAncestors="Object" tiptext="为设置 TextLayoutFormat 类的 whiteSpaceCollapse 属性定义值。" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse">
					<folder name="属性" id="Properties" tiptext="WhiteSpaceCollapse 类的属性" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse">
						<string name="COLLAPSE" object="[flashx.textLayout.formats.WhiteSpaceCollapse]" text="WhiteSpaceCollapse.COLLAPSE" constant="true" tiptext="导入文本时合并空白（默认）。" version="" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse:COLLAPSE" playername=""/>
						<string name="PRESERVE" object="[flashx.textLayout.formats.WhiteSpaceCollapse]" text="WhiteSpaceCollapse.PRESERVE" constant="true" tiptext="导入文本时保留空白。" version="" helpurl="flashx.textLayout.formats:WhiteSpaceCollapse:PRESERVE" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.operations" id="flashx.textLayout.operations" sort="true" tiptext="flashx.textLayout.operations 包的类" helpurl="flashx.textLayout.operations">
				<folder name="ApplyElementIDOperation" id="[flashx.textLayout.operations.ApplyElementIDOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ChangeElementIDOperation 类封装元素 ID 更改。" helpurl="flashx.textLayout.operations:ApplyElementIDOperation">
					<folder name="方法" id="Methods" tiptext="ApplyElementIDOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyElementIDOperation">
						<string name="ApplyElementIDOperation" object="[flashx.textLayout.operations.ApplyElementIDOperation]" text="new ApplyElementIDOperation(%操作状态:flashx.textLayout.edit:SelectionState,目标元素:flashx.textLayout.elements:FlowElement,新ID:String[,相对起始位置:int=0,相对结束位置:int=-1]%)" constructor="true" tiptext="创建 ChangeElementIDOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyElementIDOperation:ApplyElementIDOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyElementIDOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyElementIDOperation">
						<string name="newID" object="[flashx.textLayout.operations.ApplyElementIDOperation]" text=".newID" tiptext="由该操作指定的 ID。" version="" helpurl="flashx.textLayout.operations:ApplyElementIDOperation:newID:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyElementStyleNameOperation" id="[flashx.textLayout.operations.ApplyElementStyleNameOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyElementStyleNameOperation 类封装样式名称更改。" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation">
					<folder name="方法" id="Methods" tiptext="ApplyElementStyleNameOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation">
						<string name="ApplyElementStyleNameOperation" object="[flashx.textLayout.operations.ApplyElementStyleNameOperation]" text="new ApplyElementStyleNameOperation(%操作状态:flashx.textLayout.edit:SelectionState,目标元素:flashx.textLayout.elements:FlowElement,新样式名称:String[,相对起始位置:int=0,相对结束位置:int=-1]%)" constructor="true" tiptext="创建 ApplyElementStyleNameOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation:ApplyElementStyleNameOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyElementStyleNameOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation">
						<string name="newStyleName" object="[flashx.textLayout.operations.ApplyElementStyleNameOperation]" text=".newStyleName" tiptext="由该操作指定的样式名称。" version="" helpurl="flashx.textLayout.operations:ApplyElementStyleNameOperation:newStyleName:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyElementUserStyleOperation" id="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyElementUserStyleOperation 类封装元素样式值的更改。" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation">
					<folder name="方法" id="Methods" tiptext="ApplyElementUserStyleOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation">
						<string name="ApplyElementUserStyleOperation" object="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" text="new ApplyElementUserStyleOperation(%操作状态:flashx.textLayout.edit:SelectionState,目标元素:flashx.textLayout.elements:FlowElement,样式名称:String,值:*[,相对起始位置:int=0,相对结束位置:int=-1]%)" constructor="true" tiptext="创建 ApplyElementUserStyleOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation:ApplyElementUserStyleOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyElementUserStyleOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation">
						<string name="newValue" object="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" text=".newValue" tiptext="新样式值。" version="" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation:newValue:get" playername=""/>
						<string name="styleName" object="[flashx.textLayout.operations.ApplyElementUserStyleOperation]" text=".styleName" tiptext="所更改的样式的名称。" version="" helpurl="flashx.textLayout.operations:ApplyElementUserStyleOperation:styleName:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyFormatOperation" id="[flashx.textLayout.operations.ApplyFormatOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyFormatOperation 类封装样式更改。" helpurl="flashx.textLayout.operations:ApplyFormatOperation">
					<folder name="方法" id="Methods" tiptext="ApplyFormatOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyFormatOperation">
						<string name="ApplyFormatOperation" object="[flashx.textLayout.operations.ApplyFormatOperation]" text="new ApplyFormatOperation(%操作状态:flashx.textLayout.edit:SelectionState,页格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat[,容器格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="创建 ApplyFormatOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyFormatOperation:ApplyFormatOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyFormatOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyFormatOperation">
						<string name="containerFormat" object="[flashx.textLayout.operations.ApplyFormatOperation]" text=".containerFormat" tiptext="要应用于该范围的容器的格式属性。" version="" helpurl="flashx.textLayout.operations:ApplyFormatOperation:containerFormat:get" playername=""/>
						<string name="leafFormat" object="[flashx.textLayout.operations.ApplyFormatOperation]" text=".leafFormat" tiptext="要应用于该范围的叶元素的格式属性。" version="" helpurl="flashx.textLayout.operations:ApplyFormatOperation:leafFormat:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.operations.ApplyFormatOperation]" text=".paragraphFormat" tiptext="要应用于该范围的段落的格式属性。" version="" helpurl="flashx.textLayout.operations:ApplyFormatOperation:paragraphFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyFormatToElementOperation" id="[flashx.textLayout.operations.ApplyFormatToElementOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyFormatToElementOperation 类封装对元素的样式更改。" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation">
					<folder name="方法" id="Methods" tiptext="ApplyFormatToElementOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation">
						<string name="ApplyFormatToElementOperation" object="[flashx.textLayout.operations.ApplyFormatToElementOperation]" text="new ApplyFormatToElementOperation(%操作状态:flashx.textLayout.edit:SelectionState,目标元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,相对起始位置:int=0,相对结束位置:int=-1]%)" constructor="true" tiptext="创建 ApplyFormatToElementOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation:ApplyFormatToElementOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyFormatToElementOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation">
						<string name="format" object="[flashx.textLayout.operations.ApplyFormatToElementOperation]" text=".format" tiptext="该操作中应用的字符格式。" version="" helpurl="flashx.textLayout.operations:ApplyFormatToElementOperation:format:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyLinkOperation" id="[flashx.textLayout.operations.ApplyLinkOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyLinkOperation 类封装链接创建或修改操作。" helpurl="flashx.textLayout.operations:ApplyLinkOperation">
					<folder name="方法" id="Methods" tiptext="ApplyLinkOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyLinkOperation">
						<string name="ApplyLinkOperation" object="[flashx.textLayout.operations.ApplyLinkOperation]" text="new ApplyLinkOperation(%操作状态:flashx.textLayout.edit:SelectionState,href:String,目标:String,扩展到链接边界:Boolean%)" constructor="true" tiptext="创建 ApplyLinkOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyLinkOperation:ApplyLinkOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyLinkOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyLinkOperation">
						<string name="extendToLinkBoundary" object="[flashx.textLayout.operations.ApplyLinkOperation]" text=".extendToLinkBoundary" tiptext="是否扩展所选项目以包含由所选项目覆盖的任何现有链接的完整文本，然后应用更改。" version="" helpurl="flashx.textLayout.operations:ApplyLinkOperation:extendToLinkBoundary:get" playername=""/>
						<string name="href" object="[flashx.textLayout.operations.ApplyLinkOperation]" text=".href" tiptext="要与链接关联的 URI。" version="" helpurl="flashx.textLayout.operations:ApplyLinkOperation:href:get" playername=""/>
						<string name="target" object="[flashx.textLayout.operations.ApplyLinkOperation]" text=".target" tiptext="链接的目标。" version="" helpurl="flashx.textLayout.operations:ApplyLinkOperation:target:get" playername=""/>
					</folder>
				</folder>
				<folder name="ApplyTCYOperation" id="[flashx.textLayout.operations.ApplyTCYOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ApplyTCYOperation 类封装 TCY 转换。" helpurl="flashx.textLayout.operations:ApplyTCYOperation">
					<folder name="方法" id="Methods" tiptext="ApplyTCYOperation 类的方法" helpurl="flashx.textLayout.operations:ApplyTCYOperation">
						<string name="ApplyTCYOperation" object="[flashx.textLayout.operations.ApplyTCYOperation]" text="new ApplyTCYOperation(%操作状态:flashx.textLayout.edit:SelectionState,应用tcy:Boolean%)" constructor="true" tiptext="创建 ApplyTCYOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ApplyTCYOperation:ApplyTCYOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ApplyTCYOperation 类的属性" helpurl="flashx.textLayout.operations:ApplyTCYOperation">
						<string name="tcyOn" object="[flashx.textLayout.operations.ApplyTCYOperation]" text=".tcyOn" tiptext="指示该操作是应用还是删除 TCY 格式设置。" version="" helpurl="flashx.textLayout.operations:ApplyTCYOperation:tcyOn:get" playername=""/>
					</folder>
				</folder>
				<folder name="ClearFormatOnElementOperation" id="[flashx.textLayout.operations.ClearFormatOnElementOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowElementOperation,flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ClearFormatOnElementOperation 类封装对元素的样式更改。" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation">
					<folder name="方法" id="Methods" tiptext="ClearFormatOnElementOperation 类的方法" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation">
						<string name="ClearFormatOnElementOperation" object="[flashx.textLayout.operations.ClearFormatOnElementOperation]" text="new ClearFormatOnElementOperation(%操作状态:flashx.textLayout.edit:SelectionState,目标元素:flashx.textLayout.elements:FlowElement,格式:flashx.textLayout.formats:ITextLayoutFormat[,相对起始位置:int=0,相对结束位置:int=-1]%)" constructor="true" tiptext="创建 ClearFormatOnElementOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation:ClearFormatOnElementOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ClearFormatOnElementOperation 类的属性" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation">
						<string name="format" object="[flashx.textLayout.operations.ClearFormatOnElementOperation]" text=".format" tiptext="该操作中应用的字符格式。" version="" helpurl="flashx.textLayout.operations:ClearFormatOnElementOperation:format:get" playername=""/>
					</folder>
				</folder>
				<folder name="ClearFormatOperation" id="[flashx.textLayout.operations.ClearFormatOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="ClearFormatOperation 类封装对格式取消定义的方式。" helpurl="flashx.textLayout.operations:ClearFormatOperation">
					<folder name="方法" id="Methods" tiptext="ClearFormatOperation 类的方法" helpurl="flashx.textLayout.operations:ClearFormatOperation">
						<string name="ClearFormatOperation" object="[flashx.textLayout.operations.ClearFormatOperation]" text="new ClearFormatOperation(%操作状态:flashx.textLayout.edit:SelectionState,页格式:flashx.textLayout.formats:ITextLayoutFormat,段落格式:flashx.textLayout.formats:ITextLayoutFormat[,容器格式:flashx.textLayout.formats:ITextLayoutFormat=null]%)" constructor="true" tiptext="创建 ClearFormatOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ClearFormatOperation:ClearFormatOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:redo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ClearFormatOperation 类的属性" helpurl="flashx.textLayout.operations:ClearFormatOperation">
						<string name="containerFormat" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".containerFormat" tiptext="要在范围内的容器上取消定义的格式属性。" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:containerFormat:get" playername=""/>
						<string name="leafFormat" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".leafFormat" tiptext="要在范围内的叶元素上取消定义的格式属性。" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:leafFormat:get" playername=""/>
						<string name="paragraphFormat" object="[flashx.textLayout.operations.ClearFormatOperation]" text=".paragraphFormat" tiptext="要在范围内的段落上取消定义的格式属性。" version="" helpurl="flashx.textLayout.operations:ClearFormatOperation:paragraphFormat:get" playername=""/>
					</folder>
				</folder>
				<folder name="CompositeOperation" id="[flashx.textLayout.operations.CompositeOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="CompositeOperation 类封装作为一个单元管理的一组转换。" helpurl="flashx.textLayout.operations:CompositeOperation">
					<folder name="方法" id="Methods" tiptext="CompositeOperation 类的方法" helpurl="flashx.textLayout.operations:CompositeOperation">
						<string name="CompositeOperation" object="[flashx.textLayout.operations.CompositeOperation]" text="new CompositeOperation(%[操作:Array=null]%)" constructor="true" tiptext="创建 CompositeOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:CompositeOperation:CompositeOperation" playername=""/>
						<string name="addOperation" object="[flashx.textLayout.operations.CompositeOperation]" text=".addOperation(%操作:flashx.textLayout.operations:FlowOperation%):void" tiptext="在列表的末尾添加其他操作。" version="1.5" helpurl="flashx.textLayout.operations:CompositeOperation:addOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CompositeOperation 类的属性" helpurl="flashx.textLayout.operations:CompositeOperation">
						<string name="operations" object="[flashx.textLayout.operations.CompositeOperation]" text=".operations" tiptext="包含按此合成操作分组的操作的数组。" version="" helpurl="flashx.textLayout.operations:CompositeOperation:operations:get" playername=""/>
					</folder>
				</folder>
				<folder name="CopyOperation" id="[flashx.textLayout.operations.CopyOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="CopyOperation 类封装复制操作。" helpurl="flashx.textLayout.operations:CopyOperation">
					<folder name="方法" id="Methods" tiptext="CopyOperation 类的方法" helpurl="flashx.textLayout.operations:CopyOperation">
						<string name="CopyOperation" object="[flashx.textLayout.operations.CopyOperation]" text="new CopyOperation(%操作状态:flashx.textLayout.edit:SelectionState%)" constructor="true" tiptext="创建 CopyOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:CopyOperation:CopyOperation" playername=""/>
					</folder>
				</folder>
				<folder name="CutOperation" id="[flashx.textLayout.operations.CutOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="CutOperation 类封装剪切操作。" helpurl="flashx.textLayout.operations:CutOperation">
					<folder name="方法" id="Methods" tiptext="CutOperation 类的方法" helpurl="flashx.textLayout.operations:CutOperation">
						<string name="CutOperation" object="[flashx.textLayout.operations.CutOperation]" text="new CutOperation(%操作状态:flashx.textLayout.edit:SelectionState,要剪切的片段:flashx.textLayout.edit:TextScrap%)" constructor="true" tiptext="创建 CutOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:CutOperation:CutOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="CutOperation 类的属性" helpurl="flashx.textLayout.operations:CutOperation">
						<string name="scrapToCut" object="[flashx.textLayout.operations.CutOperation]" text=".scrapToCut" tiptext="scrapToCut 最初删除的文本" version="" helpurl="flashx.textLayout.operations:CutOperation:scrapToCut:get" playername=""/>
					</folder>
				</folder>
				<folder name="DeleteTextOperation" id="[flashx.textLayout.operations.DeleteTextOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="DeleteTextOperation 类封装一定范围文本的删除操作。" helpurl="flashx.textLayout.operations:DeleteTextOperation">
					<folder name="方法" id="Methods" tiptext="DeleteTextOperation 类的方法" helpurl="flashx.textLayout.operations:DeleteTextOperation">
						<string name="DeleteTextOperation" object="[flashx.textLayout.operations.DeleteTextOperation]" text="new DeleteTextOperation(%操作状态:flashx.textLayout.edit:SelectionState[,删除选择状态:flashx.textLayout.edit:SelectionState=null,允许合并:Boolean=false]%)" constructor="true" tiptext="创建 DeleteTextOperation 操作。" version="1.5" helpurl="flashx.textLayout.operations:DeleteTextOperation:DeleteTextOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="DeleteTextOperation 类的属性" helpurl="flashx.textLayout.operations:DeleteTextOperation">
						<string name="allowMerge" object="[flashx.textLayout.operations.DeleteTextOperation]" text=".allowMerge" tiptext="指示该操作是否可以与该操作之前或之后执行的操作进行合并。" version="" helpurl="flashx.textLayout.operations:DeleteTextOperation:allowMerge:get" playername=""/>
						<string name="deleteSelectionState" object="[flashx.textLayout.operations.DeleteTextOperation]" text=".deleteSelectionState" tiptext="deleteSelectionState 要删除的文本的范围" version="" helpurl="flashx.textLayout.operations:DeleteTextOperation:deleteSelectionState:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowElementOperation" id="[flashx.textLayout.operations.FlowElementOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="FlowElementOperation 类是用于转换 FlowElement 的操作的基类。" helpurl="flashx.textLayout.operations:FlowElementOperation">
					<folder name="方法" id="Methods" tiptext="FlowElementOperation 类的方法" helpurl="flashx.textLayout.operations:FlowElementOperation">
						<string name="FlowElementOperation" object="[flashx.textLayout.operations.FlowElementOperation]" text="new FlowElementOperation(%操作状态:flashx.textLayout.edit:SelectionState,目标元素:flashx.textLayout.elements:FlowElement[,相对起始位置:int=0,相对结束位置:int=-1]%)" constructor="true" tiptext="创建 FlowElementOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:FlowElementOperation:FlowElementOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowElementOperation 类的属性" helpurl="flashx.textLayout.operations:FlowElementOperation">
						<string name="relativeEnd" object="[flashx.textLayout.operations.FlowElementOperation]" text=".relativeEnd" tiptext="距 targetElement 开头的偏移量。" version="" helpurl="flashx.textLayout.operations:FlowElementOperation:relativeEnd:get" playername=""/>
						<string name="relativeStart" object="[flashx.textLayout.operations.FlowElementOperation]" text=".relativeStart" tiptext="距 targetElement 开头的偏移量。" version="" helpurl="flashx.textLayout.operations:FlowElementOperation:relativeStart:get" playername=""/>
						<string name="targetElement" object="[flashx.textLayout.operations.FlowElementOperation]" text=".targetElement" tiptext="指定该操作修改的元素。" version="" helpurl="flashx.textLayout.operations:FlowElementOperation:targetElement:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowOperation" id="[flashx.textLayout.operations.FlowOperation]" sort="true" index="true" asAncestors="Object" tiptext="FlowOperation 类是所有文本布局框架操作的基类。" helpurl="flashx.textLayout.operations:FlowOperation">
					<folder name="方法" id="Methods" tiptext="FlowOperation 类的方法" helpurl="flashx.textLayout.operations:FlowOperation">
						<string name="FlowOperation" object="[flashx.textLayout.operations.FlowOperation]" text="new FlowOperation(%文本流:flashx.textLayout.elements:TextFlow%)" constructor="true" tiptext="创建 FlowOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:FlowOperation" playername=""/>
						<string name="canUndo" object="[flashx.textLayout.operations.FlowOperation]" text=".canUndo(%%):Boolean" tiptext="测试此操作是否被放置在撤消堆栈上。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:canUndo" playername=""/>
						<string name="doOperation" object="[flashx.textLayout.operations.FlowOperation]" text=".doOperation(%%):Boolean" tiptext="执行操作。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:doOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.FlowOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="重新执行操作。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:redo" playername=""/>
						<string name="undo" object="[flashx.textLayout.operations.FlowOperation]" text=".undo(%%):flashx.textLayout.edit:SelectionState" tiptext="取消操作。" version="1.5" helpurl="flashx.textLayout.operations:FlowOperation:undo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowOperation 类的属性" helpurl="flashx.textLayout.operations:FlowOperation">
						<string name="userData" object="[flashx.textLayout.operations.FlowOperation]" text=".userData" tiptext="与元素关联的任意数据。" version="" helpurl="flashx.textLayout.operations:FlowOperation:userData" playername=""/>
						<string name="beginGeneration" object="[flashx.textLayout.operations.FlowOperation]" text=".beginGeneration" tiptext="操作之前生成文本流。" version="" helpurl="flashx.textLayout.operations:FlowOperation:beginGeneration:get" playername=""/>
						<string name="endGeneration" object="[flashx.textLayout.operations.FlowOperation]" text=".endGeneration" tiptext="操作之后生成文本流。" version="" helpurl="flashx.textLayout.operations:FlowOperation:endGeneration:get" playername=""/>
						<string name="textFlow" object="[flashx.textLayout.operations.FlowOperation]" text=".textFlow" tiptext="要应用该操作的 TextFlow 对象。" version="" helpurl="flashx.textLayout.operations:FlowOperation:textFlow:get" playername=""/>
					</folder>
				</folder>
				<folder name="FlowTextOperation" id="[flashx.textLayout.operations.FlowTextOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="FlowTextOperation 是用于转换一定范围文本的操作的基类。" helpurl="flashx.textLayout.operations:FlowTextOperation">
					<folder name="方法" id="Methods" tiptext="FlowTextOperation 类的方法" helpurl="flashx.textLayout.operations:FlowTextOperation">
						<string name="FlowTextOperation" object="[flashx.textLayout.operations.FlowTextOperation]" text="new FlowTextOperation(%操作状态:flashx.textLayout.edit:SelectionState%)" constructor="true" tiptext="创建 FlowTextOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:FlowTextOperation:FlowTextOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.FlowTextOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="重新执行操作。" version="1.5" helpurl="flashx.textLayout.operations:FlowTextOperation:redo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="FlowTextOperation 类的属性" helpurl="flashx.textLayout.operations:FlowTextOperation">
						<string name="absoluteEnd" object="[flashx.textLayout.operations.FlowTextOperation]" text=".absoluteEnd" tiptext="要应用该操作的文本范围的结束点绝对值。" version="" helpurl="flashx.textLayout.operations:FlowTextOperation:absoluteEnd:get" playername=""/>
						<string name="absoluteStart" object="[flashx.textLayout.operations.FlowTextOperation]" text=".absoluteStart" tiptext="要应用该操作的文本范围的起始点绝对值。" version="" helpurl="flashx.textLayout.operations:FlowTextOperation:absoluteStart:get" playername=""/>
						<string name="originalSelectionState" object="[flashx.textLayout.operations.FlowTextOperation]" text=".originalSelectionState" tiptext="操作开始时的选择状态。" version="" helpurl="flashx.textLayout.operations:FlowTextOperation:originalSelectionState:get" playername=""/>
					</folder>
				</folder>
				<folder name="InsertInlineGraphicOperation" id="[flashx.textLayout.operations.InsertInlineGraphicOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="InsertInlineGraphicOperation 类封装内嵌图形插入到文本流的操作。" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation">
					<folder name="方法" id="Methods" tiptext="InsertInlineGraphicOperation 类的方法" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation">
						<string name="InsertInlineGraphicOperation" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text="new InsertInlineGraphicOperation(%操作状态:flashx.textLayout.edit:SelectionState,源:Object,宽度:Object,高度:Object[,选项:Object=null]%)" constructor="true" tiptext="创建 InsertInlineGraphicsOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:InsertInlineGraphicOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="撤消操作后重新执行操作。" version="1.5" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:redo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="InsertInlineGraphicOperation 类的属性" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation">
						<string name="height" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".height" tiptext="图像高度。" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:height:get" playername=""/>
						<string name="options" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".options" tiptext="不支持选项" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:options:get" playername=""/>
						<string name="source" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".source" tiptext="设置图形的源。" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:source:get" playername=""/>
						<string name="width" object="[flashx.textLayout.operations.InsertInlineGraphicOperation]" text=".width" tiptext="图形的宽度。" version="" helpurl="flashx.textLayout.operations:InsertInlineGraphicOperation:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="InsertTextOperation" id="[flashx.textLayout.operations.InsertTextOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="InsertTextOperation 类封装文本插入操作。" helpurl="flashx.textLayout.operations:InsertTextOperation">
					<folder name="方法" id="Methods" tiptext="InsertTextOperation 类的方法" helpurl="flashx.textLayout.operations:InsertTextOperation">
						<string name="InsertTextOperation" object="[flashx.textLayout.operations.InsertTextOperation]" text="new InsertTextOperation(%操作状态:flashx.textLayout.edit:SelectionState,文本:String[,删除选择状态:flashx.textLayout.edit:SelectionState=null]%)" constructor="true" tiptext="创建 InsertTextOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:InsertTextOperation:InsertTextOperation" playername=""/>
						<string name="redo" object="[flashx.textLayout.operations.InsertTextOperation]" text=".redo(%%):flashx.textLayout.edit:SelectionState" tiptext="撤消操作后重新执行操作。" version="1.5" helpurl="flashx.textLayout.operations:InsertTextOperation:redo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="InsertTextOperation 类的属性" helpurl="flashx.textLayout.operations:InsertTextOperation">
						<string name="characterFormat" object="[flashx.textLayout.operations.InsertTextOperation]" text=".characterFormat" tiptext="应用于插入文本的字符格式。" version="" helpurl="flashx.textLayout.operations:InsertTextOperation:characterFormat:get" playername=""/>
						<string name="deleteSelectionState" object="[flashx.textLayout.operations.InsertTextOperation]" text=".deleteSelectionState" tiptext="由该操作删除的文本（如果删除了任何文本）。" version="" helpurl="flashx.textLayout.operations:InsertTextOperation:deleteSelectionState:get" playername=""/>
						<string name="text" object="[flashx.textLayout.operations.InsertTextOperation]" text=".text" tiptext="由该操作插入的文本。" version="" helpurl="flashx.textLayout.operations:InsertTextOperation:text:get" playername=""/>
					</folder>
				</folder>
				<folder name="ModifyInlineGraphicOperation" id="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="InsertInlineGraphicOperation 类封装现有内嵌图形的修改。" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation">
					<folder name="方法" id="Methods" tiptext="ModifyInlineGraphicOperation 类的方法" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation">
						<string name="ModifyInlineGraphicOperation" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text="new ModifyInlineGraphicOperation(%操作状态:flashx.textLayout.edit:SelectionState,源:Object,宽度:Object,高度:Object[,选项:Object=null]%)" constructor="true" tiptext="创建 ModifyInlineGraphicsOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:ModifyInlineGraphicOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="ModifyInlineGraphicOperation 类的属性" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation">
						<string name="height" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".height" tiptext="图像高度。" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:height:get" playername=""/>
						<string name="options" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".options" tiptext="不支持选项" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:options:get" playername=""/>
						<string name="source" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".source" tiptext="设置图形的源。" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:source:get" playername=""/>
						<string name="width" object="[flashx.textLayout.operations.ModifyInlineGraphicOperation]" text=".width" tiptext="图形的宽度。" version="" helpurl="flashx.textLayout.operations:ModifyInlineGraphicOperation:width:get" playername=""/>
					</folder>
				</folder>
				<folder name="PasteOperation" id="[flashx.textLayout.operations.PasteOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="PasteOperation 类封装粘贴操作。" helpurl="flashx.textLayout.operations:PasteOperation">
					<folder name="方法" id="Methods" tiptext="PasteOperation 类的方法" helpurl="flashx.textLayout.operations:PasteOperation">
						<string name="PasteOperation" object="[flashx.textLayout.operations.PasteOperation]" text="new PasteOperation(%操作状态:flashx.textLayout.edit:SelectionState,文本片段:flashx.textLayout.edit:TextScrap%)" constructor="true" tiptext="创建 PasteOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:PasteOperation:PasteOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="PasteOperation 类的属性" helpurl="flashx.textLayout.operations:PasteOperation">
						<string name="textScrap" object="[flashx.textLayout.operations.PasteOperation]" text=".textScrap" tiptext="textScrap 被粘贴的文本" version="" helpurl="flashx.textLayout.operations:PasteOperation:textScrap:get" playername=""/>
					</folder>
				</folder>
				<folder name="RedoOperation" id="[flashx.textLayout.operations.RedoOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="RedoOperation 类封装重做操作。" helpurl="flashx.textLayout.operations:RedoOperation">
					<folder name="方法" id="Methods" tiptext="RedoOperation 类的方法" helpurl="flashx.textLayout.operations:RedoOperation">
						<string name="RedoOperation" object="[flashx.textLayout.operations.RedoOperation]" text="new RedoOperation(%操作:flashx.textLayout.operations:FlowOperation%)" constructor="true" tiptext="创建 RedoOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:RedoOperation:RedoOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="RedoOperation 类的属性" helpurl="flashx.textLayout.operations:RedoOperation">
						<string name="operation" object="[flashx.textLayout.operations.RedoOperation]" text=".operation" tiptext="要重做的操作。" version="" helpurl="flashx.textLayout.operations:RedoOperation:operation:get" playername=""/>
					</folder>
				</folder>
				<folder name="SplitParagraphOperation" id="[flashx.textLayout.operations.SplitParagraphOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowTextOperation,flashx.textLayout.operations:FlowOperation,Object" tiptext="SplitParagraphOperation 类封装将一个段落拆分为两个元素的更改。" helpurl="flashx.textLayout.operations:SplitParagraphOperation">
					<folder name="方法" id="Methods" tiptext="SplitParagraphOperation 类的方法" helpurl="flashx.textLayout.operations:SplitParagraphOperation">
						<string name="SplitParagraphOperation" object="[flashx.textLayout.operations.SplitParagraphOperation]" text="new SplitParagraphOperation(%操作状态:flashx.textLayout.edit:SelectionState%)" constructor="true" tiptext="创建 SplitParagraphOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:SplitParagraphOperation:SplitParagraphOperation" playername=""/>
					</folder>
				</folder>
				<folder name="UndoOperation" id="[flashx.textLayout.operations.UndoOperation]" sort="true" index="true" asAncestors="flashx.textLayout.operations:FlowOperation,Object" tiptext="UndoOperation 类封装撤消操作。" helpurl="flashx.textLayout.operations:UndoOperation">
					<folder name="方法" id="Methods" tiptext="UndoOperation 类的方法" helpurl="flashx.textLayout.operations:UndoOperation">
						<string name="UndoOperation" object="[flashx.textLayout.operations.UndoOperation]" text="new UndoOperation(%操作:flashx.textLayout.operations:FlowOperation%)" constructor="true" tiptext="创建 UndoOperation 对象。" version="1.5" helpurl="flashx.textLayout.operations:UndoOperation:UndoOperation" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UndoOperation 类的属性" helpurl="flashx.textLayout.operations:UndoOperation">
						<string name="operation" object="[flashx.textLayout.operations.UndoOperation]" text=".operation" tiptext="要撤消的操作。" version="" helpurl="flashx.textLayout.operations:UndoOperation:operation:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.textLayout.utils" id="flashx.textLayout.utils" sort="true" tiptext="flashx.textLayout.utils 包的类" helpurl="flashx.textLayout.utils">
				<folder name="CharacterUtil" id="[flashx.textLayout.utils.CharacterUtil]" sort="true" index="true" asAncestors="Object" tiptext="用于管理和获取字符相关信息的实用程序。" helpurl="flashx.textLayout.utils:CharacterUtil">
					<folder name="方法" id="Methods" tiptext="CharacterUtil 类的方法" helpurl="flashx.textLayout.utils:CharacterUtil">
						<string name="isHighSurrogate" object="[flashx.textLayout.utils.CharacterUtil]" text="CharacterUtil.isHighSurrogate(%字符代码:int%):Boolean" static="true" tiptext="如果代理对中 charCode 参数是高位字，则返回 true。" version="1.5" helpurl="flashx.textLayout.utils:CharacterUtil:isHighSurrogate" playername=""/>
						<string name="isLowSurrogate" object="[flashx.textLayout.utils.CharacterUtil]" text="CharacterUtil.isLowSurrogate(%字符代码:int%):Boolean" static="true" tiptext="如果代理对中 charCode 参数是低位字，则返回 true。" version="1.5" helpurl="flashx.textLayout.utils:CharacterUtil:isLowSurrogate" playername=""/>
						<string name="isWhitespace" object="[flashx.textLayout.utils.CharacterUtil]" text="CharacterUtil.isWhitespace(%字符代码:int%):Boolean" static="true" tiptext="如果 charCode 为空格字符，则返回 true。" version="1.5" helpurl="flashx.textLayout.utils:CharacterUtil:isWhitespace" playername=""/>
					</folder>
				</folder>
				<folder name="NavigationUtil" id="[flashx.textLayout.utils.NavigationUtil]" sort="true" index="true" asAncestors="Object" tiptext="用于操作 TextRange 的实用程序。此类的方法都是静态方法，必须使用语法 NavigationUtil.method(参数) 进行调用。" helpurl="flashx.textLayout.utils:NavigationUtil">
					<folder name="方法" id="Methods" tiptext="NavigationUtil 类的方法" helpurl="flashx.textLayout.utils:NavigationUtil">
						<string name="endOfDocument" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.endOfDocument(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="在文档末尾设置 TextRange。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:endOfDocument" playername=""/>
						<string name="endOfLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.endOfLine(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="在行末尾设置 TextRange。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:endOfLine" playername=""/>
						<string name="endOfParagraph" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.endOfParagraph(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="在段落末尾设置 TextRange。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:endOfParagraph" playername=""/>
						<string name="nextAtomPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextAtomPosition(%流根:flashx.textLayout.elements:TextFlow,绝对位置:int%):int" static="true" tiptext="返回下一个原子的绝对位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextAtomPosition" playername=""/>
						<string name="nextCharacter" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextCharacter(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为前移一个字符。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextCharacter" playername=""/>
						<string name="nextLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextLine(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为下移一行。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextLine" playername=""/>
						<string name="nextPage" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextPage(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为下移一页。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextPage" playername=""/>
						<string name="nextWordPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextWordPosition(%流根:flashx.textLayout.elements:TextFlow,绝对位置:int%):int" static="true" tiptext="返回下一个字开头的绝对位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextWordPosition" playername=""/>
						<string name="nextWord" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.nextWord(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为前移一个字。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:nextWord" playername=""/>
						<string name="previousAtomPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousAtomPosition(%流根:flashx.textLayout.elements:TextFlow,绝对位置:int%):int" static="true" tiptext="返回上一个原子的绝对位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousAtomPosition" playername=""/>
						<string name="previousCharacter" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousCharacter(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为后移一个字符。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousCharacter" playername=""/>
						<string name="previousLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousLine(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为上移一行。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousLine" playername=""/>
						<string name="previousPage" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousPage(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为上移一页。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousPage" playername=""/>
						<string name="previousWordPosition" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousWordPosition(%流根:flashx.textLayout.elements:TextFlow,绝对位置:int%):int" static="true" tiptext="返回上一个字开头的绝对位置。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousWordPosition" playername=""/>
						<string name="previousWord" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.previousWord(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="将 TextRange 设置为后移一个字。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:previousWord" playername=""/>
						<string name="startOfDocument" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.startOfDocument(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="在文档开头设置 TextRange。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:startOfDocument" playername=""/>
						<string name="startOfLine" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.startOfLine(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="在行开头设置 TextRange。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:startOfLine" playername=""/>
						<string name="startOfParagraph" object="[flashx.textLayout.utils.NavigationUtil]" text="NavigationUtil.startOfParagraph(%范围:flashx.textLayout.elements:TextRange[,扩展所选项目:Boolean=false]%):Boolean" static="true" tiptext="在段落开头设置 TextRange。" version="1.5" helpurl="flashx.textLayout.utils:NavigationUtil:startOfParagraph" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="flashx.undo" id="flashx.undo" sort="true" tiptext="flashx.undo 包的类" helpurl="flashx.undo">
				<folder name="IOperation" id="[flashx.undo.IOperation]" sort="true" index="true" tiptext="IOperation 定义可以撤消和重做的操作的接口。" helpurl="flashx.undo:IOperation">
					<folder name="方法" id="Methods" tiptext="IOperation 类的方法" helpurl="flashx.undo:IOperation">
						<string name="performRedo" object="[flashx.undo.IOperation]" text=".performRedo(%%):void" tiptext="重新执行操作。" version="1.5" helpurl="flashx.undo:IOperation:performRedo" playername=""/>
						<string name="performUndo" object="[flashx.undo.IOperation]" text=".performUndo(%%):void" tiptext="取消操作。" version="1.5" helpurl="flashx.undo:IOperation:performUndo" playername=""/>
					</folder>
				</folder>
				<folder name="IUndoManager" id="[flashx.undo.IUndoManager]" sort="true" index="true" tiptext="IUndoManager 定义用于管理撤消堆栈和重做堆栈的接口。" helpurl="flashx.undo:IUndoManager">
					<folder name="方法" id="Methods" tiptext="IUndoManager 类的方法" helpurl="flashx.undo:IUndoManager">
						<string name="canRedo" object="[flashx.undo.IUndoManager]" text=".canRedo(%%):Boolean" tiptext="指示当前是否存在可以重做的操作。" version="1.5" helpurl="flashx.undo:IUndoManager:canRedo" playername=""/>
						<string name="canUndo" object="[flashx.undo.IUndoManager]" text=".canUndo(%%):Boolean" tiptext="指示当前是否存在可以撤消的操作。" version="1.5" helpurl="flashx.undo:IUndoManager:canUndo" playername=""/>
						<string name="clearAll" object="[flashx.undo.IUndoManager]" text=".clearAll(%%):void" tiptext="同时清除撤消历史记录和重做历史记录。" version="1.5" helpurl="flashx.undo:IUndoManager:clearAll" playername=""/>
						<string name="clearRedo" object="[flashx.undo.IUndoManager]" text=".clearRedo(%%):void" tiptext="清除重做堆栈。" version="1.5" helpurl="flashx.undo:IUndoManager:clearRedo" playername=""/>
						<string name="peekRedo" object="[flashx.undo.IUndoManager]" text=".peekRedo(%%):flashx.undo:IOperation" tiptext="返回要重做的下一个操作。" version="1.5" helpurl="flashx.undo:IUndoManager:peekRedo" playername=""/>
						<string name="peekUndo" object="[flashx.undo.IUndoManager]" text=".peekUndo(%%):flashx.undo:IOperation" tiptext="返回要撤消的下一个操作。" version="1.5" helpurl="flashx.undo:IUndoManager:peekUndo" playername=""/>
						<string name="popRedo" object="[flashx.undo.IUndoManager]" text=".popRedo(%%):flashx.undo:IOperation" tiptext="从重做堆栈中删除要重做的下一个操作，并返回该操作。" version="1.5" helpurl="flashx.undo:IUndoManager:popRedo" playername=""/>
						<string name="popUndo" object="[flashx.undo.IUndoManager]" text=".popUndo(%%):flashx.undo:IOperation" tiptext="从撤消堆栈中删除要撤消的下一个操作，并返回该操作。" version="1.5" helpurl="flashx.undo:IUndoManager:popUndo" playername=""/>
						<string name="pushRedo" object="[flashx.undo.IUndoManager]" text=".pushRedo(%操作:flashx.undo:IOperation%):void" tiptext="将可重做的操作添加到重做堆栈中。" version="1.5" helpurl="flashx.undo:IUndoManager:pushRedo" playername=""/>
						<string name="pushUndo" object="[flashx.undo.IUndoManager]" text=".pushUndo(%操作:flashx.undo:IOperation%):void" tiptext="将可撤消的操作添加到撤消堆栈中。" version="1.5" helpurl="flashx.undo:IUndoManager:pushUndo" playername=""/>
						<string name="redo" object="[flashx.undo.IUndoManager]" text=".redo(%%):void" tiptext="从重做堆栈中删除下一个 IOperation 对象，并调用该对象的 performRedo() 函数。" version="" helpurl="flashx.undo:IUndoManager:redo" playername=""/>
						<string name="undo" object="[flashx.undo.IUndoManager]" text=".undo(%%):void" tiptext="从撤消堆栈中删除下一个 IOperation 对象，并调用该对象的 performUndo() 函数。" version="" helpurl="flashx.undo:IUndoManager:undo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="IUndoManager 类的属性" helpurl="flashx.undo:IUndoManager">
						<string name="undoAndRedoItemLimit" object="[flashx.undo.IUndoManager]" text=".undoAndRedoItemLimit" tiptext="要跟踪的可撤消操作或可重做操作的最大数目。" version="" helpurl="flashx.undo:IUndoManager:undoAndRedoItemLimit:get" playername=""/>
					</folder>
				</folder>
				<folder name="UndoManager" id="[flashx.undo.UndoManager]" sort="true" index="true" asAncestors="Object" tiptext="UndoManager 类管理对文本流所执行的编辑操作的历史记录，以便可以撤消和重做这些操作。" helpurl="flashx.undo:UndoManager">
					<folder name="方法" id="Methods" tiptext="UndoManager 类的方法" helpurl="flashx.undo:UndoManager">
						<string name="UndoManager" object="[flashx.undo.UndoManager]" text="new UndoManager(%%)" constructor="true" tiptext="创建 UndoManager 对象。" version="1.5" helpurl="flashx.undo:UndoManager:UndoManager" playername=""/>
						<string name="canRedo" object="[flashx.undo.UndoManager]" text=".canRedo(%%):Boolean" tiptext="指示当前是否存在可以重做的操作。" version="1.5" helpurl="flashx.undo:UndoManager:canRedo" playername=""/>
						<string name="canUndo" object="[flashx.undo.UndoManager]" text=".canUndo(%%):Boolean" tiptext="指示当前是否存在可以撤消的操作。" version="1.5" helpurl="flashx.undo:UndoManager:canUndo" playername=""/>
						<string name="clearAll" object="[flashx.undo.UndoManager]" text=".clearAll(%%):void" tiptext="同时清除撤消历史记录和重做历史记录。" version="1.5" helpurl="flashx.undo:UndoManager:clearAll" playername=""/>
						<string name="clearRedo" object="[flashx.undo.UndoManager]" text=".clearRedo(%%):void" tiptext="清除重做堆栈。" version="1.5" helpurl="flashx.undo:UndoManager:clearRedo" playername=""/>
						<string name="peekRedo" object="[flashx.undo.UndoManager]" text=".peekRedo(%%):flashx.undo:IOperation" tiptext="返回要重做的下一个操作。" version="1.5" helpurl="flashx.undo:UndoManager:peekRedo" playername=""/>
						<string name="peekUndo" object="[flashx.undo.UndoManager]" text=".peekUndo(%%):flashx.undo:IOperation" tiptext="返回要撤消的下一个操作。" version="1.5" helpurl="flashx.undo:UndoManager:peekUndo" playername=""/>
						<string name="popRedo" object="[flashx.undo.UndoManager]" text=".popRedo(%%):flashx.undo:IOperation" tiptext="从重做堆栈中删除要重做的下一个操作，并返回该操作。" version="1.5" helpurl="flashx.undo:UndoManager:popRedo" playername=""/>
						<string name="popUndo" object="[flashx.undo.UndoManager]" text=".popUndo(%%):flashx.undo:IOperation" tiptext="从撤消堆栈中删除要撤消的下一个操作，并返回该操作。" version="1.5" helpurl="flashx.undo:UndoManager:popUndo" playername=""/>
						<string name="pushRedo" object="[flashx.undo.UndoManager]" text=".pushRedo(%操作:flashx.undo:IOperation%):void" tiptext="将可重做的操作添加到重做堆栈中。" version="1.5" helpurl="flashx.undo:UndoManager:pushRedo" playername=""/>
						<string name="pushUndo" object="[flashx.undo.UndoManager]" text=".pushUndo(%操作:flashx.undo:IOperation%):void" tiptext="将可撤消的操作添加到撤消堆栈中。" version="1.5" helpurl="flashx.undo:UndoManager:pushUndo" playername=""/>
						<string name="redo" object="[flashx.undo.UndoManager]" text=".redo(%%):void" tiptext="从重做堆栈中删除下一个 IOperation 对象，并调用该对象的 performRedo() 函数。" version="1.5" helpurl="flashx.undo:UndoManager:redo" playername=""/>
						<string name="undo" object="[flashx.undo.UndoManager]" text=".undo(%%):void" tiptext="从撤消堆栈中删除下一个 IOperation 对象，并调用该对象的 performUndo() 函数。" version="1.5" helpurl="flashx.undo:UndoManager:undo" playername=""/>
					</folder>
					<folder name="属性" id="Properties" tiptext="UndoManager 类的属性" helpurl="flashx.undo:UndoManager">
						<string name="undoAndRedoItemLimit" object="[flashx.undo.UndoManager]" text=".undoAndRedoItemLimit" tiptext="要跟踪的可撤消操作或可重做操作的最大数目。" version="" helpurl="flashx.undo:UndoManager:undoAndRedoItemLimit:get" playername=""/>
					</folder>
				</folder>
			</folder>
			<folder name="语言元素" id="Language Elements" sort="true" tiptext="在运行时执行或指定动作的语言元素">
				<folder name="语句、关键字和指令" id="Statements, Keywords &amp; Directives" sort="true" tiptext="表达式中所要使用的语句" helpurl="statements:">
					<folder name="语句" id="statement" sort="true" tiptext="在运行时执行或指定动作的语言元素。">
						<action name="break" id="break" quickey="br" text="break;\n" tiptext="出现在循环（for、for..in、for each..in、do..while 或 while）内，或出现在与 switch 语句中的特定情况相关联的语句块内。" version="9" helpurl="statements:break"/>
						<action name="case" id="case" quickey="ce" text="case condition :\n" tiptext="定义 switch 语句的条件。" version="9" helpurl="statements:case"/>
						<action name="continue" id="continue" quickey="co" text="continue;\n" tiptext="跳过最内层循环中所有其余的语句并开始循环的下一次遍历，就像控制正常传递到了循环结尾一样。" version="9" helpurl="statements:continue"/>
						<action name="default" id="default" quickey="dt" text="default :\n" tiptext="定义 switch 语句的默认情况。" version="9" helpurl="statements:default"/>
						<action name="do..while" id="do while" quickey="do" text="do {\n} while (%条件%);\n" tiptext="与 while 循环类似，不同之处是在对条件进行初始计算前执行一次语句。" version="9" helpurl="statements:do..while"/>
						<action name="else" id="else" quickey="el" text="} else {\n" tiptext="指定当 if 语句中的条件返回 false 时要运行的语句。" version="9" helpurl="statements:else"/>
						<action name="for" id="for" quickey="fr" text="for (%初始值；条件；下一个%) {\n}\n" tiptext="计算一次 init（初始化）表达式，然后开始一个循环序列。" version="9" helpurl="statements:for"/>
						<action name="for..in" id="for in" quickey="fi" text="for (%$迭代器$ in $对象$%) {\n}\n" tiptext="迭代对象的属性或数组中的元素，并对每个属性或元素执行该语句。" version="9" helpurl="statements:for..in"/>
						<action name="for each..in" id="for each in" text="for each (%$重复值$ in $对象$%) {\n}\n" tiptext="遍历集合中的项。" version="9" helpurl="statements:for each..in"/>
						<action name="if" id="if" quickey="if" text="if (%条件%) {\n}\n" tiptext="对条件进行计算以确定 SWF 文件中的下一个动作。" version="9" helpurl="statements:if"/>
						<action name="label" id="label" text="" tiptext="将语句与可由 break 或 continue 引用的标识符相关联。" version="9" helpurl="statements:label"/>
						<action name="return" id="return" quickey="rt" text="return (%%);\n" tiptext="从函数中返回，可以选择指定返回值。" version="9" helpurl="statements:return"/>
						<string name="super" text="super" tiptext="调用方法或构造函数的超类版本。" version="9" helpurl="statements:super"/>
						<action name="switch" id="switch" quickey="sw" text="switch (%条件%) {\n}\n" tiptext="根据表达式的值，使控制转移到多条语句的其中一条。" version="9" helpurl="statements:switch"/>
						<action name="throw" id="throw" quickey="th" text="throw %表达式%;\n" tiptext="生成或引发一个可由 catch{} 代码块处理或捕获的错误。" version="9" helpurl="statements:throw"/>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="try" id="try" quickey="ty" text="try {\n}\n" tiptext="运行一段代码进行异常处理" version="7.0" helpurl="statements:try"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="catch" id="catch" quickey="ch" text="catch (%变量%) {\n}\n" tiptext="捕获异常" version="7.0" helpurl="statements:catch"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="finally" id="finally" quickey="fy" text="finally {\n}\n" tiptext="进行异常处理后执行代码" version="7.0" helpurl="statements:finally"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_OFF">
							<string name="try..catch..finally" text="try {\n}\ncatch (%变量%) {\n}\nfinally {\n}\n" tiptext="包含一个代码块，如果该代码块内发生错误，将对错误进行响应。" version="9" helpurl="statements:try..catch..finally"/>
						</ifmode>
						<ifmode mode="SCRIPT_ASSIST_ON">
							<action name="evaluate" id="evaluate" quickey="ev" text="" tiptext="计算一个任意的表达式" version="7.0" helpurl="statements:evaluate"/>
						</ifmode>
						<action name="while" id="while" quickey="wh" text="while (%条件%) {\n}\n" tiptext="计算一个条件，如果该条件计算结果为 true，则在循环返回以再次计算条件之前会执行一条或一系列语句。" version="9" helpurl="statements:while"/>
						<action name="with" id="with" quickey="wt" text="with (%对象%) {\n}\n" tiptext="建立一个默认对象，用于执行一条或多条语句。" version="9" helpurl="statements:with"/>
					</folder>
					<folder name="定义关键字" id="definition keyword" sort="true" tiptext="用于定义实体，例如变量、函数、类和接口。">
						<action name="class" id="class" quickey="cl" text="class %名称% {\n}\n" tiptext="定义一个类，它允许对共享您所定义的方法和属性的对象进行实例化。" version="9" helpurl="statements:class"/>
						<string name="extends" text="extends" tiptext="定义一个作为其他类的子类的类。" version="9" helpurl="statements:extends"/>
						<action name="function" id="function" quickey="fn" text="function %名称% () {\n}\n" tiptext="包含为执行特定任务而定义的一组语句。" version="9" helpurl="statements:function"/>
						<string name="get" text="get" tiptext="定义读存取器，该方法可像属性一样读取。" version="9" helpurl="statements:get"/>
						<string name="implements" text="implements" tiptext="指定类必须定义所实现的接口中声明的所有方法。" version="9" helpurl="statements:implements"/>
						<action name="interface" id="interface" text="interface" tiptext="定义接口。" version="9" helpurl="statements:interface"/>
						<string name="package" text="package" tiptext="允许您将代码组织到可由其他脚本导入的离散组。" version="9" helpurl="statements:package"/>
						<string name="namespace" text="namespace" tiptext="允许您控制定义的可见性。" version="9" helpurl="statements:namespace"/>
						<string name="... (rest) 参数" text="..." tiptext="指定函数将接受任意多个以逗号分隔的参数。" version="9" helpurl="statements:... (rest) parameter"/>
						<string name="set" text="set" tiptext="定义一个 setter，它是一种在公共接口中作为属性出现的方法。" version="9" helpurl="statements:set"/>
						<string name="const" text="const" tiptext="指定一个常量，它是只能赋值一次的变量。" version="9" helpurl="statements:const"/>
						<action name="var" id="var" quickey="vr" text="var %%;\n" tiptext="指定一个变量。" version="9" helpurl="statements:var"/>
					</folder>
					<folder name="指令" id="directive" sort="true" tiptext="在编译时或运行时起作用的语句和定义。">
						<string name="default xml namespace" text="default xml namespace" tiptext="default xml namespace 语句将默认的命名空间设置为用于 XML 对象。" version="9" helpurl="statements:default xml namespace"/>
						<action name="import" id="import" text="import" tiptext="使代码可以使用类和包。" version="9" helpurl="statements:import"/>
						<action name="include" id="include" text="include" tiptext="包括指定文件的内容，就像该文件中的命令是调用脚本的一部分一样。" version="" helpurl="statements:include"/>
						<string name="use namespace" text="use namespace" tiptext="使指定的命名空间添加到打开的命名空间集中。" version="9" helpurl="statements:use namespace"/>
					</folder>
					<folder name="属性关键字" id="attribute keyword" sort="true" tiptext="用于更改定义的含义，可以应用于类、变量、函数和命名空间定义。">
						<string name="dynamic" text="dynamic" tiptext="指定类的实例可具有在运行时添加的动态属性。" version="9" helpurl="statements:dynamic"/>
						<string name="private" text="private" tiptext="指定变量、常量、方法或命名空间仅可供声明或定义它的类使用。" version="9" helpurl="statements:private"/>
						<string name="protected" text="protected" tiptext="指定变量、常量或方法只对声明或定义该变量、常量或方法的类或该类的子类可用。" version="9" helpurl="statements:protected"/>
						<string name="native" text="native" tiptext="指定函数或方法由 Flash Player 以本机代码的形式实现。" version="9" helpurl="statements:native"/>
						<string name="internal" text="internal" tiptext="指定类、变量、常量或函数可用于同一包中的任何调用者。" version="9" helpurl="statements:internal"/>
						<string name="override" text="override" tiptext="指定由一种方法替换（遮盖）继承的方法。" version="9" helpurl="statements:override"/>
						<string name="final" text="final" tiptext="指定不能覆盖方法。" version="9" helpurl="statements:final"/>
						<string name="public" text="public" tiptext="指定类、变量、常量或方法可用于任何调用者。" version="9" helpurl="statements:public"/>
						<string name="static" text="static" tiptext="指定变量、常量或方法属于类，而不属于类的实例。" version="9" helpurl="statements:static"/>
					</folder>
					<folder name="主要表达式关键字" id="primary expression keyword" sort="true" tiptext="用于表示字面值。">
						<string name="this" text="this" tiptext="对方法的包含对象的引用。" version="9" helpurl="statements:this"/>
						<string name="false" text="false" tiptext="表示 false 的布尔值。" version="9" helpurl="statements:false"/>
						<string name="null" text="null" tiptext="一个可以在未提供任何数据的情况下分配给变量或由函数返回的特殊值。" version="9" helpurl="statements:null"/>
						<string name="true" text="true" tiptext="表示 true 的布尔值。" version="9" helpurl="statements:true"/>
					</folder>
					<folder name="命名空间" id="namespace" sort="true" tiptext="标识符的上下文。">
						<string name="AS3" text="" tiptext="定义核心 ActionScript 类的方法和属性，将其作为固定属性而非原型属性。" version="" helpurl="statements:AS3"/>
						<string name="flash_proxy" text="" tiptext="定义 Proxy 类的方法。" version="" helpurl="statements:flash_proxy"/>
						<string name="object_proxy" text="" tiptext="定义 ObjectProxy 类的方法。" version="" helpurl="statements:object_proxy"/>
					</folder>
				</folder>
				<folder name="运算符" sort="true" tiptext="用于组合、比较或修改值的符号运算符" helpurl="operators:">
					<folder name="其他" sort="false" tiptext="其他运算符">
						<string name="[]（数组访问）" text="[]" tiptext="用指定的元素（a0 等）初始化一个新数组或多维数组，或者访问数组中的元素。" version="9" helpurl="operators:array access"/>
						<string name="as" text="as" tiptext="检查表达式是否与数据类型 datatype 兼容。" version="9" helpurl="operators:as"/>
						<string name=",（逗号）" text="," tiptext="计算 expression1，然后计算 expression2，依此类推。" version="9" helpurl="operators:comma"/>
						<string name="?:（条件）" text="?:" tiptext="指示 Flash 计算 expression1，如果 expression1 的值为 true，则返回 expression2 的值；否则返回 expression3 的值。" version="9" helpurl="operators:conditional"/>
						<string name="delete" text="delete" tiptext="破坏由 reference 参数指定的对象引用，如果成功删除了引用，则返回 true；否则返回 false。" version="9" helpurl="operators:delete"/>
						<string name=".（点）" text="." tiptext="用于定位影片剪辑层次结构，以便访问嵌套的（子级）影片剪辑、变量或属性。" version="9" helpurl="operators:dot"/>
						<string name="in" text="in" tiptext="检查 expression1 是否为 expression2 的属性。" version="9" helpurl="operators:in"/>
						<string name="instanceof" text="instanceof" tiptext="计算对象是否属于特定类。" version="9" helpurl="operators:instanceof"/>
						<string name="is" text="is" tiptext="检查 expression1 是否与数据类型 expression2 兼容。" version="9" helpurl="operators:is"/>
						<string name="::（名称限定符）" text="::" tiptext="用来标识属性、方法或 XML 属性或特性的命名空间。" version="9" helpurl="operators:name qualifier"/>
						<string name="new" text="new" tiptext="创建一个新的初始匿名对象，并调用由构造函数参数标识的函数。" version="5" helpurl="operators:new"/>
						<string name="{}（对象初始值设定项）" text="{}" tiptext="创建一个新对象，并用指定的 name 和 value 属性对初始化该对象。" version="9" helpurl="operators:object initializer"/>
						<string name="()（括号）" text="()" tiptext="对一个或多个参数执行分组运算，执行表达式的顺序计算，或者括住一个或多个参数并将它们作为参数传递给括号外的函数。" version="9" helpurl="operators:parentheses"/>
						<string name="/（RegExp 分隔符）" text="/" tiptext="正斜杠字符 (/) 用在字符之前和之后时，用来定义正则表达式文本。" version="9" helpurl="operators:RegExp delimiter"/>
						<string name=":（类型）" text=":" tiptext="用于严格数据类型指定；此运算符指定变量类型、函数返回类型或函数参数类型。" version="9" helpurl="operators:type"/>
						<string name="typeof" text="typeof" tiptext="计算该表达式并返回一个指定其类型的字符串。" version="9" helpurl="operators:typeof"/>
						<string name="void" text="void" tiptext="void 运算符计算表达式，然后放弃其值，返回 undefined 值。" version="9" helpurl="operators:void"/>
					</folder>
					<folder name="逻辑" sort="false" tiptext="逻辑运算符">
						<string name="&amp;&amp;（逻辑 AND）" text="&amp;&amp;" tiptext="针对这两个表达式或其中一个表达式的值执行布尔运算。" version="9" helpurl="operators:logical AND"/>
						<string name="&amp;&amp;=（逻辑 AND 赋值）" text="&amp;&amp;=" tiptext="为 expression1 赋予 expression1 &amp;amp;&amp;amp; expression2 的值。" version="9" helpurl="operators:logical AND assignment"/>
						<string name="!（逻辑 NOT）" text="!" tiptext="对变量或表达式的布尔值取反。" version="9" helpurl="operators:logical NOT"/>
						<string name="||（逻辑 OR）" text="||" tiptext="计算 expression1（运算符左侧的表达式），如果表达式的计算结果为 true，则返回 true。" version="9" helpurl="operators:logical OR"/>
						<string name="||=（逻辑 OR 赋值）" text="||=" tiptext="为 expression1 赋予 expression1 || expression2 的值。" version="9" helpurl="operators:logical OR assignment"/>
					</folder>
					<folder name="比较" sort="false" tiptext="比较运算符">
						<string name="==（等于）" text="==" tiptext="测试两个表达式是否相等。" version="9" helpurl="operators:equality"/>
						<string name="&gt;（大于）" text="&gt;" tiptext="比较两个表达式，确定 expression1 是否大于 expression2；如果是，则此运算符返回 true。" version="9" helpurl="operators:greater than"/>
						<string name="&gt;=（大于或等于）" text="&gt;=" tiptext="比较两个表达式，确定 expression1 是否大于或等于 expression2；如果是，则此运算符返回 true。" version="9" helpurl="operators:greater than or equal to"/>
						<string name="!=（不等于）" text="!=" tiptext="测试结果与等于运算符 (==) 正好相反。" version="9" helpurl="operators:inequality"/>
						<string name="&lt;（小于）" text="&lt;" tiptext="比较两个表达式，确定 expression1 是否小于 expression2；如果是，则此运算符返回 true。" version="9" helpurl="operators:less than"/>
						<string name="&lt;=（小于或等于）" text="&lt;=" tiptext="比较两个表达式，确定 expression1 是否小于等于 expression2；如果是，则此运算符返回 true。" version="9" helpurl="operators:less than or equal to"/>
						<string name="===（全等）" text="===" tiptext="测试两个表达式是否相等；除了不转换数据类型外，全等运算符 (===) 与等于运算符 (==) 执行运算的方式相同。" version="9" helpurl="operators:strict equality"/>
						<string name="!==（严格不等）" text="!==" tiptext="测试结果与全等运算符 (===) 正好相反。" version="9" helpurl="operators:strict inequality"/>
					</folder>
					<folder name="注释" sort="false" tiptext="注释运算符">
						<action name="/*..*/（注释块分隔符）" id="comment" text="/* %% */\n" tiptext="指示一行或多行脚本注释。" version="9" helpurl="operators:block comment delimiter"/>
						<action name="//（注释行分隔符）" id="comment" quickey="//" text="// %%\n" tiptext="指示脚本注释的开始。" version="9" helpurl="operators:line comment delimiter"/>
					</folder>
					<folder name="算术" sort="false" tiptext="算术运算符">
						<string name="+（加法）" text="+" tiptext="加上数字表达式。" version="9" helpurl="operators:addition"/>
						<string name="--（递减）" text="--" tiptext="从表达式中减 1 的预先递减和滞后递减一元运算符。" version="9" helpurl="operators:decrement"/>
						<string name="/（除法）" text="/" tiptext="expression1 除以 expression2。" version="9" helpurl="operators:division"/>
						<string name="++（递增）" text="++" tiptext="将表达式加 1 的预先递增和滞后递增一元运算符。" version="9" helpurl="operators:increment"/>
						<string name="%（模）" text="%" tiptext="计算 expression1 除以 expression2 的余数。" version="9" helpurl="operators:modulo"/>
						<string name="*（乘法）" text="*" tiptext="将两个数值表达式相乘。" version="9" helpurl="operators:multiplication"/>
						<string name="-（减法）" text="-" tiptext="用于执行求反或减法运算。" version="9" helpurl="operators:subtraction"/>
					</folder>
					<folder name="算术组合赋值" sort="false" tiptext="复合算术运算符">
						<string name="+=（加法赋值）" text="+=" tiptext="对 expression1 赋予 expression1 + expression2 的值。" version="9" helpurl="operators:addition assignment"/>
						<string name="/=（除法赋值）" text="/=" tiptext="对 expression1 赋予 expression1/expression2 的值。" version="9" helpurl="operators:division assignment"/>
						<string name="%=（模赋值）" text="%=" tiptext="对 expression1 赋予 expression1 % expression2 的值。" version="9" helpurl="operators:modulo assignment"/>
						<string name="*=（乘法赋值）" text="*=" tiptext="运算符（算术组合赋值）；对 expression1 赋予 expression1 * expression2 的值。" version="9" helpurl="operators:multiplication assignment"/>
						<string name="-=（减法赋值）" text="-=" tiptext="对 expression1 赋予 expression1 - expression2 的值。" version="9" helpurl="operators:subtraction assignment"/>
					</folder>
					<folder name="按位" sort="false" tiptext="按位运算符">
						<string name="&amp;（按位 AND）" text="&amp;" tiptext="将 expression1 和 expression2 转换为 32 位无符号整数，并对整数参数的每一位执行布尔 AND 运算。" version="9" helpurl="operators:bitwise AND"/>
						<string name="&lt;&lt;（按位向左移位）" text="&lt;&lt;" tiptext="将 expression1 和 expression2 转换为 32 位整数，并将 expression1 中的所有位向左移动由 expression2 转换所得到的整数指定的位数。" version="9" helpurl="operators:bitwise left shift"/>
						<string name="~（按位 NOT）" text="~" tiptext="也称为对一求补运算符或按位求补运算符。" version="9" helpurl="operators:bitwise NOT"/>
						<string name="|（按位 OR）" text="|" tiptext="将 expression1 和 expression2 转换为 32 位无符号整数，并在 expression1 或 expression2 的对应位为 1 的每个位的位置上放置 1。" version="9" helpurl="operators:bitwise OR"/>
						<string name="&gt;&gt;（按位向右移位）" text="&gt;&gt;" tiptext="将 expression1 和 expression2 转换为 32 位整数，并将 expression1 中的所有位向右移动由 expression2 转换所得到的整数指定的位数。" version="9" helpurl="operators:bitwise right shift"/>
						<string name="&gt;&gt;&gt;（按位无符号向右移位并赋值）" text="&gt;&gt;&gt;" tiptext="此运算符与按位向右移位运算符 (&amp;gt;&amp;gt;) 基本相同，只是此运算符不保留原始表达式的符号，因为左侧的位始终用 0 填充。" version="9" helpurl="operators:bitwise unsigned right shift"/>
						<string name="^（按位 XOR）" text="^" tiptext="将 expression1 和 expression2 转换为 32 位无符号整数，并在 expression1 或 expression2 中的对应位为 1（但不是在两者中均为 1）的每个位的位置返回 1。" version="9" helpurl="operators:bitwise XOR"/>
					</folder>
					<folder name="按位组合赋值" sort="false" tiptext="复合按位运算符">
						<string name="&amp;=（按位 AND 赋值）" text="&amp;=" tiptext="对 expression1 赋予 expression1 &amp;amp; expression2 的值。" version="9" helpurl="operators:bitwise AND assignment"/>
						<string name="&lt;&lt;=（按位向左移位并赋值）" text="&lt;&lt;=" tiptext="该操作执行按位向左移位 (&amp;lt;&amp;lt;=) 运算，并将内容作为结果存储在 expression1 中。" version="9" helpurl="operators:bitwise left shift and assignment"/>
						<string name="|=（按位 OR 赋值）" text="|=" tiptext="对 expression1 赋予 expression1 | expression2 的值。" version="9" helpurl="operators:bitwise OR assignment"/>
						<string name="&gt;&gt;=（按位向右移位并赋值）" text="&gt;&gt;=" tiptext="此运算符执行按位向右移位运算，并将内容作为结果存储在 expression1 中。" version="9" helpurl="operators:bitwise right shift and assignment"/>
						<string name="&gt;&gt;&gt;=（按位无符号向右移位并赋值）" text="&gt;&gt;&gt;=" tiptext="执行无符号按位向右移位运算，并将内容作为结果存储在 expression1 中。" version="9" helpurl="operators:bitwise unsigned right shift and assignment"/>
						<string name="^=（按位 XOR 赋值）" text="^=" tiptext="对 expression1 赋予 expression1 ^ expression2 的值。" version="9" helpurl="operators:bitwise XOR assignment"/>
					</folder>
					<folder name="字符串" sort="false" tiptext="字符串运算符">
						<string name="+（连接）" text="+" tiptext="连接（合并）字符串。" version="9" helpurl="operators:concatenation"/>
						<string name="+=（连接赋值）" text="+=" tiptext="对 expression1 赋予 expression1 + expression2 的值。" version="9" helpurl="operators:concatenation assignment"/>
						<string name="&quot;（字符串分隔符）" text="&quot;" tiptext="引号 (&quot;) 用在字符之前和之后时，用于指示字符具有文本值。" version="9" helpurl="operators:string delimiter"/>
					</folder>
					<folder name="赋值" sort="false" tiptext="赋值运算符">
						<string name="=（赋值）" text="=" tiptext="将 expression2（位于右侧的参数）的值赋给 expression1 中的变量、数组元素或属性。" version="9" helpurl="operators:assignment"/>
					</folder>
					<folder name="XML" sort="false" tiptext="XML 运算符">
						<string name="@（属性标识符）" text="@" tiptext="使用 XML @（at 符号）运算符可以标识 XML 或 XMLList 对象的属性。" version="9" helpurl="operators:attribute identifier"/>
						<string name="{ }（大括号 (XML)）" text="{ }" tiptext="使用 XML { and } 运算符可以将数据按引用（从其他变量）传递到 XML 或 XMLList 文本。" version="9" helpurl="operators:braces (XML)"/>
						<string name="[ ]（中括号 (XML)）" text="[ ]" tiptext="访问 XML 或 XMLList 对象的属性或特性。" version="9" helpurl="operators:brackets (XML)"/>
						<string name="+（连接 (XMLList)）" text="+" tiptext="使用 XML +（连接）运算符可以连接 XMLList 对象。" version="9" helpurl="operators:concatenation (XMLList)"/>
						<string name="+=（连接赋值 (XMLList)）" text="+=" tiptext="对 XMLList 对象 expression1 赋予 expression1 + expression2 的值。" version="9" helpurl="operators:concatenation assignment (XMLList)"/>
						<string name="delete (XML)" text="delete (XML)" tiptext="删除指定的 XML 元素或属性。" version="9" helpurl="operators:delete (XML)"/>
						<string name="..（后代存取器）" text=".." tiptext="XML 后代存取器运算符 (..) 用于定位到 XML 或 XMLList 对象的后代元素，在与 @ 运算符结合使用时，将返回后代属性。" version="9" helpurl="operators:descendant accessor"/>
						<string name=".（点 (XML)）" text="." tiptext="定位到 XML 或 XMLList 对象的子元素，或（结合使用 @ 运算符）返回 XML 或 XMLList 对象的属性。" version="9" helpurl="operators:dot (XML)"/>
						<string name="( )（括号 (XML)）" text="( )" tiptext="使用 ( 和 ) 运算符可以计算 E4X XML 构造中的表达式。" version="9" helpurl="operators:parentheses (XML)"/>
						<string name="&lt; &gt;（XML 文本标签分隔符）" text="&lt; &gt;" tiptext="使用 &amp;lt; 和 &amp;gt; 运算符可以在 XML 文本中定义 XML 标签。" version="9" helpurl="operators:XML literal tag delimiter"/>
					</folder>
				</folder>
				<folder name="特殊类型" sort="true" tiptext="适用于强类型的特殊类型" helpurl="specialTypes:">
					<string name="*" text="*" tiptext="指定属性是无类型的。" version="9" helpurl="specialTypes:*"/>
					<string name="void" object="void" text="void" tiptext="指定函数无法返回任何值。" version="9" helpurl="specialTypes:void"/>
					<string name="Null" object="Null" text="Null" tiptext="一种表示没有值的特殊数据类型。" version="9" helpurl="specialTypes:Null"/>
				</folder>
			</folder>
	</actionspanel>
	<codehints>
			<package name="adobe.utils" children="CustomActions,XMLUI,MMEndCommand,MMExecute"/>
			<package name="air.desktop" children="URLFilePromise"/>
			<package name="air.net" children="SecureSocketMonitor,ServiceMonitor,SocketMonitor,URLMonitor"/>
			<package name="air.update" children="ApplicationUpdater,ApplicationUpdaterUI"/>
			<package name="air.update.events" children="DownloadErrorEvent,StatusFileUpdateErrorEvent,StatusFileUpdateEvent,StatusUpdateErrorEvent,StatusUpdateEvent,UpdateEvent"/>
			<package name="fl.accessibility" children="AccImpl,ButtonAccImpl,CheckBoxAccImpl,ComboBoxAccImpl,DataGridAccImpl,LabelButtonAccImpl,ListAccImpl,RadioButtonAccImpl,SelectableListAccImpl,TileListAccImpl,UIComponentAccImpl"/>
			<package name="fl.containers" children="BaseScrollPane,ScrollPane,UILoader"/>
			<package name="fl.controls" children="BaseButton,Button,ButtonLabelPlacement,CheckBox,ColorPicker,ComboBox,DataGrid,Label,LabelButton,List,NumericStepper,ProgressBar,ProgressBarDirection,ProgressBarMode,RadioButton,RadioButtonGroup,ScrollBar,ScrollBarDirection,ScrollPolicy,SelectableList,Slider,SliderDirection,TextArea,TextInput,TileList,UIScrollBar"/>
			<package name="fl.controls.dataGridClasses" children="DataGridCellEditor,DataGridColumn,HeaderRenderer"/>
			<package name="fl.controls.listClasses" children="CellRenderer,ICellRenderer,ImageCell,ListData,TileListData"/>
			<package name="fl.controls.progressBarClasses" children="IndeterminateBar"/>
			<package name="fl.core" children="InvalidationType,UIComponent"/>
			<package name="fl.data" children="DataProvider,SimpleCollectionItem,TileListCollectionItem"/>
			<package name="fl.display" children="ProLoader,ProLoaderInfo"/>
			<package name="fl.events" children="ColorPickerEvent,ComponentEvent,DataChangeEvent,DataChangeType,DataGridEvent,DataGridEventReason,InteractionInputType,ListEvent,RSLErrorEvent,RSLEvent,ScrollEvent,SliderEvent,SliderEventClickTarget"/>
			<package name="fl.ik" children="IKArmature,IKBone,IKEvent,IKJoint,IKManager,IKMover"/>
			<package name="fl.lang" children="Locale"/>
			<package name="fl.livepreview" children="LivePreviewParent"/>
			<package name="fl.managers" children="FocusManager,IFocusManager,IFocusManagerComponent,IFocusManagerGroup,StyleManager"/>
			<package name="fl.motion" children="AdjustColor,Animator,Animator3D,AnimatorBase,AnimatorFactory,AnimatorFactory3D,AnimatorFactoryBase,AnimatorFactoryUniversal,AnimatorUniversal,BezierEase,BezierSegment,Color,ColorMatrix,CustomEase,DynamicMatrix,FunctionEase,ITween,Keyframe,KeyframeBase,MatrixTransformer,Motion,MotionBase,MotionEvent,RotateDirection,SimpleEase,Source,Tweenables"/>
			<package name="fl.motion.easing" children="Back,Bounce,Circular,Cubic,Elastic,Exponential,Linear,Quadratic,Quartic,Quintic,Sine"/>
			<package name="fl.rsl" children="RSLInfo,RSLPreloader,SWZInfo"/>
			<package name="fl.text" children="TLFTextField"/>
			<package name="fl.transitions" children="Blinds,Fade,Fly,Iris,Photo,PixelDissolve,Rotate,Squeeze,Transition,TransitionManager,Tween,TweenEvent,Wipe,Zoom"/>
			<package name="fl.transitions.easing" children="Back,Bounce,Elastic,None,Regular,Strong"/>
			<package name="fl.video" children="AutoLayoutEvent,CaptionChangeEvent,CaptionTargetEvent,CuePointType,FLVPlayback,FLVPlaybackCaptioning,INCManager,IVPEvent,LayoutEvent,MetadataEvent,NCManager,NCManagerNative,SkinErrorEvent,SoundEvent,VideoAlign,VideoError,VideoEvent,VideoPlayer,VideoProgressEvent,VideoScaleMode,VideoState"/>
			<package name="flash.accessibility" children="Accessibility,AccessibilityImplementation,AccessibilityProperties,ISearchableText,ISimpleTextSelection"/>
			<package name="flash.data" children="EncryptedLocalStore,SQLCollationType,SQLColumnNameStyle,SQLColumnSchema,SQLConnection,SQLIndexSchema,SQLMode,SQLResult,SQLSchema,SQLSchemaResult,SQLStatement,SQLTableSchema,SQLTransactionLockType,SQLTriggerSchema,SQLViewSchema"/>
			<package name="flash.desktop" children="Clipboard,ClipboardFormats,ClipboardTransferMode,DockIcon,Icon,IFilePromise,InteractiveIcon,InvokeEventReason,NativeApplication,NativeDragActions,NativeDragManager,NativeDragOptions,NativeProcess,NativeProcessStartupInfo,NotificationType,SystemIdleMode,SystemTrayIcon,Updater"/>
			<package name="flash.display" children="ActionScriptVersion,AVM1Movie,Bitmap,BitmapData,BitmapDataChannel,BlendMode,CapsStyle,ColorCorrection,ColorCorrectionSupport,DisplayObject,DisplayObjectContainer,FocusDirection,FrameLabel,GradientType,Graphics,GraphicsBitmapFill,GraphicsEndFill,GraphicsGradientFill,GraphicsPath,GraphicsPathCommand,GraphicsPathWinding,GraphicsShaderFill,GraphicsSolidFill,GraphicsStroke,GraphicsTrianglePath,IBitmapDrawable,IGraphicsData,IGraphicsFill,IGraphicsPath,IGraphicsStroke,InteractiveObject,InterpolationMethod,JointStyle,LineScaleMode,Loader,LoaderInfo,MorphShape,MovieClip,NativeMenu,NativeMenuItem,NativeWindow,NativeWindowDisplayState,NativeWindowInitOptions,NativeWindowResize,NativeWindowSystemChrome,NativeWindowType,PixelSnapping,Scene,Screen,Shader,ShaderData,ShaderInput,ShaderJob,ShaderParameter,ShaderParameterType,ShaderPrecision,Shape,SimpleButton,SpreadMethod,Sprite,Stage,StageAlign,StageAspectRatio,StageDisplayState,StageOrientation,StageQuality,StageScaleMode,SWFVersion,TriangleCulling"/>
			<package name="flash.errors" children="DRMManagerError,EOFError,IllegalOperationError,InvalidSWFError,IOError,MemoryError,ScriptTimeoutError,SQLError,SQLErrorOperation,StackOverflowError"/>
			<package name="flash.events" children="AccelerometerEvent,ActivityEvent,AsyncErrorEvent,BrowserInvokeEvent,ContextMenuEvent,DataEvent,DatagramSocketDataEvent,DNSResolverEvent,DRMAuthenticateEvent,DRMAuthenticationCompleteEvent,DRMAuthenticationErrorEvent,DRMErrorEvent,DRMStatusEvent,ErrorEvent,Event,EventDispatcher,EventPhase,FileListEvent,FocusEvent,FullScreenEvent,GeolocationEvent,GestureEvent,GesturePhase,HTMLUncaughtScriptExceptionEvent,HTTPStatusEvent,IEventDispatcher,IMEEvent,InvokeEvent,IOErrorEvent,KeyboardEvent,LocationChangeEvent,MediaEvent,MouseEvent,NativeDragEvent,NativeProcessExitEvent,NativeWindowBoundsEvent,NativeWindowDisplayStateEvent,NetStatusEvent,OutputProgressEvent,PressAndTapGestureEvent,ProgressEvent,SampleDataEvent,ScreenMouseEvent,SecurityErrorEvent,ServerSocketConnectEvent,ShaderEvent,SoftKeyboardEvent,SoftKeyboardTrigger,SQLErrorEvent,SQLEvent,SQLUpdateEvent,StageOrientationEvent,StageVideoAvailabilityEvent,StageVideoEvent,StatusEvent,StorageVolumeChangeEvent,SyncEvent,TextEvent,TimerEvent,TouchEvent,TransformGestureEvent,UncaughtErrorEvent,UncaughtErrorEvents,VideoEvent"/>
			<package name="flash.external" children="ExtensionContext,ExternalInterface"/>
			<package name="flash.filesystem" children="File,FileMode,FileStream,StorageVolume,StorageVolumeInfo"/>
			<package name="flash.filters" children="BevelFilter,BitmapFilter,BitmapFilterQuality,BitmapFilterType,BlurFilter,ColorMatrixFilter,ConvolutionFilter,DisplacementMapFilter,DisplacementMapFilterMode,DropShadowFilter,GlowFilter,GradientBevelFilter,GradientGlowFilter,ShaderFilter"/>
			<package name="flash.geom" children="ColorTransform,Matrix,Matrix3D,Orientation3D,PerspectiveProjection,Point,Rectangle,Transform,Utils3D,Vector3D"/>
			<package name="flash.globalization" children="Collator,CollatorMode,CurrencyFormatter,CurrencyParseResult,DateTimeFormatter,DateTimeNameContext,DateTimeNameStyle,DateTimeStyle,LastOperationStatus,LocaleID,NationalDigitsType,NumberFormatter,NumberParseResult,StringTools"/>
			<package name="flash.html" children="HTMLHistoryItem,HTMLHost,HTMLLoader,HTMLPDFCapability,HTMLSWFCapability,HTMLWindowCreateOptions"/>
			<package name="flash.media" children="Camera,CameraRoll,CameraUI,ID3Info,MediaPromise,MediaType,Microphone,Sound,SoundChannel,SoundCodec,SoundLoaderContext,SoundMixer,SoundTransform,StageVideo,StageVideoAvailability,StageWebView,Video,VideoStatus,scanHardware"/>
			<package name="flash.net" children="DatagramSocket,FileFilter,FileReference,FileReferenceList,GroupSpecifier,IDynamicPropertyOutput,IDynamicPropertyWriter,InterfaceAddress,IPVersion,LocalConnection,NetConnection,NetGroup,NetGroupInfo,NetGroupReceiveMode,NetGroupReplicationStrategy,NetGroupSendMode,NetGroupSendResult,NetStream,NetStreamAppendBytesAction,NetStreamInfo,NetStreamMulticastInfo,NetStreamPlayOptions,NetStreamPlayTransitions,NetworkInfo,NetworkInterface,ObjectEncoding,Responder,SecureSocket,ServerSocket,SharedObject,SharedObjectFlushStatus,Socket,URLLoader,URLLoaderDataFormat,URLRequest,URLRequestDefaults,URLRequestHeader,URLRequestMethod,URLStream,URLVariables,XMLSocket,getClassByAlias,navigateToURL,registerClassAlias,sendToURL"/>
			<package name="flash.net.dns" children="AAAARecord,ARecord,DNSResolver,MXRecord,PTRRecord,ResourceRecord,SRVRecord"/>
			<package name="flash.net.drm" children="AuthenticationMethod,DRMContentData,DRMManager,DRMPlaybackTimeWindow,DRMVoucher,LoadVoucherSetting,VoucherAccessInfo"/>
			<package name="flash.printing" children="PaperSize,PrintJob,PrintJobOptions,PrintJobOrientation,PrintMethod,PrintUIOptions"/>
			<package name="flash.profiler" children="showRedrawRegions"/>
			<package name="flash.sampler" children="DeleteObjectSample,NewObjectSample,Sample,StackFrame,clearSamples,getGetterInvocationCount,getInvocationCount,getLexicalScopes,getMasterString,getMemberNames,getSampleCount,getSamples,getSavedThis,getSetterInvocationCount,getSize,isGetterSetter,pauseSampling,sampleInternalAllocs,setSamplerCallback,startSampling,stopSampling"/>
			<package name="flash.security" children="CertificateStatus,IURIDereferencer,ReferencesValidationSetting,RevocationCheckSettings,SignatureStatus,SignerTrustSettings,XMLSignatureValidator"/>
			<package name="flash.sensors" children="Accelerometer,Geolocation"/>
			<package name="flash.system" children="ApplicationDomain,Capabilities,ImageDecodingPolicy,IME,IMEConversionMode,JPEGLoaderContext,LoaderContext,Security,SecurityDomain,SecurityPanel,System,SystemUpdater,SystemUpdaterType,TouchscreenType,fscommand"/>
			<package name="flash.text" children="AntiAliasType,CSMSettings,Font,FontStyle,FontType,GridFitType,StaticText,StyleSheet,TextColorType,TextDisplayMode,TextExtent,TextField,TextFieldAutoSize,TextFieldType,TextFormat,TextFormatAlign,TextInteractionMode,TextLineMetrics,TextRenderer,TextSnapshot"/>
			<package name="flash.text.engine" children="BreakOpportunity,CFFHinting,ContentElement,DigitCase,DigitWidth,EastAsianJustifier,ElementFormat,FontDescription,FontLookup,FontMetrics,FontPosture,FontWeight,GraphicElement,GroupElement,JustificationStyle,Kerning,LigatureLevel,LineJustification,RenderingMode,SpaceJustifier,TabAlignment,TabStop,TextBaseline,TextBlock,TextElement,TextJustifier,TextLine,TextLineCreationResult,TextLineMirrorRegion,TextLineValidity,TextRotation,TypographicCase"/>
			<package name="flash.text.ime" children="CompositionAttributeRange,IIMEClient"/>
			<package name="flash.ui" children="ContextMenu,ContextMenuBuiltInItems,ContextMenuClipboardItems,ContextMenuItem,Keyboard,KeyboardType,KeyLocation,Mouse,MouseCursor,MouseCursorData,Multitouch,MultitouchInputMode"/>
			<package name="flash.utils" children="ByteArray,CompressionAlgorithm,Dictionary,Endian,IDataInput,IDataOutput,IExternalizable,Proxy,Timer,describeType,escapeMultiByte,getDefinitionByName,getQualifiedClassName,getQualifiedSuperclassName,getTimer,unescapeMultiByte,clearInterval,clearTimeout,setInterval,setTimeout"/>
			<package name="flash.xml" children="XMLDocument,XMLNode,XMLNodeType"/>
			<package name="flashx.textLayout.compose" children="FlowComposerBase,FlowDamageType,IFlowComposer,ISWFContext,ITextLineCreator,IVerticalJustificationLine,StandardFlowComposer,TextFlowLine,TextFlowLineLocation,TextLineRecycler"/>
			<package name="flashx.textLayout.container" children="ColumnState,ContainerController,ISandboxSupport,ScrollPolicy,TextContainerManager"/>
			<package name="flashx.textLayout.conversion" children="ConversionType,ITextExporter,ITextImporter,PlainTextExporter,TextConverter"/>
			<package name="flashx.textLayout.edit" children="EditingMode,EditManager,ElementRange,IEditManager,IInteractionEventHandler,ISelectionManager,SelectionFormat,SelectionManager,SelectionState,TextClipboard,TextScrap"/>
			<package name="flashx.textLayout.elements" children="BreakElement,Configuration,ContainerFormattedElement,DivElement,FlowElement,FlowGroupElement,FlowLeafElement,GlobalSettings,IConfiguration,IFormatResolver,InlineGraphicElement,InlineGraphicElementStatus,LinkElement,LinkState,OverflowPolicy,ParagraphElement,ParagraphFormattedElement,SpanElement,SpecialCharacterElement,SubParagraphGroupElement,TabElement,TCYElement,TextFlow,TextRange"/>
			<package name="flashx.textLayout.events" children="CompositionCompleteEvent,DamageEvent,FlowElementMouseEvent,FlowOperationEvent,SelectionEvent,StatusChangeEvent,TextLayoutEvent,UpdateCompleteEvent"/>
			<package name="flashx.textLayout.factory" children="StringTextLineFactory,TextFlowTextLineFactory,TextLineFactoryBase,TruncationOptions"/>
			<package name="flashx.textLayout.formats" children="BackgroundColor,BaselineOffset,BaselineShift,BlockProgression,Direction,FormatValue,ITabStopFormat,ITextLayoutFormat,JustificationRule,LeadingModel,LineBreak,TabStopFormat,TextAlign,TextDecoration,TextJustify,TextLayoutFormat,TLFTypographicCase,VerticalAlign,WhiteSpaceCollapse"/>
			<package name="flashx.textLayout.operations" children="ApplyElementIDOperation,ApplyElementStyleNameOperation,ApplyElementUserStyleOperation,ApplyFormatOperation,ApplyFormatToElementOperation,ApplyLinkOperation,ApplyTCYOperation,ClearFormatOnElementOperation,ClearFormatOperation,CompositeOperation,CopyOperation,CutOperation,DeleteTextOperation,FlowElementOperation,FlowOperation,FlowTextOperation,InsertInlineGraphicOperation,InsertTextOperation,ModifyInlineGraphicOperation,PasteOperation,RedoOperation,SplitParagraphOperation,UndoOperation"/>
			<package name="flashx.textLayout.utils" children="CharacterUtil,NavigationUtil"/>
			<package name="flashx.undo" children="IOperation,IUndoManager,UndoManager"/>
			<typeinfo pattern="*_mc" object="flash.display.MovieClip"/>
			<typeinfo pattern="*_array" object="Array"/>
			<typeinfo pattern="*_str" object="String"/>
			<typeinfo pattern="*_btn" object="flash.display.SimpleButton"/>
			<typeinfo pattern="*_txt" object="flash.text.TextField"/>
			<typeinfo pattern="*_fmt" object="flash.text.TextFormat"/>
			<typeinfo pattern="*_date" object="Date"/>
			<typeinfo pattern="*_sound" object="flash.media.Sound"/>
			<typeinfo pattern="*_xml" object="XML"/>
			<typeinfo pattern="*_xmlnode" object="flash.xml.XMLNode"/>
			<typeinfo pattern="*_xmlsocket" object="flash.net.XMLSocket"/>
			<typeinfo pattern="*_color" object="fl.motion.Color"/>
			<typeinfo pattern="*_cm" object="flash.ui.ContextMenu"/>
			<typeinfo pattern="*_cmi" object="flash.ui.ContextMenuItem"/>
			<typeinfo pattern="*_pj" object="flash.printing.PrintJob"/>
			<typeinfo pattern="*_err" object="Error"/>
			<typeinfo pattern="*_cam" object="flash.media.Camera"/>
			<typeinfo pattern="*_lc" object="flash.net.LocalConnection"/>
			<typeinfo pattern="*_mic" object="flash.media.Microphone"/>
			<typeinfo pattern="*_nc" object="flash.net.NetConnection"/>
			<typeinfo pattern="*_ns" object="flash.net.NetStream"/>
			<typeinfo pattern="*_so" object="flash.net.SharedObject"/>
			<typeinfo pattern="*_video" object="flash.media.Video"/>
	</codehints>
</toolbox>
